0:00:00.444,0:00:04.972 Sandi: 16 teams have been working day and night on the concept art for their spaceship, 0:00:04.972,0:00:08.498 but will their creations be enough to impress the judges? 0:00:08.498,0:00:13.685 The competition is about to get very real on The Next Great Starship. 0:00:58.195,0:01:01.894 Hi. I'm Sandi Gardiner, and we're here in Austin, Texas, 0:01:01.894,0:01:05.803 which is home to one of Cloud Imperium's main development studios. 0:01:13.403,0:01:17.691 Austin, Texas is also home to some of our judges. Let's meet them again. 0:01:17.691,0:01:19.030 Mark Skelton. 0:01:19.030,0:01:20.350 Mark: I am Mark Skelton. 0:01:20.350,0:01:28.428 I am the art director here in the Austin CIG office, and I'm an amazing dresser, obviously. 0:01:28.797,0:01:30.725 Chris S: Style guru extraordinaire. 0:01:30.725,0:01:31.785 Mark: Still style guru. 0:01:31.785,0:01:33.276 Sandi: You lost the tag. Mark: I think I'm going to fly away here... 0:01:33.276,0:01:34.320 Chris R: Yeah, where is the tag? 0:01:34.320,0:01:36.294 Sandi: Yeah, where is that tag? Mark: Maybe I should wear them up like this... 0:01:36.294,0:01:37.463 The tag is gone. 0:01:37.463,0:01:40.215 Chris R: I think the tag was actually taking way too much screen presence away from you... 0:01:40.215,0:01:44.812 Mark: I think it was too. I think it was attacking my neck, is what was happening. 0:01:44.812,0:01:47.009 It was going to attach itself. 0:01:47.009,0:01:52.865 Chris R: So, I'm Chris Roberts, the project director and head of Cloud Imperium Games. 0:01:52.865,0:01:54.780 I don't live in Austin anymore, but I used to, 0:01:54.780,0:02:00.319 and it's actually where I created Wing Commander a long time ago, at a company called Origin, 0:02:00.319,0:02:04.484 and then later on started another company called Digital Anvil, where we did Freelancer. 0:02:04.484,0:02:06.357 It's a great town, has a huge amount of talent, 0:02:06.357,0:02:10.021 which is one of the reasons why we have one of our major development studios here, 0:02:10.021,0:02:14.841 and a bunch of really talented folks, of which some of them I worked with before. 0:02:14.841,0:02:22.939 Chris Olivia worked with me on Wing Commander and at Digital Anvil. So Austin's great. On to you, Chris. 0:02:22.939,0:02:27.739 Chris S: I'm Chris Smith. I'm the lead ship modeller, and I'm based here in Austin, as well. 0:02:27.739,0:02:31.923 Been living here for five years and I love it here. 0:02:32.462,0:02:36.896 Chris O: I'm Chris Olivia, and I'm Chief Visual Officer of Cloud Imperium Games. I live in Austin, 0:02:36.896,0:02:44.563 and like Chris said I worked with Chris at Origin way back in the day and also Digital Anvil here in Austin. 0:02:44.563,0:02:48.858 Sandi: And for the very keen eye, this is not Sean Tracy. 0:02:54.106,0:02:57.817 You would've seen David Hobbins on the last episode, showing off the Mustang, 0:02:57.817,0:03:02.378 and he is here with us to help judge the concept phase of this competition. 0:03:02.378,0:03:05.182 He has worked on a lot of world class films, haven't you David? 0:03:05.182,0:03:09.462 David: Yeah, before Cloud Imperium I worked at Lucasfilm, 0:03:09.462,0:03:14.497 and most recently the movie Flight and the upcoming Guardians of the Galaxy, 0:03:14.497,0:03:18.531 but super happy to be here, in the Santa Monica studio. 0:03:18.531,0:03:22.696 And, I get to design spaceships everyday, so... 0:03:22.696,0:03:24.362 Chris R: Yea, it's cool. We're happy to have you. 0:03:24.362,0:03:27.473 We all love the work that you did on the Mustang, 0:03:27.473,0:03:30.195 and there's some other stuff that you've done that everyone hasn't seen yet, 0:03:30.195,0:03:31.517 but that's also pretty awesome stuff. 0:03:31.517,0:03:32.368 Chris S: Amazing stuff. 0:03:32.368,0:03:34.603 Sandi: And now the competition is just getting started, 0:03:34.603,0:03:40.370 because we have 16 teams vying to get their starship in the upcoming space epic Star Citizen. 0:03:40.370,0:03:42.030 And, what else do we have for them? 0:03:42.030,0:03:44.720 Mark: Some crazy swag. 0:03:44.720,0:03:48.031 Cintiqs... Oh my god, just a ton of stuff. 0:03:48.385,0:03:51.626 Chris R: The Maingear rigs, which I don't know if we've shown yet, 0:03:51.626,0:03:56.030 but each one's themed for each one of the ship manufacturers. 0:03:56.030,0:04:03.592 So we have a Drake one and an RSI one, an Aegis one and an Anvil one... a MISC one. 0:04:03.592,0:04:05.696 Mark: If nobody wins, I'm stealing them all. 0:04:05.696,0:04:07.878 I'm taking them for myself. Nobody wins! 0:04:07.878,0:04:09.798 Sandi: What about time with you, Mark? C'mon. 0:04:09.798,0:04:12.267 Mark: Yeah, and they get to touch my shirt, maybe. 0:04:12.267,0:04:13.147 Chris O: They should get the shirt. 0:04:13.147,0:04:17.040 Mark: If they want to give up their Cintiq, maybe I'll even give them the shirt. 0:04:17.040,0:04:18.633 Chris S: Even trade. 0:04:18.633,0:04:21.785 Chris R: And there's the Autodesk Creation Suite. 0:04:22.185,0:04:24.111 That's a pretty significant package. 0:04:24.111,0:04:28.701 I think they're like $8000 or $9000 retail, and everyone in the team gets one of those each. 0:04:28.701,0:04:31.018 Chris O: It's all the stuff that we use at work, so... 0:04:31.018,0:04:33.224 Mark: Plus the cash prizes, right? I mean, geez. 0:04:33.255,0:04:35.276 Sandi: Cash prizes, yeah. There's three cash prizes. 0:04:35.276,0:04:38.743 Mark: It's incredible. Chris R: We've had some very generous sponsors that are helping us do the show. 0:04:38.743,0:04:41.842 There's some great stuff for people to get. It's awesome. 0:04:54.567,0:04:57.944 Sandi: So, we're in the concept phase, which is phase 1 of this competition. 0:04:57.944,0:05:00.774 And Chris, do you want to talk about that? 0:05:00.774,0:05:02.193 Chris R: Yeah, sure. 0:05:02.916,0:05:09.048 The concept stage for me is one of the most important stages of pretty much any art development, 0:05:09.048,0:05:14.758 especially something as involved as a spaceship that we would have in Star Citizen, 0:05:14.758,0:05:20.443 because it's really where you start to figure out the look, 0:05:20.443,0:05:24.193 but also it's not just the form but also the function you do a lot in the concept. 0:05:24.193,0:05:29.519 You're trying to figure out where I'm going to place the turrets, where the engine's going to be, 0:05:29.519,0:05:33.485 and so even though you don't fully model it, you have to start to think about - 0:05:33.485,0:05:37.773 where would the pilot climb into his cockpit or where would the cargo be loaded, 0:05:38.126,0:05:40.051 or say in the case of the gunship that we're doing, 0:05:40.051,0:05:42.412 it's meant to be able to carry some troops - where could they unload. 0:05:42.412,0:05:50.891 For me, it's really important to execute concept well because that sets the tone for the rest of... 0:05:50.891,0:05:53.583 The modeling is very involved, and the texturing and obviously animation, 0:05:53.583,0:05:58.150 and that all brings it to actual life, but without the concept as your blueprint... 0:05:58.150,0:06:03.914 The concept really, like... If you think about it in film terms, it's like the concept is the script. 0:06:03.914,0:06:06.113 You can't have a good movie without a good script. 0:06:06.113,0:06:10.944 I mean, yes, you need actors, sets... All those things need to work and they'll always be done, 0:06:10.944,0:06:13.572 but without a really good script, everything else doesn't work. 0:06:13.572,0:06:19.385 And the concept is basically that version when you are creating art, 0:06:19.385,0:06:22.078 especially something as complicated as a spaceship... 0:06:22.078,0:06:28.393 Chris O: You'd say concept is like a two-tier thing where you're trying to sell an overall look and feel, 0:06:28.393,0:06:31.779 and get a sort of an emotional reaction of the ship, 0:06:31.779,0:06:37.494 and then you want to be able to call out specific areas to where you know it - 0:06:37.494,0:06:41.315 can be built in 3D accurately. 0:06:41.946,0:06:47.480 It's trying to communicate a few different things, and it's not easy to do all that in one image. 0:06:47.480,0:06:49.861 Except he can do it. 0:06:49.861,0:06:55.658 Chris R: But even when David was doing the Mustang, which everyone saw last episode, 0:06:55.658,0:07:00.694 you could see there was a couple of different tries, and you say this one looks a bit too - 0:07:00.694,0:07:03.197 the engines are too big, it looks too racery, let's move it to this. 0:07:03.197,0:07:04.500 Chris O: It's an evolutionary... 0:07:04.500,0:07:09.725 Chris R: And that's what you do in the concept stages, because you can explore things quickly, 0:07:09.725,0:07:13.304 and like Chris says, there's an emotional reaction that you'll have. 0:07:13.304,0:07:18.307 Like, you've got an idea - someone says "gunship" and you think of something. 0:07:18.307,0:07:22.819 If the picture on the page evokes that feeling to you, then you're on the right track, 0:07:22.819,0:07:25.930 and then, like Chris says, the next stage is... 0:07:25.930,0:07:28.981 You have to work out some of the details, because you want to work out the details of, like, 0:07:28.981,0:07:35.020 how you get into things or where the engines are, or whatever, before you actually start modeling it, 0:07:35.020,0:07:36.488 because modeling takes a long time. 0:07:36.488,0:07:38.971 Sandi: Everybody remembers the specs, right, for the mercenary gunship? 0:07:38.971,0:07:40.360 David: Can you repeat them for us real quick? 0:07:40.360,0:07:43.873 Sandi: Yes, let me just recite them for you. 0:07:57.105,0:08:03.350 Chris R: So, we gave all 16 teams the same sort of bid from the UEE, 0:08:03.350,0:08:09.823 which was very specific in terms of engines and turrets, and functionality. 0:08:09.823,0:08:13.322 One thing we left open was what the manufacturer was going to be, 0:08:13.322,0:08:17.293 to allow them to add a little creative inspiration. 0:08:17.293,0:08:22.275 They could decide they want to make it an RSI gun or they want to make it an Anvil Aerospace gunship, 0:08:22.275,0:08:26.691 and then also hopefully infuse some of the design elements we've seen from those manufacturers - 0:08:26.691,0:08:31.417 in our other ships into their gunship design, which I think would be really great. 0:08:31.417,0:08:34.103 But let's see how it goes. 0:08:34.443,0:08:36.478 Sandi: Alright, guys, so here's how it works. 0:08:36.478,0:08:40.778 Today we're going to see six teams, but only four can go through. 0:08:40.778,0:08:44.649 So you're going to be voting, and two aren't going to make it. 0:08:44.649,0:08:48.024 So there's a lot at stake. Are you guys ready to see the videos? 0:08:48.024,0:08:49.892 Chris R: Yep! Chris S: Let's do it. Mark: Can't wait. 0:08:49.892,0:08:51.238 Sandi: Let's roll the first one. 0:08:51.238,0:08:55.835 Chris R: Everyone's going: "too much talking from them people on the couches..." 0:08:59.388,0:09:05.884 3Dingo: For us the mercenary gunship is a ship that covers different roles. 0:09:05.884,0:09:09.854 It is at the forefront to give infantry support. 0:09:14.068,0:09:19.098 It must be robust but also livable with the great firepower. 0:09:20.013,0:09:27.505 This ship generally has low maneuverability, but the military level will follow the general linear attacks. 0:09:27.505,0:09:31.154 Let's say that our ship is a part of the third phase. 0:09:31.154,0:09:36.927 We're there to bombard the enemy infantry to cover the allied infantry with landings. 0:09:36.927,0:09:42.293 Following that, we created the interior to highlight the multi-functionality of this ship. 0:09:42.293,0:09:49.506 The main goal was to create a ship that does not give the idea of speed, but of strength. 0:10:00.800,0:10:02.255 Sandi: Chris Olivia, do you want to kick that off? 0:10:02.255,0:10:03.426 Chris O: Me? 0:10:03.426,0:10:04.683 Sandi: Yeah, you. 0:10:05.129,0:10:10.487 Chris O: I liked the feel, and the silhouette was really cool. 0:10:10.487,0:10:15.945 I thought that profile in the top-down looked really nice. 0:10:15.945,0:10:18.623 Beefy, powerful. 0:10:19.208,0:10:25.627 He explored a lot of different things, as far as the interior, in a lot of detail. 0:10:25.627,0:10:30.005 He had a lot of concept that was very helpful. 0:10:30.882,0:10:40.197 I think the front part of the cockpit was a little bit boring and can use some work. 0:10:40.197,0:10:42.765 But overall - I liked it. I mean it's cool. 0:10:42.765,0:10:44.433 Sandi: David, do you want to jump in there? 0:10:45.063,0:10:48.331 David: Well, I thought it was interesting. 0:10:48.331,0:10:53.592 I do feel like I would want to come in and tweak some of the proportions, 0:10:53.592,0:10:58.631 especially in the top view I found that it felt directionless. 0:10:58.631,0:11:05.879 It could be either going backwards or forwards and it was completely symmetrical. 0:11:05.879,0:11:10.881 I think I would want to make one of those wing frames smaller versus the other. 0:11:10.881,0:11:15.713 And the same thing in the side profile. I found that it was a little even, 0:11:15.713,0:11:22.555 and so I might want to distribute the mass around to make it a little more dynamic. 0:11:22.955,0:11:29.207 The only other thing I would mention would be the connection points between the major components. 0:11:29.207,0:11:31.818 I think I might want to spend some more time on that, 0:11:31.818,0:11:36.225 and make sure that each of the parts are informing each other and working with each other. 0:11:36.225,0:11:39.381 It felt a little bolted together. 0:11:39.381,0:11:41.422 Chris S: I like the front part, actually. 0:11:41.422,0:11:47.796 The language of the wing and the front part, and the rear felt a little off for me. 0:11:47.796,0:11:49.295 Mark: Detached, yeah. 0:11:49.295,0:11:50.717 Chris S: I think, yeah, that's what you meant - 0:11:50.717,0:11:55.629 like that middle connection was maybe a little too fragile looking or something. 0:11:55.629,0:12:02.448 I do like the detail that they put in. Sort of, where the thrusters go, the pilots, and the interior design. 0:12:02.448,0:12:05.821 There was some thought put into that, which I liked. 0:12:05.821,0:12:12.826 But I thought, too, what you were saying, all the appendages were going in all kinds of different ways. 0:12:12.826,0:12:14.960 Like those back wings... 0:12:14.960,0:12:16.543 David: Yeah, it's what's interesting about it. 0:12:16.543,0:12:19.365 Chris S: Yeah, but... You know, well... 0:12:19.365,0:12:21.386 Chris O: You're wrong. Mark: You're wrong! 0:12:21.386,0:12:27.064 David: I think that's interesting. I just think that one of those needs to serve the other. One needs to be... 0:12:27.064,0:12:32.101 Chris S: Yeah, those wings that kind of were on the sides - I like those. 0:12:32.101,0:12:37.350 I like that. But the whole rear part didn't gel with me, with the front. 0:12:37.350,0:12:40.242 Chris O: So did you feel it was just all too much of the same? 0:12:40.242,0:12:43.582 David: No. In particular from the top silhouette, 0:12:43.582,0:12:47.493 I felt it was two arrows that were pointing in either direction. 0:12:47.493,0:12:52.561 Chris R: I didn't love it... I liked what those guys did with their gun. 0:12:52.561,0:12:54.430 It didn't really do much for me. 0:12:54.430,0:12:58.742 I like the fact that they were thinking out where things would go and all the rest of the stuff, 0:12:58.742,0:13:03.024 but in terms of shape and silhouette - ehh, it was kind of there. 0:13:03.438,0:13:06.708 Then also the rendering style of the concept art wasn't... 0:13:06.708,0:13:08.415 Chris S: Yeah, it was a bit juvenile. 0:13:08.415,0:13:12.832 Chris R: Like, I'd prefer a more sophisticated photorealistic style. 0:13:12.832,0:13:19.548 This felt more, I don't know, cartoony, graphic novelly style for me. 0:13:19.548,0:13:21.439 But I don't know. What did you think, Mark? 0:13:22.131,0:13:30.927 Mark: I could see the marine animal vibe... Kind of felt like a manatee to me. 0:13:30.927,0:13:37.205 It felt like a sea cow. I shall name it the sea cow. 0:13:37.205,0:13:44.254 The thing about it was... I think if you're going to go that spikey with the silhouette, 0:13:44.254,0:13:52.648 that honestly your rendering style has got to calm down in the interior bits, because it was way... 0:13:52.648,0:13:57.486 There was just too much detail to look at all at once. I mean, I liked the... 0:13:57.486,0:13:58.880 Chris R: Is this your frequency tip? 0:13:58.880,0:14:04.296 Mark: Yes. Dammit. I say this every time, but if you're going to crazy frequency like that, 0:14:04.296,0:14:11.710 then either smooth out the silhouette and concentrate on frequency inside the object, 0:14:11.710,0:14:17.440 or if you're going to go that detailed spikey with the silhouette, 0:14:17.440,0:14:26.212 then it would push the concept better if you just calm down the interior a little bit to give your eye a rest. 0:14:26.212,0:14:27.414 Because it's got plenty to look at. 0:14:27.414,0:14:30.207 Chris O: What do you mean "interior"? Like the interior of the silhouette? 0:14:30.207,0:14:32.565 Mark: The interior of the silhouette of the ship. 0:14:32.565,0:14:33.760 It's not bad. 0:14:33.760,0:14:41.628 I agree with David that it feels like the front part is kind of separated; it doesn't feel like it flows. 0:14:41.628,0:14:46.434 There needs to be more pieces that flow into each other better. 0:14:46.434,0:14:53.614 David: I think also the illustrative style delineating all the panels is not helping. 0:14:53.614,0:14:58.490 Like you said, the silhouette is already dynamic. It's going to move the eye around. 0:14:58.490,0:15:02.156 But then as you go inside, you go to move from the front to the back, 0:15:02.156,0:15:03.942 then you have all these panels that blocking eye movement. 0:15:03.942,0:15:09.430 Chris R: When they were in - I don't know what 3D application, I didn't see it, 0:15:09.430,0:15:12.194 but when they had the simple silhouette in the 3D application, 0:15:12.194,0:15:15.242 that looked better to me than the 2D concept rendering. 0:15:15.242,0:15:23.176 Chris O: That's where you can blow it with just too much of a cartoony style in the concept, 0:15:23.176,0:15:25.179 or calling out too many details. 0:15:25.179,0:15:26.156 Chris S: In the interior? 0:15:26.156,0:15:26.873 Chris O: Yeah, the interior. 0:15:26.873,0:15:30.695 Chris R: For our game. In some other stuff that could work, but for the style we're going for - 0:15:30.695,0:15:33.212 we're going for a very photorealistic style, 0:15:33.212,0:15:38.214 and so that's partly important to have it in the concept stage, or else, 0:15:38.214,0:15:43.086 when you get down to the model stage, the model feels a bit cartoony. 0:15:43.978,0:15:47.140 Sandi: Mixed reviews on this one. Let's roll the next one. 0:15:53.172,0:15:56.106 EPhalanx: Hey, guys. EPhalanx here with team Tri-Tri. 0:15:56.106,0:15:59.208 This is our entry for The Next Great Starship. 0:15:59.208,0:16:03.420 We started out with like four or five concepts and narrowed it down. 0:16:03.420,0:16:10.896 We really were thinking on this one, at first, it was a heavy fighter look, a little bit, outside the gunship. 0:16:11.479,0:16:15.423 Then we moved on to this one, which we thought had more of that aggressive stance. 0:16:15.423,0:16:19.846 And also made some thrusters we thought we'd use. 0:16:19.846,0:16:26.869 More sketching of the concept just to give us a better look from different angles. 0:16:26.869,0:16:33.122 And then some thruster work just showing you how the wings articulate with the thrusters. 0:16:33.845,0:16:41.007 That was going to be important considering the gimbaled thrusters that were outlined in the concept. 0:16:41.007,0:16:45.657 Then we moved on to a little block-out phase to give us a better thought on the geometry, 0:16:45.657,0:16:49.500 and moved in to some internal layouts. 0:16:49.500,0:16:55.094 This showed you just how things are laid out inside of the ship, with the turrets and stairs. 0:16:55.094,0:17:00.206 As you can see, the design has been a little more fleshed out this time around. 0:17:00.206,0:17:06.952 The paint-over has been added to, giving you more of a better look and feel of the ship overall. 0:17:06.952,0:17:08.287 Sandi: Mark, do you want to kick this one off? 0:17:08.287,0:17:10.863 Mark: That one was pretty awesome. I like that one. 0:17:12.786,0:17:15.661 I like the silhouette, how it has kind of an aggressive stance. 0:17:15.661,0:17:22.391 It almost looks like a gorilla flexing, silverback kind of feel to it. I dig that. 0:17:22.391,0:17:24.870 The details - very nice. 0:17:24.870,0:17:29.316 Again, I like the way... Like we were talking earlier about flow. 0:17:29.962,0:17:37.416 That's a good example of how you can have a lot of detail on the ship but they flow nicely together, 0:17:37.416,0:17:43.932 so you're not breaking your eye from going across the ship. I think there was a lot of nice detail in there. 0:17:44.348,0:17:48.991 And overall, I think it's a really strong design. 0:17:48.991,0:17:50.174 Sandi: Chris, what did you think? 0:17:50.174,0:17:53.304 Chris S: Yeah. The quality of the concept was better on this one, 0:17:53.304,0:17:57.674 so it already comes across better in that way. 0:17:57.674,0:18:02.922 I like the shape. Actually, that stance reminded me of the Vanduul ship. 0:18:02.922,0:18:07.216 That kind of has a cockpit in the middle with those two arms sticking out. 0:18:07.216,0:18:13.221 It did look powerful and heavy. I quite like the design, I agree with Chris. 0:18:13.221,0:18:20.175 Maybe the rear thrusters... We'd have to look at it some more, maybe in another iteration, 0:18:20.175,0:18:22.669 and see where the other maneuvering thrusters are. 0:18:22.669,0:18:26.675 There was a couple of detail specs that were maybe not included in that. 0:18:26.675,0:18:30.064 But overall, the art style, I thought, was pretty good. 0:18:30.618,0:18:31.597 Sandi: Chris? 0:18:31.597,0:18:32.628 Chris O: It was cool. 0:18:33.012,0:18:33.938 Sandi: That's it? 0:18:34.938,0:18:37.587 Chris O: I generally agree with everybody. 0:18:37.587,0:18:42.604 I do like the front arm parts. 0:18:42.604,0:18:43.850 Chris R: Everyone likes that except for me. 0:18:43.850,0:18:50.672 I think it may be just because it reminds me way too much of the old Wing Commander Dralthi stuff... 0:18:50.672,0:18:55.593 Chris O: It might take away from the fact that it feels less powerful thrust wise, 0:18:55.593,0:18:59.426 because it's putting all the focus on the front. 0:18:59.426,0:19:01.390 Mark: That's what's making it feel heavier. 0:19:01.390,0:19:06.362 Like you're saying, it's kind of front heavy, and that's because your eye just goes straight to those wings... 0:19:06.362,0:19:08.514 Chris S: Yeah, it feels like a bulldog. 0:19:09.160,0:19:15.864 It's got the tail end diminished and the front exaggerated... 0:19:17.219,0:19:18.674 Chris O: Gorilla, I thought you said...? 0:19:18.674,0:19:20.160 Mark: Yeah. Silverback. 0:19:20.160,0:19:22.725 Chris S: Silverback, yeah. 0:19:22.725,0:19:26.016 Chris O: It was nice. The rendering style was better. 0:19:26.016,0:19:32.012 I think in the design phase a lot of stuff doesn't need to be photoreal right off the bat, 0:19:32.012,0:19:35.068 because you're still exploring pieces and shapes... 0:19:35.068,0:19:37.574 Chris R: But I like, like... You could see when he went... 0:19:37.574,0:19:42.381 In the video, they go over the process, you could actually see what the concept process is. 0:19:42.381,0:19:47.776 They drew some stuff out, then they did a simple 3D block-out, then they did paint-overs on it. 0:19:47.776,0:19:52.226 That was actually quite nice, because that was showing what you normally do in that process. 0:19:52.226,0:19:55.843 David: The blue color erase pencil iterations and dissolving surfaces... 0:19:55.843,0:19:59.662 Chris O: And you should reference, which is key to bring it in the real world. 0:19:59.662,0:20:02.095 But yeah, overall that was cool. 0:20:02.095,0:20:03.845 Sandi: Alright, what did you think, David? 0:20:03.845,0:20:11.422 David: I really like this one. I thought it was fantastic presentation. Pretty professional all around. 0:20:11.422,0:20:14.258 I like the arms, too. 0:20:14.258,0:20:16.193 Chris R: I give up. I'm in a minority. 0:20:16.193,0:20:25.815 David: But I will say this: I do think the rear thruster pods, the ones that are gimbaled and articulate, 0:20:25.815,0:20:31.457 I feel like they weren't really long enough to balance the length of the front part. 0:20:31.457,0:20:37.454 And I think that if you were to just figure out a way to lengthen them... 0:20:37.454,0:20:39.231 Sandi: So Chris, what did you think? 0:20:39.231,0:20:42.600 Chris R: I really liked it. I thought the rendering style was really good. 0:20:42.600,0:20:47.899 I also liked the way that you could see the process of the concept evolution. 0:20:47.899,0:20:53.283 A lot of it was the initial sketching, then a block out in 3D, then doing paint overs. 0:20:53.283,0:20:56.583 That's very much what you tend to do on this kind of stuff. 0:20:56.583,0:21:02.261 I'm not so sure I was in love with the two big front wings. 0:21:02.261,0:21:07.916 It felt a little too front heavy for me, but the rest of it I quite liked. 0:21:07.916,0:21:10.520 But I thought in general it was cool. 0:21:10.520,0:21:18.366 Like I said the style was more functional and slightly more detailed and photorealistic for me, so it worked better. 0:21:18.366,0:21:25.937 I think we forgot to tell everyone that the need to pick a manufacturer, but for me this one felt very Drake-like to me. 0:21:25.937,0:21:32.221 The turret on the top felt like the Cutlass, so perhaps is a Drake submission for the gunship bid. 0:21:32.221,0:21:38.951 But yeah, I thought it looks really great. It would be nice to see what sort of changes and tweaks they make. 0:21:38.951,0:21:42.983 Sandi: Alright, well generally well liked. Let's roll the next one. 0:21:52.120,0:21:55.184 Fuzzy_Modem: Greetings Citizens, Fuzzy Modem here, passed the first gauntlet, 0:21:55.184,0:21:58.410 and onto the concept phase of The Next Great Starship competition. 0:21:58.410,0:22:03.183 For this design, I'm imagining that it's a used ship. You're buying it from these three mercenaries. 0:22:03.183,0:22:07.810 There's the captain, he's an alcoholic vet who has a grudge against pirates. 0:22:07.810,0:22:11.790 There's a crazy guy who couldn't get into the military because he couldn't get past the psych evaluation. 0:22:11.790,0:22:14.517 And then there's the technician who got kicked out of the military for 0:22:14.517,0:22:17.268 hacking into his drill instructor's file and changing his gender. 0:22:17.268,0:22:22.686 So these guys have been living and working and sleeping and sweating and eating on this ship for years. 0:22:22.686,0:22:26.902 When something broke, they patched over it or jerry rigged a work around. 0:22:26.902,0:22:29.804 Now they're looking to get a bigger ship and add some more crew. 0:22:29.804,0:22:35.603 So you can get this ship at a good price if you accept that it's kind of a fixer upper and you're buying it as is. 0:22:35.603,0:22:39.885 For the design itself, I took inspiration from a sword and shield. 0:22:39.885,0:22:43.935 It's an asymmetrical design with a big plate of armor and two turrets on one side. 0:22:43.935,0:22:50.230 Because it's an asymmetrical design, I'm working on visual balance as well as center of mass. 0:22:50.230,0:22:55.808 I'm also trying to position thrusters for improved roll speed as well as VTOL capability while in atmosphere. 0:22:55.808,0:22:58.300 So it would fly more like a helicopter than a jet. 0:22:59.592,0:23:01.767 Sandi: Alright David, you want to kick this one off? 0:23:01.767,0:23:09.399 David: Well, I really liked the colorful back-story, and actually the design story. 0:23:09.399,0:23:17.512 Starting with the shield and sword concept, then trying to bring that through into the design. 0:23:17.512,0:23:22.237 Also his thoughtfulness when it came to function and utility of the vehicle. 0:23:22.237,0:23:29.152 I liked the second design better, I felt it was a little more unified. 0:23:29.152,0:23:36.822 For me what's jumping out as a negative is really the surfacing, the form language is a little too rectilinear. 0:23:36.822,0:23:45.820 I get that it may speak to survivability and being robust, but that said, 0:23:45.820,0:23:50.175 I feel like parts need to be integrated a little more, a little more designed. 0:23:50.175,0:23:57.147 The large bolts were really speaking to an earlier construction period that doesn't fit into 0:23:57.147,0:24:00.235 this universe and is also throwing the scale off for me. 0:24:00.235,0:24:07.979 So I would refine the surfaces, but ultimately I think he's balancing the asymmetric design pretty well. 0:24:07.979,0:24:09.486 Especially in the second one. 0:24:09.486,0:24:11.905 Sandi: Alright, Chris, what do you think. 0:24:11.905,0:24:16.210 Chris O: Yeah, I uh... Pretty much everything David said. 0:24:16.210,0:24:17.279 [Laughing] 0:24:17.279,0:24:19.640 Chris O: It was a great build up. 0:24:19.640,0:24:21.570 Sandi: You guys hug a little bit, it's like love. 0:24:21.570,0:24:22.777 [Laughing] 0:24:22.777,0:24:24.508 What David said. 0:24:24.724,0:24:26.204 Mark: Copying off his paper are we? 0:24:26.204,0:24:28.391 Chris O: The back-story was awesome. 0:24:28.391,0:24:34.399 It was a nice build up, but then the first version was very ugly, but not in a good way. 0:24:34.399,0:24:39.039 He made some big improvements with the second version, 0:24:39.039,0:24:45.983 but there's a lot of little pieces all over the place that just seemed tacked on, you didn't know what they were for. 0:24:45.983,0:24:51.820 Obviously the bolts and the scale was a huge issue, they're just all over the place, too big. 0:24:51.820,0:24:58.393 And the fact that he was presenting it with a lot of black shadow everywhere, 0:24:58.393,0:25:01.662 you couldn't really get a sense of overall form. 0:25:01.662,0:25:08.038 I think he needs to display and show it on a nicer render or a few different views at least. 0:25:08.038,0:25:14.785 It was an interesting concept, the way he was describing the shield on one side and the weapon on the other. 0:25:14.785,0:25:23.885 I thought it just needs to be executed better, you know, taken a little further, try some different things. 0:25:23.885,0:25:29.927 Sandi: Chris, are you going to copy off of Chris and David, or have you got some of your own thoughts? 0:25:29.927,0:25:33.471 Chris R: [Laughs] I have no thoughts of my own. 0:25:33.471,0:25:37.786 Chris S: [Laughs] I mean yeah, I agree with some of the stuff that they said obviously. 0:25:37.786,0:25:42.282 The one thing I missed was the thruster placements. 0:25:42.282,0:25:48.202 It was not very fleshed out, and some of the interior crew design stuff was not there. 0:25:48.202,0:25:54.181 Just a lot of the hardware stuff wasn't really fully rendered out. 0:25:54.181,0:25:57.989 The first design, I didn't really like that much. 0:25:57.989,0:26:02.950 The weapon was bubbly looking and the surface was lacking. 0:26:02.950,0:26:07.879 David: It also looked like the gun pod, towards the narrow end of the wing-- 0:26:07.879,0:26:08.891 Chris S: Very fragile. 0:26:08.891,0:26:10.949 David: Yeah, like it would snap right off. 0:26:10.949,0:26:15.996 Chris S: So yeah, the second design is definitely better, more cohesive, and a little bit more tougher looking. 0:26:15.996,0:26:19.285 I agree the surfacing could use some work. 0:26:19.285,0:26:26.288 Even though he describes it's supposed to be patched together, you can do that in a better way. 0:26:26.288,0:26:32.315 It was just not rendered very well I thought. And presentation is a big thing, so it carries a lot. 0:26:32.315,0:26:34.309 Sandi: Mark, presentation? 0:26:34.309,0:26:38.848 Mark: Yeah, the presentation for me wasn't super great. 0:26:38.848,0:26:45.488 It felt because the bolts were so big, it made it feel super small. So it felt like a matchbox car or something. 0:26:45.488,0:26:56.903 It was hard to tell what was what. Like where are the thrusters, where does the pilot sit, where are the... 0:26:56.903,0:27:06.158 Like it looked like a bunch of random boxes on a ruler or something, with a little weight on the end of it. 0:27:06.158,0:27:14.036 It didn't flow very well as far as to tell me, visually, what I'm looking at, and that kind of ruined it for me. 0:27:14.036,0:27:15.116 Sandi: Chris Roberts? 0:27:15.116,0:27:19.256 Chris R: The story was great, maybe we should talk to him about getting on the writing team. 0:27:19.256,0:27:25.732 It felt like a very Serenity/Firefly background story. 0:27:25.732,0:27:28.841 But generally I sort of agree on a couple of things. 0:27:28.841,0:27:37.533 One, it does feel like a horizontal B-Wing from Star Wars, that's the ship that's the tall vertical one. 0:27:37.533,0:27:43.207 And the second design I definitely liked a lot better than the first design. 0:27:43.207,0:27:49.891 But even on the second design, I would look at that and go "ok, well how are the thrusters placed?" 0:27:49.891,0:27:54.435 Because he was talking about how you can roll to put the shield in front of your attacker, 0:27:54.435,0:27:57.539 but are the attackers coming from the side? Are they coming from the front? 0:27:57.539,0:28:02.287 It felt to me like that whole concept sounded really great in the pitch, 0:28:02.287,0:28:06.039 but I was looking at the ship wondering how it's really going to do that. 0:28:06.039,0:28:12.013 Where are the thrusters that would allow it to roll, where are the thrusters that would allow it to yaw and pitch. 0:28:12.013,0:28:18.455 As far as the manned turrets, they didn't look very... 0:28:18.455,0:28:23.624 Like how do you get into those how do you sit in them? It's hard to get a sense of scale. 0:28:23.624,0:28:24.987 Chris S: Sort of stuck on there. 0:28:24.987,0:28:28.622 Chris R: Partly because probably, talking about the rivets and the bolts. 0:28:28.622,0:28:32.788 So yeah, I would have liked to see more angles of it, not just that. 0:28:32.788,0:28:36.236 It would have been better to go to the concept and do a block out, 0:28:36.236,0:28:41.404 then render some different versions of that and do paint overs, and get some sense of scale like Chris is suggesting, 0:28:41.404,0:28:46.852 with like a human figure in there. How do you get inside the ship? How does it land? 0:28:46.852,0:28:51.651 All those things have to be thought out before you go to the modeling stage. 0:28:51.651,0:28:57.202 I think maybe he's stronger on the 3D modeling side, because he's a one man show, 0:28:57.202,0:29:01.621 so maybe he's stronger on modeling than concept. But those are all things I would like to see answered. 0:29:01.621,0:29:06.281 I like the idea and the concept of the shield and the sword, so that all sounded great. 0:29:06.281,0:29:11.099 It's just looking at the ship, I wasn't saying "I want to own that spaceship." 0:29:11.099,0:29:16.082 And really, that's why we're designing it. We're designing a spaceship that everyone out there in Star Citizen 0:29:16.082,0:29:26.081 will go "I want to have that sitting in my hangar," and I'm looking at that thinking it's not doing it for me unfortunately. 0:29:26.081,0:29:31.349 Sandi: Ok, well, people seem to like the second version, but still quite a few questions unanswered. 0:29:31.349,0:29:32.625 Let's roll the next one. 0:29:36.163,0:29:40.596 Jan: This is 1Bit Amoeba, and I show you my concept for the mercenary gunship. 0:29:40.596,0:29:46.098 The first thing I did was to think about where to place the turrets on the ship. 0:29:46.098,0:29:51.549 I decided to put two on the top and one on the bottom in the front. 0:29:51.549,0:29:58.151 This way we have a very good coverage and nearly no dead spots around the ship. 0:29:58.151,0:30:06.017 In addition to that, we have some areas which are covered by two or all three turrets. 0:30:06.017,0:30:19.644 The green area here is where two turrets cover, and the red one is where all three turrets can shoot at the target. 0:30:19.644,0:30:24.649 Then I got the shape which I really like, this one. 0:30:30.094,0:30:33.406 The interior, I made a rough layout with the main areas. 0:30:33.406,0:30:35.748 For example, the crew area and the cargo hold. 0:30:42.394,0:30:46.742 Here you can see the ship again from the side view, top view, and the front. 0:30:48.649,0:30:52.245 And this is how it would look like while landing. 0:30:56.459,0:30:58.741 And another one while in space. 0:30:58.741,0:31:00.911 Thanks for watching. 0:31:00.911,0:31:03.160 Sandi: Alright, Chris Smith, what did you think of that one? 0:31:03.160,0:31:07.475 Chris S: So I actually like this one quit a bit, uh... 0:31:07.475,0:31:09.016 Chris R: That's surprising to you? 0:31:09.016,0:31:09.996 [Laughing] 0:31:09.996,0:31:13.596 Chris S: No, I mean I thought he had some good iterations. 0:31:13.596,0:31:19.362 I liked the idea of the coverage of the turrets, that was kind of cool. 0:31:19.362,0:31:25.843 And he thought about weaponizing it and making it powerful that way. 0:31:25.843,0:31:33.513 The first iteration, he went through a couple and I liked it better as it went on, when it went a little wider with the wings. 0:31:33.513,0:31:44.866 It was a cool design, the one thing I would say critique wise would be, animations would help. 0:31:44.866,0:31:48.513 You know, some preview animations on the thrusters. It was hard to tell how they would work. 0:31:48.513,0:31:53.303 The whole pitch and yaw thing, how it would actually work in space. 0:31:53.303,0:32:02.121 I liked the interior, he pulled out the interiors and had specific areas, I liked that. 0:32:02.121,0:32:12.730 I didn't like, from the top view, for a design standpoint had a weird snake-like cockpit with a head. 0:32:12.730,0:32:17.024 I probably would adjust that a little bit because it makes it look a little fragile. 0:32:17.024,0:32:22.136 In that area it's just this long, skinny neck, with the cockpit on the end. 0:32:22.136,0:32:25.431 But over all everything else was pretty solid. 0:32:25.431,0:32:27.790 Sandi: Chris, do you agree? 0:32:27.790,0:32:32.042 Chris O: It's interesting the way that it over all feels like a very flat shape, 0:32:32.042,0:32:37.424 except they have the cockpit, fuselage area more of a skinny vertical. 0:32:37.424,0:32:43.980 It needs support structures holding that there in place and it would feel a bit more powerful. 0:32:43.980,0:32:49.642 I think in the next iteration, use the paint overs to push it a little further. 0:32:49.642,0:33:01.514 But the fact that he was able to achieve something really nice with just basic flat shading and very angular shapes, 0:33:01.514,0:33:05.386 it was very well done, done in a very nice way. 0:33:05.386,0:33:07.893 It reminded me a little bit of Ryan Church. 0:33:07.893,0:33:09.450 Chris S: Like a little stealthy. 0:33:09.450,0:33:14.455 Chris O: Very stealth, the side view, at first I was like, "Oh, it's very simple" from the profile, 0:33:14.455,0:33:18.147 but it is a nice, clean, profile silhouette. 0:33:18.147,0:33:28.479 The front view head on looked a little weird and sort of messy. I wasn't sure why, but over all it's nice and clean. 0:33:28.479,0:33:29.810 Chris S: Sort of like a wedge. 0:33:29.810,0:33:31.505 Chris O: Yeah, yeah. 0:33:31.505,0:33:33.584 Chris S: I like that kind of wide shape. 0:33:33.584,0:33:36.309 Chris O: No. Chris S: Yeah. 0:33:36.309,0:33:38.585 Sandi: David, what did you think? 0:33:38.585,0:33:47.685 David: I like this design a lot, I think it has a lot of potential, I like the tear-dropped delta wing, 0:33:47.685,0:33:58.076 but then he cut into it and extruded the cockpit section from that. I think it creates a pretty sophisticated form. 0:33:58.076,0:34:09.902 That said, when it comes to some of the cockpit and volume break up of the cannons and the front cockpit, 0:34:09.902,0:34:12.709 it seemed to be lacking in sophistication. 0:34:12.709,0:34:19.512 So if I were him, I would go back and bring those things up to the level of sophistication of the main shape. 0:34:19.512,0:34:25.194 The only other critique I would have would be when it was landed, 0:34:25.194,0:34:30.742 It wasn't quite as sexy looking as it was in flight mode. 0:34:30.742,0:34:39.767 Mark: Yeah, I agree. I think what it was is the verticallity of the thrusters kind of ruined the lines of the ship. 0:34:39.767,0:34:41.138 Chris S: Is that a word? 0:34:41.138,0:34:43.419 Chris R: Add that to "frequency," verticallity. 0:34:43.419,0:34:48.993 Mark: [Moving hands up and down] Verticality, [Hands side to side] frequency, [Hands forward] thrusters, you know. 0:34:48.993,0:34:52.905 It kind of ruined the lines when it was sitting, and that bothered me too. 0:34:52.905,0:34:55.118 Chris R: You mean when they were deployed into VTOL position? 0:34:55.118,0:34:56.243 Mark: VTOL, yeah. 0:34:56.243,0:34:57.451 Chris R: Vertical Take Off and Landing. 0:34:57.451,0:34:59.246 Mark: That's right, that's what that stands for. 0:34:59.246,0:35:00.854 [Laughing] 0:35:00.854,0:35:06.695 Mark: So, the other thing, yes, the neck is annoying because it's so fragile. 0:35:06.695,0:35:17.135 I think if you were to have, maybe from the top down, if you had some supports that came out and made it porous, 0:35:17.135,0:35:20.946 it might make it look a little more reinforced. 0:35:20.946,0:35:26.416 Chris R: I don't think it needs to be quite as long and deep. I mean what's the benefit of that? 0:35:26.416,0:35:28.362 Chris O: I didn't see the reason why there was that gap. David: Yeah. 0:35:28.362,0:35:30.121 Chris R: I mean usually there should be some function. 0:35:30.121,0:35:31.174 Chris S: Just fill it in. 0:35:31.174,0:35:32.524 Chris R: It had a bit of of-- 0:35:32.524,0:35:34.100 Chris S: Wide flat snake? 0:35:34.100,0:35:38.469 Chris R: Retaliator kind of vibe to me, like I would say it could be an Aegis ship or... 0:35:38.469,0:35:41.209 Chris S: Even Drake. 0:35:41.209,0:35:48.423 Chris R: I'll say for me this is my favorite one of the ones I've seen so far, so, like Chris said, 0:35:48.423,0:35:57.492 I really like the idea of gun turret placement. If you're making a gunship, that's the first thing you should think about. 0:35:57.492,0:36:05.503 So that was really good. I actually, for a couple of the earlier iteration, one that was sort of like the Millennium Falcon. 0:36:05.503,0:36:14.003 That had the two turrets actually attached on the side, so I like the final design a lot. 0:36:14.003,0:36:21.309 I agree on the neck, it sort of feels like it's a bit too long, so I would have it shorter and make some reason. 0:36:21.309,0:36:25.336 Some detail could be in there, it could be cool. 0:36:25.336,0:36:31.767 I actually thought it was cool when it was landing with the thrusters down in the VTOL position. 0:36:31.767,0:36:35.592 So that may just be me verses other people's opinions on that. 0:36:35.592,0:36:37.532 Mark: Maybe a little smaller. 0:36:37.532,0:36:44.090 Chris R: Like Chris said, I would like again to make sure the thrusters could move and apply the directions. 0:36:44.090,0:36:47.139 It looked like he placed them in generally the right areas, so I really liked it. 0:36:47.139,0:36:54.717 Chris S: I think for the second iteration, maybe the guys can include little preview animations on those things. 0:36:54.717,0:37:00.450 Really simple key-framing block out animations on those things would help a lot. 0:37:00.450,0:37:06.010 David: Basically if you have a great idea, you have to show it. You can't just tell us about it. 0:37:06.010,0:37:09.959 It has to be communicated in an illustration or an animation. 0:37:09.959,0:37:14.532 Sandi: Well positive reviews for that one, but we're not done yet. Here we go with the next video. 0:37:14.532,0:37:20.704 Scott: Hello Star Citizen Community. Our design process involves the members of team catapult getting together, 0:37:20.704,0:37:25.339 sitting down, throwing ideas onto a sketch pad, talking about various features we wanted. 0:37:25.339,0:37:31.754 We wanted the mission profile to be able to involve things such as land marines on a planet's surface, 0:37:31.754,0:37:34.505 and function like an armored truck in space. 0:37:34.505,0:37:38.007 As those discussions came to a head, we decided we wanted to go with something that was 0:37:38.007,0:37:46.065 aerodynamically sleek, and avoided the sci-fi pitfall that most "dropships" use of the "flying brick." 0:37:46.065,0:37:51.334 We came up with the idea to use retractable wings that could help with aerodynamic control going into 0:37:51.334,0:37:55.957 the atmosphere and also be pulled in during combat to provide a lower profile target. 0:37:55.957,0:38:02.084 Now I present to you: Anvil Aerospace's Albatross, the mercenary gunship from team Catapult. 0:38:02.084,0:38:09.630 Then what we did is we printed off some renders that we could then sketch on in paper so we could share our ideas. 0:38:09.630,0:38:14.120 As we go forward, we'll be adding more and more details to the overall design. 0:38:14.120,0:38:19.800 As you can see with this image here, we're in our closed mode, and this would be for interstellar travel, 0:38:19.800,0:38:24.205 providing a smaller target and keeping sensitive parts of the wing out of the way. 0:38:24.205,0:38:26.394 And this is again the top down view of it opened up. 0:38:26.394,0:38:30.347 So you can see that when they're coming into an atmosphere the pilot would pull up, 0:38:30.347,0:38:33.879 deploy the wings, and that would provide a huge breaking surface. 0:38:33.879,0:38:40.860 So the engines we wanted to go with something similar to how the F-35 Lockheed Martin works where the engine can 0:38:40.860,0:38:45.814 turn 90 degrees, and in our case we could rotate the engine so you can get some more range so they act as thrusters. 0:38:45.814,0:38:52.370 And this is its landed view. As you can see here, we've got the cockpit access as well as the missile racks deployed. 0:38:52.370,0:38:54.985 This is an interior cross-section of our ship. 0:38:54.985,0:39:00.008 We wanted to go with a two level split design. It would be very compressed and compact. 0:39:00.008,0:39:02.811 This is Scott from team Catapult signing off, see you in the 'verse. 0:39:04.995,0:39:06.309 Sandi: Chris O, what did you think? 0:39:06.309,0:39:15.824 Chris O: I can't really comment on it, 'cause it just, it's... Everything is so not finished and amateurish. 0:39:15.824,0:39:18.673 So I wasn't happy... Moving on. 0:39:18.673,0:39:19.994 Sandi: Ok. 0:39:19.994,0:39:21.298 [Laughing] 0:39:21.298,0:39:22.789 Mark: That's very diplomatic of you. 0:39:22.789,0:39:24.099 Sandi: Ok, David Hobbins. 0:39:24.099,0:39:36.255 David: I feel like there's nothing really pulling me into this design. There's nothing , it's... 0:39:36.255,0:39:37.336 Mark: Come on. 0:39:37.336,0:39:39.593 Chris S: Just say it. 0:39:39.593,0:39:41.144 [Laughing] 0:39:41.144,0:39:52.784 David: I feel like the overall shape could be cool, could be workable, it's interesting to see the thought going into 0:39:52.784,0:39:55.954 some function, utility, layout of the interior. 0:39:55.954,0:40:01.693 That said, a lot of the sketching over the 3D model renderings was... 0:40:03.999,0:40:06.104 Chris S: Drawn by a three year-old? 0:40:06.104,0:40:07.677 David: Was lacking. 0:40:07.677,0:40:09.594 [Laughing] 0:40:09.594,0:40:16.646 David: So I would go back, continue to work that 3D block in, maybe try to get a little more visual interest going there, 0:40:16.646,0:40:25.800 and then take another pass at the surfacing and internal graphics of the ship. 0:40:26.043,0:40:30.852 Chris O:I think it took away from it how loose the sketching was, even if they had used a 0:40:30.852,0:40:35.357 ruler to do some of the lines it would have helped. Sorry, I don't mean to keep... 0:40:35.357,0:40:41.153 Chris S:There was a lot of problems with that concept, first of all the sketches were very 0:40:41.153,0:40:48.770 rudimentary and amateurish. Like David was saying, there was no confidence in the line art 0:40:48.770,0:40:58.363 even though we are making 3D assets it helps to be able to draw and present things, right? 0:40:58.363,0:41:03.818 You need to be able to present things correctly, and there was his problem. Even though he put a lot 0:41:03.818,0:41:10.564 of thought into things where thruster placements were and loading, docking collars, stuff like that 0:41:10.564,0:41:16.667 it was just hard to tell what was going on because the drawings were not very good at all. 0:41:16.667,0:41:23.874 The 3D shape maybe had some promise, but overall I thought this was pretty weak. 0:41:23.874,0:41:25.644 Sandi:Chris Roberts? 0:41:25.644,0:41:32.468 Chris R:Hmm. Well I will remind everyone that I voted for AEM over team Catapult ....CS:I did too... 0:41:32.468,0:41:38.889 Chris did too, because I thought the AEM design was much more interesting. 0:41:38.889,0:41:41.325 Mark:So the rest of us are fired? (laughter) 0:41:41.325,0:41:46.726 Chris R:I thought team Catapult's design was not particularly inspiring, therefore I'm kind of 0:41:46.726,0:41:57.683 angry about that, then angry about seeing a concept design that feels like it was "phoned in" or 0:41:57.683,0:41:59.986 done over a very short period of time. 0:41:59.986,0:42:02.897 Chris O:There's no reason to be angry, this is all for fun... 0:42:02.897,0:42:06.345 Chris R:And not presented well? No! because I feel like you should take it seriously, you got 0:42:06.345,0:42:11.293 this far right? There is a bunch of people that wanted to get this far, that worked really hard to get 0:42:11.293,0:42:15.913 this far, there were some on the cusp, that you could flip a coin, we even had some people that, 0:42:15.913,0:42:21.164 after we had all voted, emailed asking why they never even made the cut into the 24? 0:42:21.164,0:42:26.804 Well it turned out that they were number 26 or number 25, and they were literally, when we were making 0:42:26.804,0:42:32.049 our picks they had 4 of us saying they would be a good one to put in, but they just ended up just missing 0:42:32.049,0:42:38.216 the cut, so I feel like, if you get to this stage you can't phone it in, and this is absolutely phoning it in. 0:42:38.216,0:42:45.073 Maybe they are not great on 2D work, not great on concept, because when we saw Catapult 0:42:45.073,0:42:51.630 it was mostly more sort of 3D work that we saw, but if you are going to do that, do what 1bitAmoeba did 0:42:51.630,0:42:59.000 which was concepting in 3D and block it out. The little bit of 3D blockout in that was the best thing about it 0:42:59.000,0:43:06.240 The detail and line work on top was not going to help. There is no way it's going to have any chance 0:43:06.240,0:43:13.523 of going through. I can promise you that, we the ten to go through from the 16, and they are not 0:43:13.523,0:43:19.519 going to make the ten, that's just not going to happen ...Sandi:Twelve... or the 12, whatever it will be 0:43:19.519,0:43:25.691 It's 10 we vote for and the community saves 2. The point is that it feels like it was phoned in and 0:43:25.691,0:43:31.319 that kind of bugs me. If you get this far, why drop the ball. 0:43:31.319,0:43:34.257 Chris O:Can we get them on the phone right now? (laughs) 0:43:34.257,0:43:38.413 Chris R:I would! If someone was working for me and did that I would chew them out. 0:43:38.413,0:43:40.698 I'm not happy, and I'm not voting for them. 0:43:40.698,0:43:43.625 Chris O:You can curse it you want to. (laughs) Chris S: they will bleep it out. 0:43:43.625,0:43:45.249 Sandi:Mark Skelton? 0:43:45.249,0:43:49.214 Mark:I loved it. (laughter) I thought it was fantastic for a second grader. 0:43:49.214,0:44:00.686 Well, it's got a Romulan Bird of Prey feel, I will say that for the block out, but how can you argue 0:44:00.686,0:44:04.585 with the implementation. It's not good. 0:44:04.585,0:44:10.559 Chris R:They have got the talent, that's why I'm sort of angry, you got talent, deliver it! 0:44:10.559,0:44:15.810 Mark:They just ruined their chance. They ruined the chance, and that's a bummer because 0:44:15.810,0:44:23.837 you have to take this seriously, there's a lot at stake here. We take everything we do here seriously 0:44:23.837,0:44:30.034 we have the top people in the world working on this, and there's hundreds of people who would 0:44:30.034,0:44:34.176 die for this chance. Chris S:Yeah, they wasted it for someone else. 0:44:34.176,0:44:37.042 Mark:They wasted it. That's a bummer. 0:44:37.042,0:44:41.226 Sandi:Right. Here's the last video of the day. 0:44:42.143,0:44:46.605 Greetings once again fellow citizens, this it Skyguard Fabrications, and I'm honored and excited to 0:44:46.605,0:44:49.034 have been selected to compete in this competition. 0:44:49.034,0:44:52.298 I spent a lot of time doing nothing but silhouettes, I did a LOT of them. 0:44:52.298,0:44:59.843 I was looking for a silhouette that resonated with me, and the challenge was to come up with an 0:44:59.843,0:45:07.841 overall design that would fit in with the current military ships, but that could also be identified at a glance 0:45:07.841,0:45:10.958 as an independant, unique design. 0:45:10.958,0:45:16.405 I'm proud to present the Guardian AX-1. The core of my design centred around the idea of 0:45:16.405,0:45:22.376 being able to deploy Marines into combat as quickly and safely as possible. 0:45:22.376,0:45:31.093 You'll notice that the mercenary gunship has two large hatches on either side with built-in rapelling systems 0:45:31.093,0:45:36.250 This is to allow Marines to deploy from the ship without forcing the ship to land. 0:45:36.250,0:45:45.329 Because of where the turrets are placed, the main class 4 and one class 5 turrets are able 0:45:45.329,0:45:51.655 to provide ground support to the Marines either during deployment or throughout the ground operation 0:45:51.655,0:45:59.770 It would be very difficult to sneak up on this ship. You have almost no location around this ship that is not 0:45:59.770,0:46:04.039 possible for this mercenary ship cannot shoot back at you. 0:46:04.039,0:46:07.179 Sandi:Alright. Mark, silhouettes? Frequencies? 0:46:07.179,0:46:14.216 Mark:Silhouette, silhouette, silhouette. Awsome. I loved the silhouettes that he explored 0:46:14.216,0:46:19.741 a lot of those were great, he could have used quite a few of those. I think the one he picked was good 0:46:19.741,0:46:31.028 I would say that, there was a lot like, the top is very clean, and ah, the underside has a lot of 0:46:31.028,0:46:37.051 detail in it, and because of all that detail and the bulkiness of the bottom, that the wings felt 0:46:37.051,0:46:45.526 a little small. A big fat bird with little wings. When they fold out they look better, but he needs, 0:46:45.526,0:46:51.876 for me personally, to re-think the wings a little bit and make them proportionate. 0:46:51.876,0:46:59.236 I realise that it's a spaceship, and wings don't really matter in space, but just weighting-wise.... 0:46:59.236,0:47:04.291 Chris R:The specs say it also has to be capable of atmospheric flight. 0:47:04.291,0:47:06.816 Chris O:See those guys rapelling out? 0:47:06.816,0:47:14.916 Mark:Yeah, I know, If you have enough thruster then you can have a UFO saucer if you want, 0:47:14.916,0:47:24.125 but for me the wings felt too small to handle this big ship. I do like the underbelly, I like the way the 0:47:24.125,0:47:32.217 detail works. I like that the top in clean, kinda like a turtle from the top? You don't realise what you 0:47:32.217,0:47:35.399 are dealing with. Chris O:What about the wings? 0:47:35.399,0:47:41.012 Mark:(sigh)I think I'm going to kick you in the face about the wings. 0:47:41.012,0:47:43.268 Sandi:What do you think about the wings Chris? 0:47:43.268,0:47:45.152 Chris O:Oh, you're going to me now? 0:47:45.152,0:47:46.963 Mark:YEAH! What do YOU think about the wings Chris? 0:47:46.963,0:47:51.446 Chris O:Well, I completely agree, for the most part, with Mr. Skelton. Mark:(whisper) What? 0:47:51.446,0:47:53.373 Chris R:Even on the wings? 0:47:53.373,0:47:57.297 Chris O:About everything. Mark:But the WINGS though! We are talking about WINGS! 0:47:57.297,0:47:59.617 Chris S:He always disagree with me... 0:47:59.617,0:48:04.166 Chris O:No, overall I felt it was too sleek and "Fightery" looking actually. I think there 0:48:04.166,0:48:12.415 could be something done differently with the wings without just, sort of, standard, swept back, wings 0:48:12.415,0:48:19.959 I think even though the rendering style was a bit "cartoony" I think it would translate into 0:48:19.959,0:48:28.234 "real world" pretty nicely, and there was a lot of thought put into the interior and what was 0:48:28.234,0:48:33.694 going on. Pretty good. Thought the wings were a little too small for the ship. 0:48:33.694,0:48:35.492 Mark:Whaaaat? 0:48:35.492,0:48:37.087 Sandi:Wings? 0:48:37.087,0:48:44.621 David:ah wings. That was not my biggest problem, especially when the wings deployed out 0:48:44.621,0:48:51.555 I felt it was a little more balanced. I think from the profile it's drooping nose? I get that it serves a 0:48:51.555,0:48:59.608 function, that it would get more visibility for the pilot and the gun-pod and landing gear assembly 0:48:59.608,0:49:06.462 but with that said, I still, in profile, I felt it was a little droopy and needed to be balanced 0:49:06.462,0:49:09.926 by something else, so I would play around there. 0:49:09.926,0:49:15.188 I like how he communicated, a lot of the ideas he had about the function and utility, people being 0:49:15.188,0:49:22.178 able to drop down and deployed on the ground. Style-wise, surfacing-wise, it could use a second pass 0:49:22.178,0:49:26.938 although I think he's headed in the right direction. I would look at more reference, more real world 0:49:26.938,0:49:35.039 vehicles, and certain things. I remember these two intakes on the side, they felt almost cartoony 0:49:35.039,0:49:43.122 so it's important to get the size and proportion of these things correct, then it will sell the rest 0:49:43.122,0:49:47.999 of the vehicle, but otherwise a pretty good job. 0:49:47.999,0:49:50.863 Mark:I take back what I said and I'm gonna say what he said. 0:49:50.863,0:49:55.234 (laughter)Sandi:Aaaaaaw! ... Chris, would you like to say what he said? 0:49:55.234,0:50:02.271 Chris S:Sure, yeah, I disagree....no. (laughs) Actually I DO disagree with the wing part. 0:50:02.271,0:50:09.498 I thought the wings were cool. I looked like, well kinda like a bomber, a heavy bomber, to me rather 0:50:09.498,0:50:17.701 than a gunship perhaps? The style was cool, all the silhouettes he did were awsome. Like Mark said, 0:50:17.701,0:50:23.620 he probably could have used a few of those. The silhouette he chose I almost liked better than 0:50:23.620,0:50:30.399 the final rendering, but with the extended wings up I thought the shape was interesting and cool. 0:50:30.399,0:50:39.273 One thing on the technical side is he mentioned the main thrusters, but not the manouvring thrusters 0:50:39.273,0:50:44.284 that maybe needs fleshed out, maybe he did, but he never mentioned it. 0:50:44.284,0:50:50.278 Chris R:I was looking, I didn't see them on the front. The back thrusters he had them rotating 0:50:50.278,0:50:55.573 which was great, but you need to yaw too, make them go this way. 0:50:55.573,0:50:57.427 Chris S:He had the main ones. 0:50:57.427,0:51:01.923 Chris R:They were just that. You need them to come out this way, and then some in the front to do 0:51:01.923,0:51:04.983 the same thing. I didn't see those on the design. 0:51:04.983,0:51:09.810 I liked the approach, right, so I liked the fact it was "I'm going to make these silhouettes" and 0:51:09.810,0:51:16.313 "I'm gonna look at the silhouettes of existing military ships", so I though he really approached it 0:51:16.313,0:51:22.114 in the right way in terms of how to make this ship fit inside the universe. That though process was 0:51:22.114,0:51:28.410 really good. Like Mark said, there were a bunch of silhouettes that would have been really cool. 0:51:28.410,0:51:36.068 I tend to prefer a slightly more photo-realistic rendering style when doing the 2D side, and 0:51:36.068,0:51:41.615 his was a little cartoony, I think there were parts on the ship that came across as slightly out of 0:51:41.615,0:51:46.176 proportion. They would look great in a comic or graphic novel, but not necessarily in a more 0:51:46.176,0:51:51.598 film design stuff? Having said that I really liked the way the inside was thought out. 0:51:51.598,0:51:55.343 How you would get in, what the coverage of the turrets were, that was all good. 0:51:55.343,0:52:03.131 I felt the the front cockpit/nose area, for me, it just felt a bit small, I didn't like the shape 0:52:03.131,0:52:11.378 For me I would like to see different explorations there, maybe more visibility, more exploration. 0:52:11.378,0:52:19.027 It just sort of felt like he was attaching an Apache helicopter cockpit on the front of some big 0:52:19.027,0:52:22.961 fat thing at the back. Chris O:Was it too droopy? 0:52:22.961,0:52:26.063 Chris R:It just felt really small compared to the rest. 0:52:26.063,0:52:32.248 Chris S:You have the cockpit then all this mechanical stuff. It was really bulky underneath. 0:52:32.248,0:52:37.145 Chris R:I liked the fact that there was a concealed gun that would come out, but that front area 0:52:37.145,0:52:43.563 that could have had more substance. Thrusters I would have liked to have seen. I like the wing 0:52:43.563,0:52:49.715 configuration when tilted up, I liked it less when they were not tilted, but I did like that he had 0:52:49.715,0:52:54.782 worked the interior out, where they would store weapons and the rest of the stuff, that was good. 0:52:54.782,0:53:01.873 Generally a lot of potential, some criticisms, love to see the next iteration. 0:53:01.873,0:53:06.526 David:I wanted to add that the silhouettes were awesome, I wanted to design in all of them 0:53:06.526,0:53:12.313 (noises of agreement from all) Really creative, and it you have that stage going on then 0:53:12.313,0:53:15.531 you are well on your way to becoming a fanstastic designer. 0:53:15.531,0:53:21.797 Sandi:Alright guys. Now time for voting. get out your phones and email me your top 4 I'll tally 0:53:21.797,0:53:28.240 the votes and we will work out the 4 going through and the 2 getting cut. 0:53:28.240,0:53:33.579 I'm guessing Catapult might not make it.... 0:53:53.306,0:53:57.343 Sandi:Alright guys, I tallied the votes and it's unanimous, team Catapult.... 0:53:57.343,0:53:59.703 Mark:Is IN....(laughter) 0:53:59.703,0:54:05.346 Sandi:Will not be moving on, but with 5 votes each I can tell you that Skyguard Fabrications, 0:54:05.346,0:54:10.688 1bitAmoeba and TriTri are now officially going on to round two. 0:54:10.688,0:54:18.851 That leaves us with Cryo and 3Dingo's, it was a close vote, let's hear how that played out. 0:54:18.851,0:54:22.722 Mark:(whisper)You guys are going to shoot me. 0:54:22.722,0:54:33.656 If we can work with them and iterate a little bit I honestly think that 3Dingo have enough there 0:54:33.656,0:54:39.391 to be able to art direct them into something that's really cool. 0:54:39.391,0:54:48.154 Chris R:So you went 3Dingo. I went with Cryo because I liked the weapon that he did 0:54:48.154,0:54:55.746 and I think there is talent in 3D modelling. I felt like, even the rendering style wasn't terrible in the 0:54:55.746,0:55:02.652 concept stuff, it was just the approach that has the issues we brought up, but I thought Cryo was 0:55:02.652,0:55:10.353 trying something different where the 3Dingo one was more straight ahead "drop-ship" style 0:55:10.353,0:55:16.894 that's why I picked Cryo but, hey, I picked AEM because I thought that was more interesting 0:55:16.894,0:55:19.358 and looked what happened! (laughs) 0:55:19.358,0:55:28.758 Chris S:So I went with Cryo as well, they has a little more interest, a little more thought put into it 0:55:28.758,0:55:37.744 and I really liked the back story of the guy too, it was interesting in that regard. I think more iteration 0:55:37.744,0:55:41.736 on that and it could be something pertty unique. 0:55:41.736,0:55:44.698 Sandi:Cryo for you Chris Olivia? 0:55:44.698,0:55:51.164 Chris O:So exciting! Ahm, I went with, er, like Mark, 3Dingo. 0:55:51.164,0:55:56.993 Sandi:Wow Mark:Nailbiter Chris R:You'd think this was staged! I don't believe it. 0:55:56.993,0:56:05.048 Chris R:It's like the NBA finals. Why listen to the four of us, just ask David Hobbins 0:56:05.048,0:56:07.429 (laughter) 0:56:07.429,0:56:09.810 David:Erm. 0:56:09.810,0:56:13.209 Chris O:Whoah, whoah, whoah (laughter) 0:56:13.209,0:56:15.598 David:Please, go on. 0:56:15.598,0:56:19.570 Chris O:I had a long winded explanation, 'cos these are the Italian guys right? 0:56:19.570,0:56:22.240 Chris R:Right. Mark:Party with those guys! 0:56:22.240,0:56:28.870 Chris O:As much as I like the guy from Alaska, and all the alcohol in that area, and I agree he had a 0:56:28.870,0:56:36.015 unique approach and design, I just think in the end I think there is more potential with the 3Dingo ship 0:56:36.015,0:56:41.389 Sandi:Alright, David Hobbins. All the pressure is on you. Chris O:Drumroll 0:56:41.389,0:56:49.760 David:This for me was really close. I can make arguments either way, that said, I did end up 0:56:49.760,0:57:01.263 going towards Cryo... (laughter) ...it was really close, but I guess the back story, the thoughtfulness 0:57:01.263,0:57:15.031 Cryo's passion for his vehicle and the weapon in previous episodes won me over. 0:57:15.031,0:57:24.611 Him not going with a conventional design, I liked that, and with some coaching he will have the passion 0:57:24.611,0:57:28.780 and resilience to take this all the way. 0:57:28.780,0:57:30.908 ChrisO:He's rolled his eyes. 0:57:30.908,0:57:39.235 Mark:I guess I can accept that. I'm changing my vote to "I like Cryo". Unanimous! 0:57:39.235,0:57:45.241 Sandi:So Team Catapult and 3Dingo have been cut, however, that does not mean they are out 0:57:45.241,0:57:47.183 because there is "The Save". 0:57:47.183,0:57:51.994 The community gets involved once again at the end of phase 1 the community will get to 0:57:51.994,0:57:54.345 vote back in two teams. 0:57:54.345,0:57:58.658 All the teams will get the judges feedback, they will do another pass and put out a new video 0:57:58.658,0:58:01.462 and you guys will get to vote two teams back in. 0:58:01.462,0:58:06.773 Next week, three more teams move on, and two more get cut.See you next Friday. 0:58:06.773,0:58:16.605 All: Later. Take it easy. Cyas. It's been real. Oh My God!(laughter) "It's been real!"