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!"