1 00:00:00,444 --> 00:00:04,972 Sandi: 16 teams have been working day and night on the concept art for their spaceship, 2 00:00:04,972 --> 00:00:08,498 but will their creations be enough to impress the judges? 3 00:00:08,498 --> 00:00:13,685 The competition is about to get very real on The Next Great Starship. 4 00:00:58,195 --> 00:01:01,894 Hi. I'm Sandi Gardiner, and we're here in Austin, Texas, 5 00:01:01,894 --> 00:01:05,803 which is home to one of Cloud Imperium's main development studios. 6 00:01:13,403 --> 00:01:17,691 Austin, Texas is also home to some of our judges. Let's meet them again. 7 00:01:17,691 --> 00:01:19,030 Mark Skelton. 8 00:01:19,030 --> 00:01:20,350 Mark: I am Mark Skelton. 9 00:01:20,350 --> 00:01:28,428 I am the art director here in the Austin CIG office, and I'm an amazing dresser, obviously. 10 00:01:28,797 --> 00:01:30,725 Chris S: Style guru extraordinaire. 11 00:01:30,725 --> 00:01:31,785 Mark: Still style guru. 12 00:01:31,785 --> 00:01:33,276 Sandi: You lost the tag. Mark: I think I'm going to fly away here... 13 00:01:33,276 --> 00:01:34,320 Chris R: Yeah, where is the tag? 14 00:01:34,320 --> 00:01:36,294 Sandi: Yeah, where is that tag? Mark: Maybe I should wear them up like this... 15 00:01:36,294 --> 00:01:37,463 The tag is gone. 16 00:01:37,463 --> 00:01:40,215 Chris R: I think the tag was actually taking way too much screen presence away from you... 17 00:01:40,215 --> 00:01:44,812 Mark: I think it was too. I think it was attacking my neck, is what was happening. 18 00:01:44,812 --> 00:01:47,009 It was going to attach itself. 19 00:01:47,009 --> 00:01:52,865 Chris R: So, I'm Chris Roberts, the project director and head of Cloud Imperium Games. 20 00:01:52,865 --> 00:01:54,780 I don't live in Austin anymore, but I used to, 21 00:01:54,780 --> 00:02:00,319 and it's actually where I created Wing Commander a long time ago, at a company called Origin, 22 00:02:00,319 --> 00:02:04,484 and then later on started another company called Digital Anvil, where we did Freelancer. 23 00:02:04,484 --> 00:02:06,357 It's a great town, has a huge amount of talent, 24 00:02:06,357 --> 00:02:10,021 which is one of the reasons why we have one of our major development studios here, 25 00:02:10,021 --> 00:02:14,841 and a bunch of really talented folks, of which some of them I worked with before. 26 00:02:14,841 --> 00:02:22,939 Chris Olivia worked with me on Wing Commander and at Digital Anvil. So Austin's great. On to you, Chris. 27 00:02:22,939 --> 00:02:27,739 Chris S: I'm Chris Smith. I'm the lead ship modeller, and I'm based here in Austin, as well. 28 00:02:27,739 --> 00:02:31,923 Been living here for five years and I love it here. 29 00:02:32,462 --> 00:02:36,896 Chris O: I'm Chris Olivia, and I'm Chief Visual Officer of Cloud Imperium Games. I live in Austin, 30 00:02:36,896 --> 00:02:44,563 and like Chris said I worked with Chris at Origin way back in the day and also Digital Anvil here in Austin. 31 00:02:44,563 --> 00:02:48,858 Sandi: And for the very keen eye, this is not Sean Tracy. 32 00:02:54,106 --> 00:02:57,817 You would've seen David Hobbins on the last episode, showing off the Mustang, 33 00:02:57,817 --> 00:03:02,378 and he is here with us to help judge the concept phase of this competition. 34 00:03:02,378 --> 00:03:05,182 He has worked on a lot of world class films, haven't you David? 35 00:03:05,182 --> 00:03:09,462 David: Yeah, before Cloud Imperium I worked at Lucasfilm, 36 00:03:09,462 --> 00:03:14,497 and most recently the movie Flight and the upcoming Guardians of the Galaxy, 37 00:03:14,497 --> 00:03:18,531 but super happy to be here, in the Santa Monica studio. 38 00:03:18,531 --> 00:03:22,696 And, I get to design spaceships everyday, so... 39 00:03:22,696 --> 00:03:24,362 Chris R: Yea, it's cool. We're happy to have you. 40 00:03:24,362 --> 00:03:27,473 We all love the work that you did on the Mustang, 41 00:03:27,473 --> 00:03:30,195 and there's some other stuff that you've done that everyone hasn't seen yet, 42 00:03:30,195 --> 00:03:31,517 but that's also pretty awesome stuff. 43 00:03:31,517 --> 00:03:32,368 Chris S: Amazing stuff. 44 00:03:32,368 --> 00:03:34,603 Sandi: And now the competition is just getting started, 45 00:03:34,603 --> 00:03:40,370 because we have 16 teams vying to get their starship in the upcoming space epic Star Citizen. 46 00:03:40,370 --> 00:03:42,030 And, what else do we have for them? 47 00:03:42,030 --> 00:03:44,720 Mark: Some crazy swag. 48 00:03:44,720 --> 00:03:48,031 Cintiqs... Oh my god, just a ton of stuff. 49 00:03:48,385 --> 00:03:51,626 Chris R: The Maingear rigs, which I don't know if we've shown yet, 50 00:03:51,626 --> 00:03:56,030 but each one's themed for each one of the ship manufacturers. 51 00:03:56,030 --> 00:04:03,592 So we have a Drake one and an RSI one, an Aegis one and an Anvil one... a MISC one. 52 00:04:03,592 --> 00:04:05,696 Mark: If nobody wins, I'm stealing them all. 53 00:04:05,696 --> 00:04:07,878 I'm taking them for myself. Nobody wins! 54 00:04:07,878 --> 00:04:09,798 Sandi: What about time with you, Mark? C'mon. 55 00:04:09,798 --> 00:04:12,267 Mark: Yeah, and they get to touch my shirt, maybe. 56 00:04:12,267 --> 00:04:13,147 Chris O: They should get the shirt. 57 00:04:13,147 --> 00:04:17,040 Mark: If they want to give up their Cintiq, maybe I'll even give them the shirt. 58 00:04:17,040 --> 00:04:18,633 Chris S: Even trade. 59 00:04:18,633 --> 00:04:21,785 Chris R: And there's the Autodesk Creation Suite. 60 00:04:22,185 --> 00:04:24,111 That's a pretty significant package. 61 00:04:24,111 --> 00:04:28,701 I think they're like $8000 or $9000 retail, and everyone in the team gets one of those each. 62 00:04:28,701 --> 00:04:31,018 Chris O: It's all the stuff that we use at work, so... 63 00:04:31,018 --> 00:04:33,224 Mark: Plus the cash prizes, right? I mean, geez. 64 00:04:33,255 --> 00:04:35,276 Sandi: Cash prizes, yeah. There's three cash prizes. 65 00:04:35,276 --> 00:04:38,743 Mark: It's incredible. Chris R: We've had some very generous sponsors that are helping us do the show. 66 00:04:38,743 --> 00:04:41,842 There's some great stuff for people to get. It's awesome. 67 00:04:54,567 --> 00:04:57,944 Sandi: So, we're in the concept phase, which is phase 1 of this competition. 68 00:04:57,944 --> 00:05:00,774 And Chris, do you want to talk about that? 69 00:05:00,774 --> 00:05:02,193 Chris R: Yeah, sure. 70 00:05:02,916 --> 00:05:09,048 The concept stage for me is one of the most important stages of pretty much any art development, 71 00:05:09,048 --> 00:05:14,758 especially something as involved as a spaceship that we would have in Star Citizen, 72 00:05:14,758 --> 00:05:20,443 because it's really where you start to figure out the look, 73 00:05:20,443 --> 00:05:24,193 but also it's not just the form but also the function you do a lot in the concept. 74 00:05:24,193 --> 00:05:29,519 You're trying to figure out where I'm going to place the turrets, where the engine's going to be, 75 00:05:29,519 --> 00:05:33,485 and so even though you don't fully model it, you have to start to think about - 76 00:05:33,485 --> 00:05:37,773 where would the pilot climb into his cockpit or where would the cargo be loaded, 77 00:05:38,126 --> 00:05:40,051 or say in the case of the gunship that we're doing, 78 00:05:40,051 --> 00:05:42,412 it's meant to be able to carry some troops - where could they unload. 79 00:05:42,412 --> 00:05:50,891 For me, it's really important to execute concept well because that sets the tone for the rest of... 80 00:05:50,891 --> 00:05:53,583 The modeling is very involved, and the texturing and obviously animation, 81 00:05:53,583 --> 00:05:58,150 and that all brings it to actual life, but without the concept as your blueprint... 82 00:05:58,150 --> 00:06:03,914 The concept really, like... If you think about it in film terms, it's like the concept is the script. 83 00:06:03,914 --> 00:06:06,113 You can't have a good movie without a good script. 84 00:06:06,113 --> 00:06:10,944 I mean, yes, you need actors, sets... All those things need to work and they'll always be done, 85 00:06:10,944 --> 00:06:13,572 but without a really good script, everything else doesn't work. 86 00:06:13,572 --> 00:06:19,385 And the concept is basically that version when you are creating art, 87 00:06:19,385 --> 00:06:22,078 especially something as complicated as a spaceship... 88 00:06:22,078 --> 00:06:28,393 Chris O: You'd say concept is like a two-tier thing where you're trying to sell an overall look and feel, 89 00:06:28,393 --> 00:06:31,779 and get a sort of an emotional reaction of the ship, 90 00:06:31,779 --> 00:06:37,494 and then you want to be able to call out specific areas to where you know it - 91 00:06:37,494 --> 00:06:41,315 can be built in 3D accurately. 92 00:06:41,946 --> 00:06:47,480 It's trying to communicate a few different things, and it's not easy to do all that in one image. 93 00:06:47,480 --> 00:06:49,861 Except he can do it. 94 00:06:49,861 --> 00:06:55,658 Chris R: But even when David was doing the Mustang, which everyone saw last episode, 95 00:06:55,658 --> 00:07:00,694 you could see there was a couple of different tries, and you say this one looks a bit too - 96 00:07:00,694 --> 00:07:03,197 the engines are too big, it looks too racery, let's move it to this. 97 00:07:03,197 --> 00:07:04,500 Chris O: It's an evolutionary... 98 00:07:04,500 --> 00:07:09,725 Chris R: And that's what you do in the concept stages, because you can explore things quickly, 99 00:07:09,725 --> 00:07:13,304 and like Chris says, there's an emotional reaction that you'll have. 100 00:07:13,304 --> 00:07:18,307 Like, you've got an idea - someone says "gunship" and you think of something. 101 00:07:18,307 --> 00:07:22,819 If the picture on the page evokes that feeling to you, then you're on the right track, 102 00:07:22,819 --> 00:07:25,930 and then, like Chris says, the next stage is... 103 00:07:25,930 --> 00:07:28,981 You have to work out some of the details, because you want to work out the details of, like, 104 00:07:28,981 --> 00:07:35,020 how you get into things or where the engines are, or whatever, before you actually start modeling it, 105 00:07:35,020 --> 00:07:36,488 because modeling takes a long time. 106 00:07:36,488 --> 00:07:38,971 Sandi: Everybody remembers the specs, right, for the mercenary gunship? 107 00:07:38,971 --> 00:07:40,360 David: Can you repeat them for us real quick? 108 00:07:40,360 --> 00:07:43,873 Sandi: Yes, let me just recite them for you. 109 00:07:57,105 --> 00:08:03,350 Chris R: So, we gave all 16 teams the same sort of bid from the UEE, 110 00:08:03,350 --> 00:08:09,823 which was very specific in terms of engines and turrets, and functionality. 111 00:08:09,823 --> 00:08:13,322 One thing we left open was what the manufacturer was going to be, 112 00:08:13,322 --> 00:08:17,293 to allow them to add a little creative inspiration. 113 00:08:17,293 --> 00:08:22,275 They could decide they want to make it an RSI gun or they want to make it an Anvil Aerospace gunship, 114 00:08:22,275 --> 00:08:26,691 and then also hopefully infuse some of the design elements we've seen from those manufacturers - 115 00:08:26,691 --> 00:08:31,417 in our other ships into their gunship design, which I think would be really great. 116 00:08:31,417 --> 00:08:34,103 But let's see how it goes. 117 00:08:34,443 --> 00:08:36,478 Sandi: Alright, guys, so here's how it works. 118 00:08:36,478 --> 00:08:40,778 Today we're going to see six teams, but only four can go through. 119 00:08:40,778 --> 00:08:44,649 So you're going to be voting, and two aren't going to make it. 120 00:08:44,649 --> 00:08:48,024 So there's a lot at stake. Are you guys ready to see the videos? 121 00:08:48,024 --> 00:08:49,892 Chris R: Yep! Chris S: Let's do it. Mark: Can't wait. 122 00:08:49,892 --> 00:08:51,238 Sandi: Let's roll the first one. 123 00:08:51,238 --> 00:08:55,835 Chris R: Everyone's going: "too much talking from them people on the couches..." 124 00:08:59,388 --> 00:09:05,884 3Dingo: For us the mercenary gunship is a ship that covers different roles. 125 00:09:05,884 --> 00:09:09,854 It is at the forefront to give infantry support. 126 00:09:14,068 --> 00:09:19,098 It must be robust but also livable with the great firepower. 127 00:09:20,013 --> 00:09:27,505 This ship generally has low maneuverability, but the military level will follow the general linear attacks. 128 00:09:27,505 --> 00:09:31,154 Let's say that our ship is a part of the third phase. 129 00:09:31,154 --> 00:09:36,927 We're there to bombard the enemy infantry to cover the allied infantry with landings. 130 00:09:36,927 --> 00:09:42,293 Following that, we created the interior to highlight the multi-functionality of this ship. 131 00:09:42,293 --> 00:09:49,506 The main goal was to create a ship that does not give the idea of speed, but of strength. 132 00:10:00,800 --> 00:10:02,255 Sandi: Chris Olivia, do you want to kick that off? 133 00:10:02,255 --> 00:10:03,426 Chris O: Me? 134 00:10:03,426 --> 00:10:04,683 Sandi: Yeah, you. 135 00:10:05,129 --> 00:10:10,487 Chris O: I liked the feel, and the silhouette was really cool. 136 00:10:10,487 --> 00:10:15,945 I thought that profile in the top-down looked really nice. 137 00:10:15,945 --> 00:10:18,623 Beefy, powerful. 138 00:10:19,208 --> 00:10:25,627 He explored a lot of different things, as far as the interior, in a lot of detail. 139 00:10:25,627 --> 00:10:30,005 He had a lot of concept that was very helpful. 140 00:10:30,882 --> 00:10:40,197 I think the front part of the cockpit was a little bit boring and can use some work. 141 00:10:40,197 --> 00:10:42,765 But overall - I liked it. I mean it's cool. 142 00:10:42,765 --> 00:10:44,433 Sandi: David, do you want to jump in there? 143 00:10:45,063 --> 00:10:48,331 David: Well, I thought it was interesting. 144 00:10:48,331 --> 00:10:53,592 I do feel like I would want to come in and tweak some of the proportions, 145 00:10:53,592 --> 00:10:58,631 especially in the top view I found that it felt directionless. 146 00:10:58,631 --> 00:11:05,879 It could be either going backwards or forwards and it was completely symmetrical. 147 00:11:05,879 --> 00:11:10,881 I think I would want to make one of those wing frames smaller versus the other. 148 00:11:10,881 --> 00:11:15,713 And the same thing in the side profile. I found that it was a little even, 149 00:11:15,713 --> 00:11:22,555 and so I might want to distribute the mass around to make it a little more dynamic. 150 00:11:22,955 --> 00:11:29,207 The only other thing I would mention would be the connection points between the major components. 151 00:11:29,207 --> 00:11:31,818 I think I might want to spend some more time on that, 152 00:11:31,818 --> 00:11:36,225 and make sure that each of the parts are informing each other and working with each other. 153 00:11:36,225 --> 00:11:39,381 It felt a little bolted together. 154 00:11:39,381 --> 00:11:41,422 Chris S: I like the front part, actually. 155 00:11:41,422 --> 00:11:47,796 The language of the wing and the front part, and the rear felt a little off for me. 156 00:11:47,796 --> 00:11:49,295 Mark: Detached, yeah. 157 00:11:49,295 --> 00:11:50,717 Chris S: I think, yeah, that's what you meant - 158 00:11:50,717 --> 00:11:55,629 like that middle connection was maybe a little too fragile looking or something. 159 00:11:55,629 --> 00:12:02,448 I do like the detail that they put in. Sort of, where the thrusters go, the pilots, and the interior design. 160 00:12:02,448 --> 00:12:05,821 There was some thought put into that, which I liked. 161 00:12:05,821 --> 00:12:12,826 But I thought, too, what you were saying, all the appendages were going in all kinds of different ways. 162 00:12:12,826 --> 00:12:14,960 Like those back wings... 163 00:12:14,960 --> 00:12:16,543 David: Yeah, it's what's interesting about it. 164 00:12:16,543 --> 00:12:19,365 Chris S: Yeah, but... You know, well... 165 00:12:19,365 --> 00:12:21,386 Chris O: You're wrong. Mark: You're wrong! 166 00:12:21,386 --> 00:12:27,064 David: I think that's interesting. I just think that one of those needs to serve the other. One needs to be... 167 00:12:27,064 --> 00:12:32,101 Chris S: Yeah, those wings that kind of were on the sides - I like those. 168 00:12:32,101 --> 00:12:37,350 I like that. But the whole rear part didn't gel with me, with the front. 169 00:12:37,350 --> 00:12:40,242 Chris O: So did you feel it was just all too much of the same? 170 00:12:40,242 --> 00:12:43,582 David: No. In particular from the top silhouette, 171 00:12:43,582 --> 00:12:47,493 I felt it was two arrows that were pointing in either direction. 172 00:12:47,493 --> 00:12:52,561 Chris R: I didn't love it... I liked what those guys did with their gun. 173 00:12:52,561 --> 00:12:54,430 It didn't really do much for me. 174 00:12:54,430 --> 00:12:58,742 I like the fact that they were thinking out where things would go and all the rest of the stuff, 175 00:12:58,742 --> 00:13:03,024 but in terms of shape and silhouette - ehh, it was kind of there. 176 00:13:03,438 --> 00:13:06,708 Then also the rendering style of the concept art wasn't... 177 00:13:06,708 --> 00:13:08,415 Chris S: Yeah, it was a bit juvenile. 178 00:13:08,415 --> 00:13:12,832 Chris R: Like, I'd prefer a more sophisticated photorealistic style. 179 00:13:12,832 --> 00:13:19,548 This felt more, I don't know, cartoony, graphic novelly style for me. 180 00:13:19,548 --> 00:13:21,439 But I don't know. What did you think, Mark? 181 00:13:22,131 --> 00:13:30,927 Mark: I could see the marine animal vibe... Kind of felt like a manatee to me. 182 00:13:30,927 --> 00:13:37,205 It felt like a sea cow. I shall name it the sea cow. 183 00:13:37,205 --> 00:13:44,254 The thing about it was... I think if you're going to go that spikey with the silhouette, 184 00:13:44,254 --> 00:13:52,648 that honestly your rendering style has got to calm down in the interior bits, because it was way... 185 00:13:52,648 --> 00:13:57,486 There was just too much detail to look at all at once. I mean, I liked the... 186 00:13:57,486 --> 00:13:58,880 Chris R: Is this your frequency tip? 187 00:13:58,880 --> 00:14:04,296 Mark: Yes. Dammit. I say this every time, but if you're going to crazy frequency like that, 188 00:14:04,296 --> 00:14:11,710 then either smooth out the silhouette and concentrate on frequency inside the object, 189 00:14:11,710 --> 00:14:17,440 or if you're going to go that detailed spikey with the silhouette, 190 00:14:17,440 --> 00:14:26,212 then it would push the concept better if you just calm down the interior a little bit to give your eye a rest. 191 00:14:26,212 --> 00:14:27,414 Because it's got plenty to look at. 192 00:14:27,414 --> 00:14:30,207 Chris O: What do you mean "interior"? Like the interior of the silhouette? 193 00:14:30,207 --> 00:14:32,565 Mark: The interior of the silhouette of the ship. 194 00:14:32,565 --> 00:14:33,760 It's not bad. 195 00:14:33,760 --> 00:14:41,628 I agree with David that it feels like the front part is kind of separated; it doesn't feel like it flows. 196 00:14:41,628 --> 00:14:46,434 There needs to be more pieces that flow into each other better. 197 00:14:46,434 --> 00:14:53,614 David: I think also the illustrative style delineating all the panels is not helping. 198 00:14:53,614 --> 00:14:58,490 Like you said, the silhouette is already dynamic. It's going to move the eye around. 199 00:14:58,490 --> 00:15:02,156 But then as you go inside, you go to move from the front to the back, 200 00:15:02,156 --> 00:15:03,942 then you have all these panels that blocking eye movement. 201 00:15:03,942 --> 00:15:09,430 Chris R: When they were in - I don't know what 3D application, I didn't see it, 202 00:15:09,430 --> 00:15:12,194 but when they had the simple silhouette in the 3D application, 203 00:15:12,194 --> 00:15:15,242 that looked better to me than the 2D concept rendering. 204 00:15:15,242 --> 00:15:23,176 Chris O: That's where you can blow it with just too much of a cartoony style in the concept, 205 00:15:23,176 --> 00:15:25,179 or calling out too many details. 206 00:15:25,179 --> 00:15:26,156 Chris S: In the interior? 207 00:15:26,156 --> 00:15:26,873 Chris O: Yeah, the interior. 208 00:15:26,873 --> 00:15:30,695 Chris R: For our game. In some other stuff that could work, but for the style we're going for - 209 00:15:30,695 --> 00:15:33,212 we're going for a very photorealistic style, 210 00:15:33,212 --> 00:15:38,214 and so that's partly important to have it in the concept stage, or else, 211 00:15:38,214 --> 00:15:43,086 when you get down to the model stage, the model feels a bit cartoony. 212 00:15:43,978 --> 00:15:47,140 Sandi: Mixed reviews on this one. Let's roll the next one. 213 00:15:53,172 --> 00:15:56,106 EPhalanx: Hey, guys. EPhalanx here with team Tri-Tri. 214 00:15:56,106 --> 00:15:59,208 This is our entry for The Next Great Starship. 215 00:15:59,208 --> 00:16:03,420 We started out with like four or five concepts and narrowed it down. 216 00:16:03,420 --> 00:16:10,896 We really were thinking on this one, at first, it was a heavy fighter look, a little bit, outside the gunship. 217 00:16:11,479 --> 00:16:15,423 Then we moved on to this one, which we thought had more of that aggressive stance. 218 00:16:15,423 --> 00:16:19,846 And also made some thrusters we thought we'd use. 219 00:16:19,846 --> 00:16:26,869 More sketching of the concept just to give us a better look from different angles. 220 00:16:26,869 --> 00:16:33,122 And then some thruster work just showing you how the wings articulate with the thrusters. 221 00:16:33,845 --> 00:16:41,007 That was going to be important considering the gimbaled thrusters that were outlined in the concept. 222 00:16:41,007 --> 00:16:45,657 Then we moved on to a little block-out phase to give us a better thought on the geometry, 223 00:16:45,657 --> 00:16:49,500 and moved in to some internal layouts. 224 00:16:49,500 --> 00:16:55,094 This showed you just how things are laid out inside of the ship, with the turrets and stairs. 225 00:16:55,094 --> 00:17:00,206 As you can see, the design has been a little more fleshed out this time around. 226 00:17:00,206 --> 00:17:06,952 The paint-over has been added to, giving you more of a better look and feel of the ship overall. 227 00:17:06,952 --> 00:17:08,287 Sandi: Mark, do you want to kick this one off? 228 00:17:08,287 --> 00:17:10,863 Mark: That one was pretty awesome. I like that one. 229 00:17:12,786 --> 00:17:15,661 I like the silhouette, how it has kind of an aggressive stance. 230 00:17:15,661 --> 00:17:22,391 It almost looks like a gorilla flexing, silverback kind of feel to it. I dig that. 231 00:17:22,391 --> 00:17:24,870 The details - very nice. 232 00:17:24,870 --> 00:17:29,316 Again, I like the way... Like we were talking earlier about flow. 233 00:17:29,962 --> 00:17:37,416 That's a good example of how you can have a lot of detail on the ship but they flow nicely together, 234 00:17:37,416 --> 00:17:43,932 so you're not breaking your eye from going across the ship. I think there was a lot of nice detail in there. 235 00:17:44,348 --> 00:17:48,991 And overall, I think it's a really strong design. 236 00:17:48,991 --> 00:17:50,174 Sandi: Chris, what did you think? 237 00:17:50,174 --> 00:17:53,304 Chris S: Yeah. The quality of the concept was better on this one, 238 00:17:53,304 --> 00:17:57,674 so it already comes across better in that way. 239 00:17:57,674 --> 00:18:02,922 I like the shape. Actually, that stance reminded me of the Vanduul ship. 240 00:18:02,922 --> 00:18:07,216 That kind of has a cockpit in the middle with those two arms sticking out. 241 00:18:07,216 --> 00:18:13,221 It did look powerful and heavy. I quite like the design, I agree with Chris. 242 00:18:13,221 --> 00:18:20,175 Maybe the rear thrusters... We'd have to look at it some more, maybe in another iteration, 243 00:18:20,175 --> 00:18:22,669 and see where the other maneuvering thrusters are. 244 00:18:22,669 --> 00:18:26,675 There was a couple of detail specs that were maybe not included in that. 245 00:18:26,675 --> 00:18:30,064 But overall, the art style, I thought, was pretty good. 246 00:18:30,618 --> 00:18:31,597 Sandi: Chris? 247 00:18:31,597 --> 00:18:32,628 Chris O: It was cool. 248 00:18:33,012 --> 00:18:33,938 Sandi: That's it? 249 00:18:34,938 --> 00:18:37,587 Chris O: I generally agree with everybody. 250 00:18:37,587 --> 00:18:42,604 I do like the front arm parts. 251 00:18:42,604 --> 00:18:43,850 Chris R: Everyone likes that except for me. 252 00:18:43,850 --> 00:18:50,672 I think it may be just because it reminds me way too much of the old Wing Commander Dralthi stuff... 253 00:18:50,672 --> 00:18:55,593 Chris O: It might take away from the fact that it feels less powerful thrust wise, 254 00:18:55,593 --> 00:18:59,426 because it's putting all the focus on the front. 255 00:18:59,426 --> 00:19:01,390 Mark: That's what's making it feel heavier. 256 00:19:01,390 --> 00:19:06,362 Like you're saying, it's kind of front heavy, and that's because your eye just goes straight to those wings... 257 00:19:06,362 --> 00:19:08,514 Chris S: Yeah, it feels like a bulldog. 258 00:19:09,160 --> 00:19:15,864 It's got the tail end diminished and the front exaggerated... 259 00:19:17,219 --> 00:19:18,674 Chris O: Gorilla, I thought you said...? 260 00:19:18,674 --> 00:19:20,160 Mark: Yeah. Silverback. 261 00:19:20,160 --> 00:19:22,725 Chris S: Silverback, yeah. 262 00:19:22,725 --> 00:19:26,016 Chris O: It was nice. The rendering style was better. 263 00:19:26,016 --> 00:19:32,012 I think in the design phase a lot of stuff doesn't need to be photoreal right off the bat, 264 00:19:32,012 --> 00:19:35,068 because you're still exploring pieces and shapes... 265 00:19:35,068 --> 00:19:37,574 Chris R: But I like, like... You could see when he went... 266 00:19:37,574 --> 00:19:42,381 In the video, they go over the process, you could actually see what the concept process is. 267 00:19:42,381 --> 00:19:47,776 They drew some stuff out, then they did a simple 3D block-out, then they did paint-overs on it. 268 00:19:47,776 --> 00:19:52,226 That was actually quite nice, because that was showing what you normally do in that process. 269 00:19:52,226 --> 00:19:55,843 David: The blue color erase pencil iterations and dissolving surfaces... 270 00:19:55,843 --> 00:19:59,662 Chris O: And you should reference, which is key to bring it in the real world. 271 00:19:59,662 --> 00:20:02,095 But yeah, overall that was cool. 272 00:20:02,095 --> 00:20:03,845 Sandi: Alright, what did you think, David? 273 00:20:03,845 --> 00:20:11,422 David: I really like this one. I thought it was fantastic presentation. Pretty professional all around. 274 00:20:11,422 --> 00:20:14,258 I like the arms, too. 275 00:20:14,258 --> 00:20:16,193 Chris R: I give up. I'm in a minority. 276 00:20:16,193 --> 00:20:25,815 David: But I will say this: I do think the rear thruster pods, the ones that are gimbaled and articulate, 277 00:20:25,815 --> 00:20:31,457 I feel like they weren't really long enough to balance the length of the front part. 278 00:20:31,457 --> 00:20:37,454 And I think that if you were to just figure out a way to lengthen them... 279 00:20:37,454 --> 00:20:39,231 Sandi: So Chris, what did you think? 280 00:20:39,231 --> 00:20:42,600 Chris R: I really liked it. I thought the rendering style was really good. 281 00:20:42,600 --> 00:20:47,899 I also liked the way that you could see the process of the concept evolution. 282 00:20:47,899 --> 00:20:53,283 A lot of it was the initial sketching, then a block out in 3D, then doing paint overs. 283 00:20:53,283 --> 00:20:56,583 That's very much what you tend to do on this kind of stuff. 284 00:20:56,583 --> 00:21:02,261 I'm not so sure I was in love with the two big front wings. 285 00:21:02,261 --> 00:21:07,916 It felt a little too front heavy for me, but the rest of it I quite liked. 286 00:21:07,916 --> 00:21:10,520 But I thought in general it was cool. 287 00:21:10,520 --> 00:21:18,366 Like I said the style was more functional and slightly more detailed and photorealistic for me, so it worked better. 288 00:21:18,366 --> 00:21:25,937 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. 289 00:21:25,937 --> 00:21:32,221 The turret on the top felt like the Cutlass, so perhaps is a Drake submission for the gunship bid. 290 00:21:32,221 --> 00:21:38,951 But yeah, I thought it looks really great. It would be nice to see what sort of changes and tweaks they make. 291 00:21:38,951 --> 00:21:42,983 Sandi: Alright, well generally well liked. Let's roll the next one. 292 00:21:52,120 --> 00:21:55,184 Fuzzy_Modem: Greetings Citizens, Fuzzy Modem here, passed the first gauntlet, 293 00:21:55,184 --> 00:21:58,410 and onto the concept phase of The Next Great Starship competition. 294 00:21:58,410 --> 00:22:03,183 For this design, I'm imagining that it's a used ship. You're buying it from these three mercenaries. 295 00:22:03,183 --> 00:22:07,810 There's the captain, he's an alcoholic vet who has a grudge against pirates. 296 00:22:07,810 --> 00:22:11,790 There's a crazy guy who couldn't get into the military because he couldn't get past the psych evaluation. 297 00:22:11,790 --> 00:22:14,517 And then there's the technician who got kicked out of the military for 298 00:22:14,517 --> 00:22:17,268 hacking into his drill instructor's file and changing his gender. 299 00:22:17,268 --> 00:22:22,686 So these guys have been living and working and sleeping and sweating and eating on this ship for years. 300 00:22:22,686 --> 00:22:26,902 When something broke, they patched over it or jerry rigged a work around. 301 00:22:26,902 --> 00:22:29,804 Now they're looking to get a bigger ship and add some more crew. 302 00:22:29,804 --> 00:22:35,603 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. 303 00:22:35,603 --> 00:22:39,885 For the design itself, I took inspiration from a sword and shield. 304 00:22:39,885 --> 00:22:43,935 It's an asymmetrical design with a big plate of armor and two turrets on one side. 305 00:22:43,935 --> 00:22:50,230 Because it's an asymmetrical design, I'm working on visual balance as well as center of mass. 306 00:22:50,230 --> 00:22:55,808 I'm also trying to position thrusters for improved roll speed as well as VTOL capability while in atmosphere. 307 00:22:55,808 --> 00:22:58,300 So it would fly more like a helicopter than a jet. 308 00:22:59,592 --> 00:23:01,767 Sandi: Alright David, you want to kick this one off? 309 00:23:01,767 --> 00:23:09,399 David: Well, I really liked the colorful back-story, and actually the design story. 310 00:23:09,399 --> 00:23:17,512 Starting with the shield and sword concept, then trying to bring that through into the design. 311 00:23:17,512 --> 00:23:22,237 Also his thoughtfulness when it came to function and utility of the vehicle. 312 00:23:22,237 --> 00:23:29,152 I liked the second design better, I felt it was a little more unified. 313 00:23:29,152 --> 00:23:36,822 For me what's jumping out as a negative is really the surfacing, the form language is a little too rectilinear. 314 00:23:36,822 --> 00:23:45,820 I get that it may speak to survivability and being robust, but that said, 315 00:23:45,820 --> 00:23:50,175 I feel like parts need to be integrated a little more, a little more designed. 316 00:23:50,175 --> 00:23:57,147 The large bolts were really speaking to an earlier construction period that doesn't fit into 317 00:23:57,147 --> 00:24:00,235 this universe and is also throwing the scale off for me. 318 00:24:00,235 --> 00:24:07,979 So I would refine the surfaces, but ultimately I think he's balancing the asymmetric design pretty well. 319 00:24:07,979 --> 00:24:09,486 Especially in the second one. 320 00:24:09,486 --> 00:24:11,905 Sandi: Alright, Chris, what do you think. 321 00:24:11,905 --> 00:24:16,210 Chris O: Yeah, I uh... Pretty much everything David said. 322 00:24:16,210 --> 00:24:17,279 [Laughing] 323 00:24:17,279 --> 00:24:19,640 Chris O: It was a great build up. 324 00:24:19,640 --> 00:24:21,570 Sandi: You guys hug a little bit, it's like love. 325 00:24:21,570 --> 00:24:22,777 [Laughing] 326 00:24:22,777 --> 00:24:24,508 What David said. 327 00:24:24,724 --> 00:24:26,204 Mark: Copying off his paper are we? 328 00:24:26,204 --> 00:24:28,391 Chris O: The back-story was awesome. 329 00:24:28,391 --> 00:24:34,399 It was a nice build up, but then the first version was very ugly, but not in a good way. 330 00:24:34,399 --> 00:24:39,039 He made some big improvements with the second version, 331 00:24:39,039 --> 00:24:45,983 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. 332 00:24:45,983 --> 00:24:51,820 Obviously the bolts and the scale was a huge issue, they're just all over the place, too big. 333 00:24:51,820 --> 00:24:58,393 And the fact that he was presenting it with a lot of black shadow everywhere, 334 00:24:58,393 --> 00:25:01,662 you couldn't really get a sense of overall form. 335 00:25:01,662 --> 00:25:08,038 I think he needs to display and show it on a nicer render or a few different views at least. 336 00:25:08,038 --> 00:25:14,785 It was an interesting concept, the way he was describing the shield on one side and the weapon on the other. 337 00:25:14,785 --> 00:25:23,885 I thought it just needs to be executed better, you know, taken a little further, try some different things. 338 00:25:23,885 --> 00:25:29,927 Sandi: Chris, are you going to copy off of Chris and David, or have you got some of your own thoughts? 339 00:25:29,927 --> 00:25:33,471 Chris R: [Laughs] I have no thoughts of my own. 340 00:25:33,471 --> 00:25:37,786 Chris S: [Laughs] I mean yeah, I agree with some of the stuff that they said obviously. 341 00:25:37,786 --> 00:25:42,282 The one thing I missed was the thruster placements. 342 00:25:42,282 --> 00:25:48,202 It was not very fleshed out, and some of the interior crew design stuff was not there. 343 00:25:48,202 --> 00:25:54,181 Just a lot of the hardware stuff wasn't really fully rendered out. 344 00:25:54,181 --> 00:25:57,989 The first design, I didn't really like that much. 345 00:25:57,989 --> 00:26:02,950 The weapon was bubbly looking and the surface was lacking. 346 00:26:02,950 --> 00:26:07,879 David: It also looked like the gun pod, towards the narrow end of the wing-- 347 00:26:07,879 --> 00:26:08,891 Chris S: Very fragile. 348 00:26:08,891 --> 00:26:10,949 David: Yeah, like it would snap right off. 349 00:26:10,949 --> 00:26:15,996 Chris S: So yeah, the second design is definitely better, more cohesive, and a little bit more tougher looking. 350 00:26:15,996 --> 00:26:19,285 I agree the surfacing could use some work. 351 00:26:19,285 --> 00:26:26,288 Even though he describes it's supposed to be patched together, you can do that in a better way. 352 00:26:26,288 --> 00:26:32,315 It was just not rendered very well I thought. And presentation is a big thing, so it carries a lot. 353 00:26:32,315 --> 00:26:34,309 Sandi: Mark, presentation? 354 00:26:34,309 --> 00:26:38,848 Mark: Yeah, the presentation for me wasn't super great. 355 00:26:38,848 --> 00:26:45,488 It felt because the bolts were so big, it made it feel super small. So it felt like a matchbox car or something. 356 00:26:45,488 --> 00:26:56,903 It was hard to tell what was what. Like where are the thrusters, where does the pilot sit, where are the... 357 00:26:56,903 --> 00:27:06,158 Like it looked like a bunch of random boxes on a ruler or something, with a little weight on the end of it. 358 00:27:06,158 --> 00:27:14,036 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. 359 00:27:14,036 --> 00:27:15,116 Sandi: Chris Roberts? 360 00:27:15,116 --> 00:27:19,256 Chris R: The story was great, maybe we should talk to him about getting on the writing team. 361 00:27:19,256 --> 00:27:25,732 It felt like a very Serenity/Firefly background story. 362 00:27:25,732 --> 00:27:28,841 But generally I sort of agree on a couple of things. 363 00:27:28,841 --> 00:27:37,533 One, it does feel like a horizontal B-Wing from Star Wars, that's the ship that's the tall vertical one. 364 00:27:37,533 --> 00:27:43,207 And the second design I definitely liked a lot better than the first design. 365 00:27:43,207 --> 00:27:49,891 But even on the second design, I would look at that and go "ok, well how are the thrusters placed?" 366 00:27:49,891 --> 00:27:54,435 Because he was talking about how you can roll to put the shield in front of your attacker, 367 00:27:54,435 --> 00:27:57,539 but are the attackers coming from the side? Are they coming from the front? 368 00:27:57,539 --> 00:28:02,287 It felt to me like that whole concept sounded really great in the pitch, 369 00:28:02,287 --> 00:28:06,039 but I was looking at the ship wondering how it's really going to do that. 370 00:28:06,039 --> 00:28:12,013 Where are the thrusters that would allow it to roll, where are the thrusters that would allow it to yaw and pitch. 371 00:28:12,013 --> 00:28:18,455 As far as the manned turrets, they didn't look very... 372 00:28:18,455 --> 00:28:23,624 Like how do you get into those how do you sit in them? It's hard to get a sense of scale. 373 00:28:23,624 --> 00:28:24,987 Chris S: Sort of stuck on there. 374 00:28:24,987 --> 00:28:28,622 Chris R: Partly because probably, talking about the rivets and the bolts. 375 00:28:28,622 --> 00:28:32,788 So yeah, I would have liked to see more angles of it, not just that. 376 00:28:32,788 --> 00:28:36,236 It would have been better to go to the concept and do a block out, 377 00:28:36,236 --> 00:28:41,404 then render some different versions of that and do paint overs, and get some sense of scale like Chris is suggesting, 378 00:28:41,404 --> 00:28:46,852 with like a human figure in there. How do you get inside the ship? How does it land? 379 00:28:46,852 --> 00:28:51,651 All those things have to be thought out before you go to the modeling stage. 380 00:28:51,651 --> 00:28:57,202 I think maybe he's stronger on the 3D modeling side, because he's a one man show, 381 00:28:57,202 --> 00:29:01,621 so maybe he's stronger on modeling than concept. But those are all things I would like to see answered. 382 00:29:01,621 --> 00:29:06,281 I like the idea and the concept of the shield and the sword, so that all sounded great. 383 00:29:06,281 --> 00:29:11,099 It's just looking at the ship, I wasn't saying "I want to own that spaceship." 384 00:29:11,099 --> 00:29:16,082 And really, that's why we're designing it. We're designing a spaceship that everyone out there in Star Citizen 385 00:29:16,082 --> 00:29:26,081 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. 386 00:29:26,081 --> 00:29:31,349 Sandi: Ok, well, people seem to like the second version, but still quite a few questions unanswered. 387 00:29:31,349 --> 00:29:32,625 Let's roll the next one. 388 00:29:36,163 --> 00:29:40,596 Jan: This is 1Bit Amoeba, and I show you my concept for the mercenary gunship. 389 00:29:40,596 --> 00:29:46,098 The first thing I did was to think about where to place the turrets on the ship. 390 00:29:46,098 --> 00:29:51,549 I decided to put two on the top and one on the bottom in the front. 391 00:29:51,549 --> 00:29:58,151 This way we have a very good coverage and nearly no dead spots around the ship. 392 00:29:58,151 --> 00:30:06,017 In addition to that, we have some areas which are covered by two or all three turrets. 393 00:30:06,017 --> 00:30:19,644 The green area here is where two turrets cover, and the red one is where all three turrets can shoot at the target. 394 00:30:19,644 --> 00:30:24,649 Then I got the shape which I really like, this one. 395 00:30:30,094 --> 00:30:33,406 The interior, I made a rough layout with the main areas. 396 00:30:33,406 --> 00:30:35,748 For example, the crew area and the cargo hold. 397 00:30:42,394 --> 00:30:46,742 Here you can see the ship again from the side view, top view, and the front. 398 00:30:48,649 --> 00:30:52,245 And this is how it would look like while landing. 399 00:30:56,459 --> 00:30:58,741 And another one while in space. 400 00:30:58,741 --> 00:31:00,911 Thanks for watching. 401 00:31:00,911 --> 00:31:03,160 Sandi: Alright, Chris Smith, what did you think of that one? 402 00:31:03,160 --> 00:31:07,475 Chris S: So I actually like this one quit a bit, uh... 403 00:31:07,475 --> 00:31:09,016 Chris R: That's surprising to you? 404 00:31:09,016 --> 00:31:09,996 [Laughing] 405 00:31:09,996 --> 00:31:13,596 Chris S: No, I mean I thought he had some good iterations. 406 00:31:13,596 --> 00:31:19,362 I liked the idea of the coverage of the turrets, that was kind of cool. 407 00:31:19,362 --> 00:31:25,843 And he thought about weaponizing it and making it powerful that way. 408 00:31:25,843 --> 00:31:33,513 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. 409 00:31:33,513 --> 00:31:44,866 It was a cool design, the one thing I would say critique wise would be, animations would help. 410 00:31:44,866 --> 00:31:48,513 You know, some preview animations on the thrusters. It was hard to tell how they would work. 411 00:31:48,513 --> 00:31:53,303 The whole pitch and yaw thing, how it would actually work in space. 412 00:31:53,303 --> 00:32:02,121 I liked the interior, he pulled out the interiors and had specific areas, I liked that. 413 00:32:02,121 --> 00:32:12,730 I didn't like, from the top view, for a design standpoint had a weird snake-like cockpit with a head. 414 00:32:12,730 --> 00:32:17,024 I probably would adjust that a little bit because it makes it look a little fragile. 415 00:32:17,024 --> 00:32:22,136 In that area it's just this long, skinny neck, with the cockpit on the end. 416 00:32:22,136 --> 00:32:25,431 But over all everything else was pretty solid. 417 00:32:25,431 --> 00:32:27,790 Sandi: Chris, do you agree? 418 00:32:27,790 --> 00:32:32,042 Chris O: It's interesting the way that it over all feels like a very flat shape, 419 00:32:32,042 --> 00:32:37,424 except they have the cockpit, fuselage area more of a skinny vertical. 420 00:32:37,424 --> 00:32:43,980 It needs support structures holding that there in place and it would feel a bit more powerful. 421 00:32:43,980 --> 00:32:49,642 I think in the next iteration, use the paint overs to push it a little further. 422 00:32:49,642 --> 00:33:01,514 But the fact that he was able to achieve something really nice with just basic flat shading and very angular shapes, 423 00:33:01,514 --> 00:33:05,386 it was very well done, done in a very nice way. 424 00:33:05,386 --> 00:33:07,893 It reminded me a little bit of Ryan Church. 425 00:33:07,893 --> 00:33:09,450 Chris S: Like a little stealthy. 426 00:33:09,450 --> 00:33:14,455 Chris O: Very stealth, the side view, at first I was like, "Oh, it's very simple" from the profile, 427 00:33:14,455 --> 00:33:18,147 but it is a nice, clean, profile silhouette. 428 00:33:18,147 --> 00:33:28,479 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. 429 00:33:28,479 --> 00:33:29,810 Chris S: Sort of like a wedge. 430 00:33:29,810 --> 00:33:31,505 Chris O: Yeah, yeah. 431 00:33:31,505 --> 00:33:33,584 Chris S: I like that kind of wide shape. 432 00:33:33,584 --> 00:33:36,309 Chris O: No. Chris S: Yeah. 433 00:33:36,309 --> 00:33:38,585 Sandi: David, what did you think? 434 00:33:38,585 --> 00:33:47,685 David: I like this design a lot, I think it has a lot of potential, I like the tear-dropped delta wing, 435 00:33:47,685 --> 00:33:58,076 but then he cut into it and extruded the cockpit section from that. I think it creates a pretty sophisticated form. 436 00:33:58,076 --> 00:34:09,902 That said, when it comes to some of the cockpit and volume break up of the cannons and the front cockpit, 437 00:34:09,902 --> 00:34:12,709 it seemed to be lacking in sophistication. 438 00:34:12,709 --> 00:34:19,512 So if I were him, I would go back and bring those things up to the level of sophistication of the main shape. 439 00:34:19,512 --> 00:34:25,194 The only other critique I would have would be when it was landed, 440 00:34:25,194 --> 00:34:30,742 It wasn't quite as sexy looking as it was in flight mode. 441 00:34:30,742 --> 00:34:39,767 Mark: Yeah, I agree. I think what it was is the verticallity of the thrusters kind of ruined the lines of the ship. 442 00:34:39,767 --> 00:34:41,138 Chris S: Is that a word? 443 00:34:41,138 --> 00:34:43,419 Chris R: Add that to "frequency," verticallity. 444 00:34:43,419 --> 00:34:48,993 Mark: [Moving hands up and down] Verticality, [Hands side to side] frequency, [Hands forward] thrusters, you know. 445 00:34:48,993 --> 00:34:52,905 It kind of ruined the lines when it was sitting, and that bothered me too. 446 00:34:52,905 --> 00:34:55,118 Chris R: You mean when they were deployed into VTOL position? 447 00:34:55,118 --> 00:34:56,243 Mark: VTOL, yeah. 448 00:34:56,243 --> 00:34:57,451 Chris R: Vertical Take Off and Landing. 449 00:34:57,451 --> 00:34:59,246 Mark: That's right, that's what that stands for. 450 00:34:59,246 --> 00:35:00,854 [Laughing] 451 00:35:00,854 --> 00:35:06,695 Mark: So, the other thing, yes, the neck is annoying because it's so fragile. 452 00:35:06,695 --> 00:35:17,135 I think if you were to have, maybe from the top down, if you had some supports that came out and made it porous, 453 00:35:17,135 --> 00:35:20,946 it might make it look a little more reinforced. 454 00:35:20,946 --> 00:35:26,416 Chris R: I don't think it needs to be quite as long and deep. I mean what's the benefit of that? 455 00:35:26,416 --> 00:35:28,362 Chris O: I didn't see the reason why there was that gap. David: Yeah. 456 00:35:28,362 --> 00:35:30,121 Chris R: I mean usually there should be some function. 457 00:35:30,121 --> 00:35:31,174 Chris S: Just fill it in. 458 00:35:31,174 --> 00:35:32,524 Chris R: It had a bit of of-- 459 00:35:32,524 --> 00:35:34,100 Chris S: Wide flat snake? 460 00:35:34,100 --> 00:35:38,469 Chris R: Retaliator kind of vibe to me, like I would say it could be an Aegis ship or... 461 00:35:38,469 --> 00:35:41,209 Chris S: Even Drake. 462 00:35:41,209 --> 00:35:48,423 Chris R: I'll say for me this is my favorite one of the ones I've seen so far, so, like Chris said, 463 00:35:48,423 --> 00:35:57,492 I really like the idea of gun turret placement. If you're making a gunship, that's the first thing you should think about. 464 00:35:57,492 --> 00:36:05,503 So that was really good. I actually, for a couple of the earlier iteration, one that was sort of like the Millennium Falcon. 465 00:36:05,503 --> 00:36:14,003 That had the two turrets actually attached on the side, so I like the final design a lot. 466 00:36:14,003 --> 00:36:21,309 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. 467 00:36:21,309 --> 00:36:25,336 Some detail could be in there, it could be cool. 468 00:36:25,336 --> 00:36:31,767 I actually thought it was cool when it was landing with the thrusters down in the VTOL position. 469 00:36:31,767 --> 00:36:35,592 So that may just be me verses other people's opinions on that. 470 00:36:35,592 --> 00:36:37,532 Mark: Maybe a little smaller. 471 00:36:37,532 --> 00:36:44,090 Chris R: Like Chris said, I would like again to make sure the thrusters could move and apply the directions. 472 00:36:44,090 --> 00:36:47,139 It looked like he placed them in generally the right areas, so I really liked it. 473 00:36:47,139 --> 00:36:54,717 Chris S: I think for the second iteration, maybe the guys can include little preview animations on those things. 474 00:36:54,717 --> 00:37:00,450 Really simple key-framing block out animations on those things would help a lot. 475 00:37:00,450 --> 00:37:06,010 David: Basically if you have a great idea, you have to show it. You can't just tell us about it. 476 00:37:06,010 --> 00:37:09,959 It has to be communicated in an illustration or an animation. 477 00:37:09,959 --> 00:37:14,532 Sandi: Well positive reviews for that one, but we're not done yet. Here we go with the next video. 478 00:37:14,532 --> 00:37:20,704 Scott: Hello Star Citizen Community. Our design process involves the members of team catapult getting together, 479 00:37:20,704 --> 00:37:25,339 sitting down, throwing ideas onto a sketch pad, talking about various features we wanted. 480 00:37:25,339 --> 00:37:31,754 We wanted the mission profile to be able to involve things such as land marines on a planet's surface, 481 00:37:31,754 --> 00:37:34,505 and function like an armored truck in space. 482 00:37:34,505 --> 00:37:38,007 As those discussions came to a head, we decided we wanted to go with something that was 483 00:37:38,007 --> 00:37:46,065 aerodynamically sleek, and avoided the sci-fi pitfall that most "dropships" use of the "flying brick." 484 00:37:46,065 --> 00:37:51,334 We came up with the idea to use retractable wings that could help with aerodynamic control going into 485 00:37:51,334 --> 00:37:55,957 the atmosphere and also be pulled in during combat to provide a lower profile target. 486 00:37:55,957 --> 00:38:02,084 Now I present to you: Anvil Aerospace's Albatross, the mercenary gunship from team Catapult. 487 00:38:02,084 --> 00:38:09,630 Then what we did is we printed off some renders that we could then sketch on in paper so we could share our ideas. 488 00:38:09,630 --> 00:38:14,120 As we go forward, we'll be adding more and more details to the overall design. 489 00:38:14,120 --> 00:38:19,800 As you can see with this image here, we're in our closed mode, and this would be for interstellar travel, 490 00:38:19,800 --> 00:38:24,205 providing a smaller target and keeping sensitive parts of the wing out of the way. 491 00:38:24,205 --> 00:38:26,394 And this is again the top down view of it opened up. 492 00:38:26,394 --> 00:38:30,347 So you can see that when they're coming into an atmosphere the pilot would pull up, 493 00:38:30,347 --> 00:38:33,879 deploy the wings, and that would provide a huge breaking surface. 494 00:38:33,879 --> 00:38:40,860 So the engines we wanted to go with something similar to how the F-35 Lockheed Martin works where the engine can 495 00:38:40,860 --> 00:38:45,814 turn 90 degrees, and in our case we could rotate the engine so you can get some more range so they act as thrusters. 496 00:38:45,814 --> 00:38:52,370 And this is its landed view. As you can see here, we've got the cockpit access as well as the missile racks deployed. 497 00:38:52,370 --> 00:38:54,985 This is an interior cross-section of our ship. 498 00:38:54,985 --> 00:39:00,008 We wanted to go with a two level split design. It would be very compressed and compact. 499 00:39:00,008 --> 00:39:02,811 This is Scott from team Catapult signing off, see you in the 'verse. 500 00:39:04,995 --> 00:39:06,309 Sandi: Chris O, what did you think? 501 00:39:06,309 --> 00:39:15,824 Chris O: I can't really comment on it, 'cause it just, it's... Everything is so not finished and amateurish. 502 00:39:15,824 --> 00:39:18,673 So I wasn't happy... Moving on. 503 00:39:18,673 --> 00:39:19,994 Sandi: Ok. 504 00:39:19,994 --> 00:39:21,298 [Laughing] 505 00:39:21,298 --> 00:39:22,789 Mark: That's very diplomatic of you. 506 00:39:22,789 --> 00:39:24,099 Sandi: Ok, David Hobbins. 507 00:39:24,099 --> 00:39:36,255 David: I feel like there's nothing really pulling me into this design. There's nothing , it's... 508 00:39:36,255 --> 00:39:37,336 Mark: Come on. 509 00:39:37,336 --> 00:39:39,593 Chris S: Just say it. 510 00:39:39,593 --> 00:39:41,144 [Laughing] 511 00:39:41,144 --> 00:39:52,784 David: I feel like the overall shape could be cool, could be workable, it's interesting to see the thought going into 512 00:39:52,784 --> 00:39:55,954 some function, utility, layout of the interior. 513 00:39:55,954 --> 00:40:01,693 That said, a lot of the sketching over the 3D model renderings was... 514 00:40:03,999 --> 00:40:06,104 Chris S: Drawn by a three year-old? 515 00:40:06,104 --> 00:40:07,677 David: Was lacking. 516 00:40:07,677 --> 00:40:09,594 [Laughing] 517 00:40:09,594 --> 00:40:16,646 David: So I would go back, continue to work that 3D block in, maybe try to get a little more visual interest going there, 518 00:40:16,646 --> 00:40:25,800 and then take another pass at the surfacing and internal graphics of the ship. 519 00:40:26,043 --> 00:40:30,852 Chris O:I think it took away from it how loose the sketching was, even if they had used a 520 00:40:30,852 --> 00:40:35,357 ruler to do some of the lines it would have helped. Sorry, I don't mean to keep... 521 00:40:35,357 --> 00:40:41,153 Chris S:There was a lot of problems with that concept, first of all the sketches were very 522 00:40:41,153 --> 00:40:48,770 rudimentary and amateurish. Like David was saying, there was no confidence in the line art 523 00:40:48,770 --> 00:40:58,363 even though we are making 3D assets it helps to be able to draw and present things, right? 524 00:40:58,363 --> 00:41:03,818 You need to be able to present things correctly, and there was his problem. Even though he put a lot 525 00:41:03,818 --> 00:41:10,564 of thought into things where thruster placements were and loading, docking collars, stuff like that 526 00:41:10,564 --> 00:41:16,667 it was just hard to tell what was going on because the drawings were not very good at all. 527 00:41:16,667 --> 00:41:23,874 The 3D shape maybe had some promise, but overall I thought this was pretty weak. 528 00:41:23,874 --> 00:41:25,644 Sandi:Chris Roberts? 529 00:41:25,644 --> 00:41:32,468 Chris R:Hmm. Well I will remind everyone that I voted for AEM over team Catapult ....CS:I did too... 530 00:41:32,468 --> 00:41:38,889 Chris did too, because I thought the AEM design was much more interesting. 531 00:41:38,889 --> 00:41:41,325 Mark:So the rest of us are fired? (laughter) 532 00:41:41,325 --> 00:41:46,726 Chris R:I thought team Catapult's design was not particularly inspiring, therefore I'm kind of 533 00:41:46,726 --> 00:41:57,683 angry about that, then angry about seeing a concept design that feels like it was "phoned in" or 534 00:41:57,683 --> 00:41:59,986 done over a very short period of time. 535 00:41:59,986 --> 00:42:02,897 Chris O:There's no reason to be angry, this is all for fun... 536 00:42:02,897 --> 00:42:06,345 Chris R:And not presented well? No! because I feel like you should take it seriously, you got 537 00:42:06,345 --> 00:42:11,293 this far right? There is a bunch of people that wanted to get this far, that worked really hard to get 538 00:42:11,293 --> 00:42:15,913 this far, there were some on the cusp, that you could flip a coin, we even had some people that, 539 00:42:15,913 --> 00:42:21,164 after we had all voted, emailed asking why they never even made the cut into the 24? 540 00:42:21,164 --> 00:42:26,804 Well it turned out that they were number 26 or number 25, and they were literally, when we were making 541 00:42:26,804 --> 00:42:32,049 our picks they had 4 of us saying they would be a good one to put in, but they just ended up just missing 542 00:42:32,049 --> 00:42:38,216 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. 543 00:42:38,216 --> 00:42:45,073 Maybe they are not great on 2D work, not great on concept, because when we saw Catapult 544 00:42:45,073 --> 00:42:51,630 it was mostly more sort of 3D work that we saw, but if you are going to do that, do what 1bitAmoeba did 545 00:42:51,630 --> 00:42:59,000 which was concepting in 3D and block it out. The little bit of 3D blockout in that was the best thing about it 546 00:42:59,000 --> 00:43:06,240 The detail and line work on top was not going to help. There is no way it's going to have any chance 547 00:43:06,240 --> 00:43:13,523 of going through. I can promise you that, we the ten to go through from the 16, and they are not 548 00:43:13,523 --> 00:43:19,519 going to make the ten, that's just not going to happen ...Sandi:Twelve... or the 12, whatever it will be 549 00:43:19,519 --> 00:43:25,691 It's 10 we vote for and the community saves 2. The point is that it feels like it was phoned in and 550 00:43:25,691 --> 00:43:31,319 that kind of bugs me. If you get this far, why drop the ball. 551 00:43:31,319 --> 00:43:34,257 Chris O:Can we get them on the phone right now? (laughs) 552 00:43:34,257 --> 00:43:38,413 Chris R:I would! If someone was working for me and did that I would chew them out. 553 00:43:38,413 --> 00:43:40,698 I'm not happy, and I'm not voting for them. 554 00:43:40,698 --> 00:43:43,625 Chris O:You can curse it you want to. (laughs) Chris S: they will bleep it out. 555 00:43:43,625 --> 00:43:45,249 Sandi:Mark Skelton? 556 00:43:45,249 --> 00:43:49,214 Mark:I loved it. (laughter) I thought it was fantastic for a second grader. 557 00:43:49,214 --> 00:44:00,686 Well, it's got a Romulan Bird of Prey feel, I will say that for the block out, but how can you argue 558 00:44:00,686 --> 00:44:04,585 with the implementation. It's not good. 559 00:44:04,585 --> 00:44:10,559 Chris R:They have got the talent, that's why I'm sort of angry, you got talent, deliver it! 560 00:44:10,559 --> 00:44:15,810 Mark:They just ruined their chance. They ruined the chance, and that's a bummer because 561 00:44:15,810 --> 00:44:23,837 you have to take this seriously, there's a lot at stake here. We take everything we do here seriously 562 00:44:23,837 --> 00:44:30,034 we have the top people in the world working on this, and there's hundreds of people who would 563 00:44:30,034 --> 00:44:34,176 die for this chance. Chris S:Yeah, they wasted it for someone else. 564 00:44:34,176 --> 00:44:37,042 Mark:They wasted it. That's a bummer. 565 00:44:37,042 --> 00:44:41,226 Sandi:Right. Here's the last video of the day. 566 00:44:42,143 --> 00:44:46,605 Greetings once again fellow citizens, this it Skyguard Fabrications, and I'm honored and excited to 567 00:44:46,605 --> 00:44:49,034 have been selected to compete in this competition. 568 00:44:49,034 --> 00:44:52,298 I spent a lot of time doing nothing but silhouettes, I did a LOT of them. 569 00:44:52,298 --> 00:44:59,843 I was looking for a silhouette that resonated with me, and the challenge was to come up with an 570 00:44:59,843 --> 00:45:07,841 overall design that would fit in with the current military ships, but that could also be identified at a glance 571 00:45:07,841 --> 00:45:10,958 as an independant, unique design. 572 00:45:10,958 --> 00:45:16,405 I'm proud to present the Guardian AX-1. The core of my design centred around the idea of 573 00:45:16,405 --> 00:45:22,376 being able to deploy Marines into combat as quickly and safely as possible. 574 00:45:22,376 --> 00:45:31,093 You'll notice that the mercenary gunship has two large hatches on either side with built-in rapelling systems 575 00:45:31,093 --> 00:45:36,250 This is to allow Marines to deploy from the ship without forcing the ship to land. 576 00:45:36,250 --> 00:45:45,329 Because of where the turrets are placed, the main class 4 and one class 5 turrets are able 577 00:45:45,329 --> 00:45:51,655 to provide ground support to the Marines either during deployment or throughout the ground operation 578 00:45:51,655 --> 00:45:59,770 It would be very difficult to sneak up on this ship. You have almost no location around this ship that is not 579 00:45:59,770 --> 00:46:04,039 possible for this mercenary ship cannot shoot back at you. 580 00:46:04,039 --> 00:46:07,179 Sandi:Alright. Mark, silhouettes? Frequencies? 581 00:46:07,179 --> 00:46:14,216 Mark:Silhouette, silhouette, silhouette. Awsome. I loved the silhouettes that he explored 582 00:46:14,216 --> 00:46:19,741 a lot of those were great, he could have used quite a few of those. I think the one he picked was good 583 00:46:19,741 --> 00:46:31,028 I would say that, there was a lot like, the top is very clean, and ah, the underside has a lot of 584 00:46:31,028 --> 00:46:37,051 detail in it, and because of all that detail and the bulkiness of the bottom, that the wings felt 585 00:46:37,051 --> 00:46:45,526 a little small. A big fat bird with little wings. When they fold out they look better, but he needs, 586 00:46:45,526 --> 00:46:51,876 for me personally, to re-think the wings a little bit and make them proportionate. 587 00:46:51,876 --> 00:46:59,236 I realise that it's a spaceship, and wings don't really matter in space, but just weighting-wise.... 588 00:46:59,236 --> 00:47:04,291 Chris R:The specs say it also has to be capable of atmospheric flight. 589 00:47:04,291 --> 00:47:06,816 Chris O:See those guys rapelling out? 590 00:47:06,816 --> 00:47:14,916 Mark:Yeah, I know, If you have enough thruster then you can have a UFO saucer if you want, 591 00:47:14,916 --> 00:47:24,125 but for me the wings felt too small to handle this big ship. I do like the underbelly, I like the way the 592 00:47:24,125 --> 00:47:32,217 detail works. I like that the top in clean, kinda like a turtle from the top? You don't realise what you 593 00:47:32,217 --> 00:47:35,399 are dealing with. Chris O:What about the wings? 594 00:47:35,399 --> 00:47:41,012 Mark:(sigh)I think I'm going to kick you in the face about the wings. 595 00:47:41,012 --> 00:47:43,268 Sandi:What do you think about the wings Chris? 596 00:47:43,268 --> 00:47:45,152 Chris O:Oh, you're going to me now? 597 00:47:45,152 --> 00:47:46,963 Mark:YEAH! What do YOU think about the wings Chris? 598 00:47:46,963 --> 00:47:51,446 Chris O:Well, I completely agree, for the most part, with Mr. Skelton. Mark:(whisper) What? 599 00:47:51,446 --> 00:47:53,373 Chris R:Even on the wings? 600 00:47:53,373 --> 00:47:57,297 Chris O:About everything. Mark:But the WINGS though! We are talking about WINGS! 601 00:47:57,297 --> 00:47:59,617 Chris S:He always disagree with me... 602 00:47:59,617 --> 00:48:04,166 Chris O:No, overall I felt it was too sleek and "Fightery" looking actually. I think there 603 00:48:04,166 --> 00:48:12,415 could be something done differently with the wings without just, sort of, standard, swept back, wings 604 00:48:12,415 --> 00:48:19,959 I think even though the rendering style was a bit "cartoony" I think it would translate into 605 00:48:19,959 --> 00:48:28,234 "real world" pretty nicely, and there was a lot of thought put into the interior and what was 606 00:48:28,234 --> 00:48:33,694 going on. Pretty good. Thought the wings were a little too small for the ship. 607 00:48:33,694 --> 00:48:35,492 Mark:Whaaaat? 608 00:48:35,492 --> 00:48:37,087 Sandi:Wings? 609 00:48:37,087 --> 00:48:44,621 David:ah wings. That was not my biggest problem, especially when the wings deployed out 610 00:48:44,621 --> 00:48:51,555 I felt it was a little more balanced. I think from the profile it's drooping nose? I get that it serves a 611 00:48:51,555 --> 00:48:59,608 function, that it would get more visibility for the pilot and the gun-pod and landing gear assembly 612 00:48:59,608 --> 00:49:06,462 but with that said, I still, in profile, I felt it was a little droopy and needed to be balanced 613 00:49:06,462 --> 00:49:09,926 by something else, so I would play around there. 614 00:49:09,926 --> 00:49:15,188 I like how he communicated, a lot of the ideas he had about the function and utility, people being 615 00:49:15,188 --> 00:49:22,178 able to drop down and deployed on the ground. Style-wise, surfacing-wise, it could use a second pass 616 00:49:22,178 --> 00:49:26,938 although I think he's headed in the right direction. I would look at more reference, more real world 617 00:49:26,938 --> 00:49:35,039 vehicles, and certain things. I remember these two intakes on the side, they felt almost cartoony 618 00:49:35,039 --> 00:49:43,122 so it's important to get the size and proportion of these things correct, then it will sell the rest 619 00:49:43,122 --> 00:49:47,999 of the vehicle, but otherwise a pretty good job. 620 00:49:47,999 --> 00:49:50,863 Mark:I take back what I said and I'm gonna say what he said. 621 00:49:50,863 --> 00:49:55,234 (laughter)Sandi:Aaaaaaw! ... Chris, would you like to say what he said? 622 00:49:55,234 --> 00:50:02,271 Chris S:Sure, yeah, I disagree....no. (laughs) Actually I DO disagree with the wing part. 623 00:50:02,271 --> 00:50:09,498 I thought the wings were cool. I looked like, well kinda like a bomber, a heavy bomber, to me rather 624 00:50:09,498 --> 00:50:17,701 than a gunship perhaps? The style was cool, all the silhouettes he did were awsome. Like Mark said, 625 00:50:17,701 --> 00:50:23,620 he probably could have used a few of those. The silhouette he chose I almost liked better than 626 00:50:23,620 --> 00:50:30,399 the final rendering, but with the extended wings up I thought the shape was interesting and cool. 627 00:50:30,399 --> 00:50:39,273 One thing on the technical side is he mentioned the main thrusters, but not the manouvring thrusters 628 00:50:39,273 --> 00:50:44,284 that maybe needs fleshed out, maybe he did, but he never mentioned it. 629 00:50:44,284 --> 00:50:50,278 Chris R:I was looking, I didn't see them on the front. The back thrusters he had them rotating 630 00:50:50,278 --> 00:50:55,573 which was great, but you need to yaw too, make them go this way. 631 00:50:55,573 --> 00:50:57,427 Chris S:He had the main ones. 632 00:50:57,427 --> 00:51:01,923 Chris R:They were just that. You need them to come out this way, and then some in the front to do 633 00:51:01,923 --> 00:51:04,983 the same thing. I didn't see those on the design. 634 00:51:04,983 --> 00:51:09,810 I liked the approach, right, so I liked the fact it was "I'm going to make these silhouettes" and 635 00:51:09,810 --> 00:51:16,313 "I'm gonna look at the silhouettes of existing military ships", so I though he really approached it 636 00:51:16,313 --> 00:51:22,114 in the right way in terms of how to make this ship fit inside the universe. That though process was 637 00:51:22,114 --> 00:51:28,410 really good. Like Mark said, there were a bunch of silhouettes that would have been really cool. 638 00:51:28,410 --> 00:51:36,068 I tend to prefer a slightly more photo-realistic rendering style when doing the 2D side, and 639 00:51:36,068 --> 00:51:41,615 his was a little cartoony, I think there were parts on the ship that came across as slightly out of 640 00:51:41,615 --> 00:51:46,176 proportion. They would look great in a comic or graphic novel, but not necessarily in a more 641 00:51:46,176 --> 00:51:51,598 film design stuff? Having said that I really liked the way the inside was thought out. 642 00:51:51,598 --> 00:51:55,343 How you would get in, what the coverage of the turrets were, that was all good. 643 00:51:55,343 --> 00:52:03,131 I felt the the front cockpit/nose area, for me, it just felt a bit small, I didn't like the shape 644 00:52:03,131 --> 00:52:11,378 For me I would like to see different explorations there, maybe more visibility, more exploration. 645 00:52:11,378 --> 00:52:19,027 It just sort of felt like he was attaching an Apache helicopter cockpit on the front of some big 646 00:52:19,027 --> 00:52:22,961 fat thing at the back. Chris O:Was it too droopy? 647 00:52:22,961 --> 00:52:26,063 Chris R:It just felt really small compared to the rest. 648 00:52:26,063 --> 00:52:32,248 Chris S:You have the cockpit then all this mechanical stuff. It was really bulky underneath. 649 00:52:32,248 --> 00:52:37,145 Chris R:I liked the fact that there was a concealed gun that would come out, but that front area 650 00:52:37,145 --> 00:52:43,563 that could have had more substance. Thrusters I would have liked to have seen. I like the wing 651 00:52:43,563 --> 00:52:49,715 configuration when tilted up, I liked it less when they were not tilted, but I did like that he had 652 00:52:49,715 --> 00:52:54,782 worked the interior out, where they would store weapons and the rest of the stuff, that was good. 653 00:52:54,782 --> 00:53:01,873 Generally a lot of potential, some criticisms, love to see the next iteration. 654 00:53:01,873 --> 00:53:06,526 David:I wanted to add that the silhouettes were awesome, I wanted to design in all of them 655 00:53:06,526 --> 00:53:12,313 (noises of agreement from all) Really creative, and it you have that stage going on then 656 00:53:12,313 --> 00:53:15,531 you are well on your way to becoming a fanstastic designer. 657 00:53:15,531 --> 00:53:21,797 Sandi:Alright guys. Now time for voting. get out your phones and email me your top 4 I'll tally 658 00:53:21,797 --> 00:53:28,240 the votes and we will work out the 4 going through and the 2 getting cut. 659 00:53:28,240 --> 00:53:33,579 I'm guessing Catapult might not make it.... 660 00:53:53,306 --> 00:53:57,343 Sandi:Alright guys, I tallied the votes and it's unanimous, team Catapult.... 661 00:53:57,343 --> 00:53:59,703 Mark:Is IN....(laughter) 662 00:53:59,703 --> 00:54:05,346 Sandi:Will not be moving on, but with 5 votes each I can tell you that Skyguard Fabrications, 663 00:54:05,346 --> 00:54:10,688 1bitAmoeba and TriTri are now officially going on to round two. 664 00:54:10,688 --> 00:54:18,851 That leaves us with Cryo and 3Dingo's, it was a close vote, let's hear how that played out. 665 00:54:18,851 --> 00:54:22,722 Mark:(whisper)You guys are going to shoot me. 666 00:54:22,722 --> 00:54:33,656 If we can work with them and iterate a little bit I honestly think that 3Dingo have enough there 667 00:54:33,656 --> 00:54:39,391 to be able to art direct them into something that's really cool. 668 00:54:39,391 --> 00:54:48,154 Chris R:So you went 3Dingo. I went with Cryo because I liked the weapon that he did 669 00:54:48,154 --> 00:54:55,746 and I think there is talent in 3D modelling. I felt like, even the rendering style wasn't terrible in the 670 00:54:55,746 --> 00:55:02,652 concept stuff, it was just the approach that has the issues we brought up, but I thought Cryo was 671 00:55:02,652 --> 00:55:10,353 trying something different where the 3Dingo one was more straight ahead "drop-ship" style 672 00:55:10,353 --> 00:55:16,894 that's why I picked Cryo but, hey, I picked AEM because I thought that was more interesting 673 00:55:16,894 --> 00:55:19,358 and looked what happened! (laughs) 674 00:55:19,358 --> 00:55:28,758 Chris S:So I went with Cryo as well, they has a little more interest, a little more thought put into it 675 00:55:28,758 --> 00:55:37,744 and I really liked the back story of the guy too, it was interesting in that regard. I think more iteration 676 00:55:37,744 --> 00:55:41,736 on that and it could be something pertty unique. 677 00:55:41,736 --> 00:55:44,698 Sandi:Cryo for you Chris Olivia? 678 00:55:44,698 --> 00:55:51,164 Chris O:So exciting! Ahm, I went with, er, like Mark, 3Dingo. 679 00:55:51,164 --> 00:55:56,993 Sandi:Wow Mark:Nailbiter Chris R:You'd think this was staged! I don't believe it. 680 00:55:56,993 --> 00:56:05,048 Chris R:It's like the NBA finals. Why listen to the four of us, just ask David Hobbins 681 00:56:05,048 --> 00:56:07,429 (laughter) 682 00:56:07,429 --> 00:56:09,810 David:Erm. 683 00:56:09,810 --> 00:56:13,209 Chris O:Whoah, whoah, whoah (laughter) 684 00:56:13,209 --> 00:56:15,598 David:Please, go on. 685 00:56:15,598 --> 00:56:19,570 Chris O:I had a long winded explanation, 'cos these are the Italian guys right? 686 00:56:19,570 --> 00:56:22,240 Chris R:Right. Mark:Party with those guys! 687 00:56:22,240 --> 00:56:28,870 Chris O:As much as I like the guy from Alaska, and all the alcohol in that area, and I agree he had a 688 00:56:28,870 --> 00:56:36,015 unique approach and design, I just think in the end I think there is more potential with the 3Dingo ship 689 00:56:36,015 --> 00:56:41,389 Sandi:Alright, David Hobbins. All the pressure is on you. Chris O:Drumroll 690 00:56:41,389 --> 00:56:49,760 David:This for me was really close. I can make arguments either way, that said, I did end up 691 00:56:49,760 --> 00:57:01,263 going towards Cryo... (laughter) ...it was really close, but I guess the back story, the thoughtfulness 692 00:57:01,263 --> 00:57:15,031 Cryo's passion for his vehicle and the weapon in previous episodes won me over. 693 00:57:15,031 --> 00:57:24,611 Him not going with a conventional design, I liked that, and with some coaching he will have the passion 694 00:57:24,611 --> 00:57:28,780 and resilience to take this all the way. 695 00:57:28,780 --> 00:57:30,908 ChrisO:He's rolled his eyes. 696 00:57:30,908 --> 00:57:39,235 Mark:I guess I can accept that. I'm changing my vote to "I like Cryo". Unanimous! 697 00:57:39,235 --> 00:57:45,241 Sandi:So Team Catapult and 3Dingo have been cut, however, that does not mean they are out 698 00:57:45,241 --> 00:57:47,183 because there is "The Save". 699 00:57:47,183 --> 00:57:51,994 The community gets involved once again at the end of phase 1 the community will get to 700 00:57:51,994 --> 00:57:54,345 vote back in two teams. 701 00:57:54,345 --> 00:57:58,658 All the teams will get the judges feedback, they will do another pass and put out a new video 702 00:57:58,658 --> 00:58:01,462 and you guys will get to vote two teams back in. 703 00:58:01,462 --> 00:58:06,773 Next week, three more teams move on, and two more get cut.See you next Friday. 704 00:58:06,773 --> 00:58:16,605 All: Later. Take it easy. Cyas. It's been real. Oh My God!(laughter) "It's been real!"