WEBVTT 00:00:00.444 --> 00:00:04.972 Sandi: 16 teams have been working day and night on the concept art for their spaceship, 00:00:04.972 --> 00:00:08.498 but will their creations be enough to impress the judges? 00:00:08.498 --> 00:00:13.685 The competition is about to get very real on The Next Great Starship. 00:00:58.195 --> 00:01:01.894 Hi. I'm Sandi Gardiner, and we're here in Austin, Texas, 00:01:01.894 --> 00:01:05.803 which is home to one of Cloud Imperium's main development studios. 00:01:13.403 --> 00:01:17.691 Austin, Texas is also home to some of our judges. Let's meet them again. 00:01:17.691 --> 00:01:19.030 Mark Skelton. 00:01:19.030 --> 00:01:20.350 Mark: I am Mark Skelton. 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. 00:01:28.797 --> 00:01:30.725 Chris S: Style guru extraordinaire. 00:01:30.725 --> 00:01:31.785 Mark: Still style guru. 00:01:31.785 --> 00:01:33.276 Sandi: You lost the tag. Mark: I think I'm going to fly away here... 00:01:33.276 --> 00:01:34.320 Chris R: Yeah, where is the tag? 00:01:34.320 --> 00:01:36.294 Sandi: Yeah, where is that tag? Mark: Maybe I should wear them up like this... 00:01:36.294 --> 00:01:37.463 The tag is gone. 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... 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. 00:01:44.812 --> 00:01:47.009 It was going to attach itself. 00:01:47.009 --> 00:01:52.865 Chris R: So, I'm Chris Roberts, the project director and head of Cloud Imperium Games. 00:01:52.865 --> 00:01:54.780 I don't live in Austin anymore, but I used to, 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, 00:02:00.319 --> 00:02:04.484 and then later on started another company called Digital Anvil, where we did Freelancer. 00:02:04.484 --> 00:02:06.357 It's a great town, has a huge amount of talent, 00:02:06.357 --> 00:02:10.021 which is one of the reasons why we have one of our major development studios here, 00:02:10.021 --> 00:02:14.841 and a bunch of really talented folks, of which some of them I worked with before. 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. 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. 00:02:27.739 --> 00:02:31.923 Been living here for five years and I love it here. 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, 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. 00:02:44.563 --> 00:02:48.858 Sandi: And for the very keen eye, this is not Sean Tracy. 00:02:54.106 --> 00:02:57.817 You would've seen David Hobbins on the last episode, showing off the Mustang, 00:02:57.817 --> 00:03:02.378 and he is here with us to help judge the concept phase of this competition. 00:03:02.378 --> 00:03:05.182 He has worked on a lot of world class films, haven't you David? 00:03:05.182 --> 00:03:09.462 David: Yeah, before Cloud Imperium I worked at Lucasfilm, 00:03:09.462 --> 00:03:14.497 and most recently the movie Flight and the upcoming Guardians of the Galaxy, 00:03:14.497 --> 00:03:18.531 but super happy to be here, in the Santa Monica studio. 00:03:18.531 --> 00:03:22.696 And, I get to design spaceships everyday, so... 00:03:22.696 --> 00:03:24.362 Chris R: Yea, it's cool. We're happy to have you. 00:03:24.362 --> 00:03:27.473 We all love the work that you did on the Mustang, 00:03:27.473 --> 00:03:30.195 and there's some other stuff that you've done that everyone hasn't seen yet, 00:03:30.195 --> 00:03:31.517 but that's also pretty awesome stuff. 00:03:31.517 --> 00:03:32.368 Chris S: Amazing stuff. 00:03:32.368 --> 00:03:34.603 Sandi: And now the competition is just getting started, 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. 00:03:40.370 --> 00:03:42.030 And, what else do we have for them? 00:03:42.030 --> 00:03:44.720 Mark: Some crazy swag. 00:03:44.720 --> 00:03:48.031 Cintiqs... Oh my god, just a ton of stuff. 00:03:48.385 --> 00:03:51.626 Chris R: The Maingear rigs, which I don't know if we've shown yet, 00:03:51.626 --> 00:03:56.030 but each one's themed for each one of the ship manufacturers. 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. 00:04:03.592 --> 00:04:05.696 Mark: If nobody wins, I'm stealing them all. 00:04:05.696 --> 00:04:07.878 I'm taking them for myself. Nobody wins! 00:04:07.878 --> 00:04:09.798 Sandi: What about time with you, Mark? C'mon. 00:04:09.798 --> 00:04:12.267 Mark: Yeah, and they get to touch my shirt, maybe. 00:04:12.267 --> 00:04:13.147 Chris O: They should get the shirt. 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. 00:04:17.040 --> 00:04:18.633 Chris S: Even trade. 00:04:18.633 --> 00:04:21.785 Chris R: And there's the Autodesk Creation Suite. 00:04:22.185 --> 00:04:24.111 That's a pretty significant package. 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. 00:04:28.701 --> 00:04:31.018 Chris O: It's all the stuff that we use at work, so... 00:04:31.018 --> 00:04:33.224 Mark: Plus the cash prizes, right? I mean, geez. 00:04:33.255 --> 00:04:35.276 Sandi: Cash prizes, yeah. There's three cash prizes. 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. 00:04:38.743 --> 00:04:41.842 There's some great stuff for people to get. It's awesome. 00:04:54.567 --> 00:04:57.944 Sandi: So, we're in the concept phase, which is phase 1 of this competition. 00:04:57.944 --> 00:05:00.774 And Chris, do you want to talk about that? 00:05:00.774 --> 00:05:02.193 Chris R: Yeah, sure. 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, 00:05:09.048 --> 00:05:14.758 especially something as involved as a spaceship that we would have in Star Citizen, 00:05:14.758 --> 00:05:20.443 because it's really where you start to figure out the look, 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. 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, 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 - 00:05:33.485 --> 00:05:37.773 where would the pilot climb into his cockpit or where would the cargo be loaded, 00:05:38.126 --> 00:05:40.051 or say in the case of the gunship that we're doing, 00:05:40.051 --> 00:05:42.412 it's meant to be able to carry some troops - where could they unload. 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... 00:05:50.891 --> 00:05:53.583 The modeling is very involved, and the texturing and obviously animation, 00:05:53.583 --> 00:05:58.150 and that all brings it to actual life, but without the concept as your blueprint... 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. 00:06:03.914 --> 00:06:06.113 You can't have a good movie without a good script. 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, 00:06:10.944 --> 00:06:13.572 but without a really good script, everything else doesn't work. 00:06:13.572 --> 00:06:19.385 And the concept is basically that version when you are creating art, 00:06:19.385 --> 00:06:22.078 especially something as complicated as a spaceship... 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, 00:06:28.393 --> 00:06:31.779 and get a sort of an emotional reaction of the ship, 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 - 00:06:37.494 --> 00:06:41.315 can be built in 3D accurately. 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. 00:06:47.480 --> 00:06:49.861 Except he can do it. 00:06:49.861 --> 00:06:55.658 Chris R: But even when David was doing the Mustang, which everyone saw last episode, 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 - 00:07:00.694 --> 00:07:03.197 the engines are too big, it looks too racery, let's move it to this. 00:07:03.197 --> 00:07:04.500 Chris O: It's an evolutionary... 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, 00:07:09.725 --> 00:07:13.304 and like Chris says, there's an emotional reaction that you'll have. 00:07:13.304 --> 00:07:18.307 Like, you've got an idea - someone says "gunship" and you think of something. 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, 00:07:22.819 --> 00:07:25.930 and then, like Chris says, the next stage is... 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, 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, 00:07:35.020 --> 00:07:36.488 because modeling takes a long time. 00:07:36.488 --> 00:07:38.971 Sandi: Everybody remembers the specs, right, for the mercenary gunship? 00:07:38.971 --> 00:07:40.360 David: Can you repeat them for us real quick? 00:07:40.360 --> 00:07:43.873 Sandi: Yes, let me just recite them for you. 00:07:57.105 --> 00:08:03.350 Chris R: So, we gave all 16 teams the same sort of bid from the UEE, 00:08:03.350 --> 00:08:09.823 which was very specific in terms of engines and turrets, and functionality. 00:08:09.823 --> 00:08:13.322 One thing we left open was what the manufacturer was going to be, 00:08:13.322 --> 00:08:17.293 to allow them to add a little creative inspiration. 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, 00:08:22.275 --> 00:08:26.691 and then also hopefully infuse some of the design elements we've seen from those manufacturers - 00:08:26.691 --> 00:08:31.417 in our other ships into their gunship design, which I think would be really great. 00:08:31.417 --> 00:08:34.103 But let's see how it goes. 00:08:34.443 --> 00:08:36.478 Sandi: Alright, guys, so here's how it works. 00:08:36.478 --> 00:08:40.778 Today we're going to see six teams, but only four can go through. 00:08:40.778 --> 00:08:44.649 So you're going to be voting, and two aren't going to make it. 00:08:44.649 --> 00:08:48.024 So there's a lot at stake. Are you guys ready to see the videos? 00:08:48.024 --> 00:08:49.892 Chris R: Yep! Chris S: Let's do it. Mark: Can't wait. 00:08:49.892 --> 00:08:51.238 Sandi: Let's roll the first one. 00:08:51.238 --> 00:08:55.835 Chris R: Everyone's going: "too much talking from them people on the couches..." 00:08:59.388 --> 00:09:05.884 3Dingo: For us the mercenary gunship is a ship that covers different roles. 00:09:05.884 --> 00:09:09.854 It is at the forefront to give infantry support. 00:09:14.068 --> 00:09:19.098 It must be robust but also livable with the great firepower. 00:09:20.013 --> 00:09:27.505 This ship generally has low maneuverability, but the military level will follow the general linear attacks. 00:09:27.505 --> 00:09:31.154 Let's say that our ship is a part of the third phase. 00:09:31.154 --> 00:09:36.927 We're there to bombard the enemy infantry to cover the allied infantry with landings. 00:09:36.927 --> 00:09:42.293 Following that, we created the interior to highlight the multi-functionality of this ship. 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. 00:10:00.800 --> 00:10:02.255 Sandi: Chris Olivia, do you want to kick that off? 00:10:02.255 --> 00:10:03.426 Chris O: Me? 00:10:03.426 --> 00:10:04.683 Sandi: Yeah, you. 00:10:05.129 --> 00:10:10.487 Chris O: I liked the feel, and the silhouette was really cool. 00:10:10.487 --> 00:10:15.945 I thought that profile in the top-down looked really nice. 00:10:15.945 --> 00:10:18.623 Beefy, powerful. 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. 00:10:25.627 --> 00:10:30.005 He had a lot of concept that was very helpful. 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. 00:10:40.197 --> 00:10:42.765 But overall - I liked it. I mean it's cool. 00:10:42.765 --> 00:10:44.433 Sandi: David, do you want to jump in there? 00:10:45.063 --> 00:10:48.331 David: Well, I thought it was interesting. 00:10:48.331 --> 00:10:53.592 I do feel like I would want to come in and tweak some of the proportions, 00:10:53.592 --> 00:10:58.631 especially in the top view I found that it felt directionless. 00:10:58.631 --> 00:11:05.879 It could be either going backwards or forwards and it was completely symmetrical. 00:11:05.879 --> 00:11:10.881 I think I would want to make one of those wing frames smaller versus the other. 00:11:10.881 --> 00:11:15.713 And the same thing in the side profile. I found that it was a little even, 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. 00:11:22.955 --> 00:11:29.207 The only other thing I would mention would be the connection points between the major components. 00:11:29.207 --> 00:11:31.818 I think I might want to spend some more time on that, 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. 00:11:36.225 --> 00:11:39.381 It felt a little bolted together. 00:11:39.381 --> 00:11:41.422 Chris S: I like the front part, actually. 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. 00:11:47.796 --> 00:11:49.295 Mark: Detached, yeah. 00:11:49.295 --> 00:11:50.717 Chris S: I think, yeah, that's what you meant - 00:11:50.717 --> 00:11:55.629 like that middle connection was maybe a little too fragile looking or something. 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. 00:12:02.448 --> 00:12:05.821 There was some thought put into that, which I liked. 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. 00:12:12.826 --> 00:12:14.960 Like those back wings... 00:12:14.960 --> 00:12:16.543 David: Yeah, it's what's interesting about it. 00:12:16.543 --> 00:12:19.365 Chris S: Yeah, but... You know, well... 00:12:19.365 --> 00:12:21.386 Chris O: You're wrong. Mark: You're wrong! 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... 00:12:27.064 --> 00:12:32.101 Chris S: Yeah, those wings that kind of were on the sides - I like those. 00:12:32.101 --> 00:12:37.350 I like that. But the whole rear part didn't gel with me, with the front. 00:12:37.350 --> 00:12:40.242 Chris O: So did you feel it was just all too much of the same? 00:12:40.242 --> 00:12:43.582 David: No. In particular from the top silhouette, 00:12:43.582 --> 00:12:47.493 I felt it was two arrows that were pointing in either direction. 00:12:47.493 --> 00:12:52.561 Chris R: I didn't love it... I liked what those guys did with their gun. 00:12:52.561 --> 00:12:54.430 It didn't really do much for me. 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, 00:12:58.742 --> 00:13:03.024 but in terms of shape and silhouette - ehh, it was kind of there. 00:13:03.438 --> 00:13:06.708 Then also the rendering style of the concept art wasn't... 00:13:06.708 --> 00:13:08.415 Chris S: Yeah, it was a bit juvenile. 00:13:08.415 --> 00:13:12.832 Chris R: Like, I'd prefer a more sophisticated photorealistic style. 00:13:12.832 --> 00:13:19.548 This felt more, I don't know, cartoony, graphic novelly style for me. 00:13:19.548 --> 00:13:21.439 But I don't know. What did you think, Mark? 00:13:22.131 --> 00:13:30.927 Mark: I could see the marine animal vibe... Kind of felt like a manatee to me. 00:13:30.927 --> 00:13:37.205 It felt like a sea cow. I shall name it the sea cow. 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, 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... 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... 00:13:57.486 --> 00:13:58.880 Chris R: Is this your frequency tip? 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, 00:14:04.296 --> 00:14:11.710 then either smooth out the silhouette and concentrate on frequency inside the object, 00:14:11.710 --> 00:14:17.440 or if you're going to go that detailed spikey with the silhouette, 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. 00:14:26.212 --> 00:14:27.414 Because it's got plenty to look at. 00:14:27.414 --> 00:14:30.207 Chris O: What do you mean "interior"? Like the interior of the silhouette? 00:14:30.207 --> 00:14:32.565 Mark: The interior of the silhouette of the ship. 00:14:32.565 --> 00:14:33.760 It's not bad. 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. 00:14:41.628 --> 00:14:46.434 There needs to be more pieces that flow into each other better. 00:14:46.434 --> 00:14:53.614 David: I think also the illustrative style delineating all the panels is not helping. 00:14:53.614 --> 00:14:58.490 Like you said, the silhouette is already dynamic. It's going to move the eye around. 00:14:58.490 --> 00:15:02.156 But then as you go inside, you go to move from the front to the back, 00:15:02.156 --> 00:15:03.942 then you have all these panels that blocking eye movement. 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, 00:15:09.430 --> 00:15:12.194 but when they had the simple silhouette in the 3D application, 00:15:12.194 --> 00:15:15.242 that looked better to me than the 2D concept rendering. 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, 00:15:23.176 --> 00:15:25.179 or calling out too many details. 00:15:25.179 --> 00:15:26.156 Chris S: In the interior? 00:15:26.156 --> 00:15:26.873 Chris O: Yeah, the interior. 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 - 00:15:30.695 --> 00:15:33.212 we're going for a very photorealistic style, 00:15:33.212 --> 00:15:38.214 and so that's partly important to have it in the concept stage, or else, 00:15:38.214 --> 00:15:43.086 when you get down to the model stage, the model feels a bit cartoony. 00:15:43.978 --> 00:15:47.140 Sandi: Mixed reviews on this one. Let's roll the next one. 00:15:53.172 --> 00:15:56.106 EPhalanx: Hey, guys. EPhalanx here with team Tri-Tri. 00:15:56.106 --> 00:15:59.208 This is our entry for The Next Great Starship. 00:15:59.208 --> 00:16:03.420 We started out with like four or five concepts and narrowed it down. 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. 00:16:11.479 --> 00:16:15.423 Then we moved on to this one, which we thought had more of that aggressive stance. 00:16:15.423 --> 00:16:19.846 And also made some thrusters we thought we'd use. 00:16:19.846 --> 00:16:26.869 More sketching of the concept just to give us a better look from different angles. 00:16:26.869 --> 00:16:33.122 And then some thruster work just showing you how the wings articulate with the thrusters. 00:16:33.845 --> 00:16:41.007 That was going to be important considering the gimbaled thrusters that were outlined in the concept. 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, 00:16:45.657 --> 00:16:49.500 and moved in to some internal layouts. 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. 00:16:55.094 --> 00:17:00.206 As you can see, the design has been a little more fleshed out this time around. 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. 00:17:06.952 --> 00:17:08.287 Sandi: Mark, do you want to kick this one off? 00:17:08.287 --> 00:17:10.863 Mark: That one was pretty awesome. I like that one. 00:17:12.786 --> 00:17:15.661 I like the silhouette, how it has kind of an aggressive stance. 00:17:15.661 --> 00:17:22.391 It almost looks like a gorilla flexing, silverback kind of feel to it. I dig that. 00:17:22.391 --> 00:17:24.870 The details - very nice. 00:17:24.870 --> 00:17:29.316 Again, I like the way... Like we were talking earlier about flow. 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, 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. 00:17:44.348 --> 00:17:48.991 And overall, I think it's a really strong design. 00:17:48.991 --> 00:17:50.174 Sandi: Chris, what did you think? 00:17:50.174 --> 00:17:53.304 Chris S: Yeah. The quality of the concept was better on this one, 00:17:53.304 --> 00:17:57.674 so it already comes across better in that way. 00:17:57.674 --> 00:18:02.922 I like the shape. Actually, that stance reminded me of the Vanduul ship. 00:18:02.922 --> 00:18:07.216 That kind of has a cockpit in the middle with those two arms sticking out. 00:18:07.216 --> 00:18:13.221 It did look powerful and heavy. I quite like the design, I agree with Chris. 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, 00:18:20.175 --> 00:18:22.669 and see where the other maneuvering thrusters are. 00:18:22.669 --> 00:18:26.675 There was a couple of detail specs that were maybe not included in that. 00:18:26.675 --> 00:18:30.064 But overall, the art style, I thought, was pretty good. 00:18:30.618 --> 00:18:31.597 Sandi: Chris? 00:18:31.597 --> 00:18:32.628 Chris O: It was cool. 00:18:33.012 --> 00:18:33.938 Sandi: That's it? 00:18:34.938 --> 00:18:37.587 Chris O: I generally agree with everybody. 00:18:37.587 --> 00:18:42.604 I do like the front arm parts. 00:18:42.604 --> 00:18:43.850 Chris R: Everyone likes that except for me. 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... 00:18:50.672 --> 00:18:55.593 Chris O: It might take away from the fact that it feels less powerful thrust wise, 00:18:55.593 --> 00:18:59.426 because it's putting all the focus on the front. 00:18:59.426 --> 00:19:01.390 Mark: That's what's making it feel heavier. 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... 00:19:06.362 --> 00:19:08.514 Chris S: Yeah, it feels like a bulldog. 00:19:09.160 --> 00:19:15.864 It's got the tail end diminished and the front exaggerated... 00:19:17.219 --> 00:19:18.674 Chris O: Gorilla, I thought you said...? 00:19:18.674 --> 00:19:20.160 Mark: Yeah. Silverback. 00:19:20.160 --> 00:19:22.725 Chris S: Silverback, yeah. 00:19:22.725 --> 00:19:26.016 Chris O: It was nice. The rendering style was better. 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, 00:19:32.012 --> 00:19:35.068 because you're still exploring pieces and shapes... 00:19:35.068 --> 00:19:37.574 Chris R: But I like, like... You could see when he went... 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. 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. 00:19:47.776 --> 00:19:52.226 That was actually quite nice, because that was showing what you normally do in that process. 00:19:52.226 --> 00:19:55.843 David: The blue color erase pencil iterations and dissolving surfaces... 00:19:55.843 --> 00:19:59.662 Chris O: And you should reference, which is key to bring it in the real world. 00:19:59.662 --> 00:20:02.095 But yeah, overall that was cool. 00:20:02.095 --> 00:20:03.845 Sandi: Alright, what did you think, David? 00:20:03.845 --> 00:20:11.422 David: I really like this one. I thought it was fantastic presentation. Pretty professional all around. 00:20:11.422 --> 00:20:14.258 I like the arms, too. 00:20:14.258 --> 00:20:16.193 Chris R: I give up. I'm in a minority. 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, 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. 00:20:31.457 --> 00:20:37.454 And I think that if you were to just figure out a way to lengthen them... 00:20:37.454 --> 00:20:39.231 Sandi: So Chris, what did you think? 00:20:39.231 --> 00:20:42.600 Chris R: I really liked it. I thought the rendering style was really good. 00:20:42.600 --> 00:20:47.899 I also liked the way that you could see the process of the concept evolution. 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. 00:20:53.283 --> 00:20:56.583 That's very much what you tend to do on this kind of stuff. 00:20:56.583 --> 00:21:02.261 I'm not so sure I was in love with the two big front wings. 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. 00:21:07.916 --> 00:21:10.520 But I thought in general it was cool. 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. 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. 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. 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. 00:21:38.951 --> 00:21:42.983 Sandi: Alright, well generally well liked. Let's roll the next one. 00:21:52.120 --> 00:21:55.184 Fuzzy_Modem: Greetings Citizens, Fuzzy Modem here, passed the first gauntlet, 00:21:55.184 --> 00:21:58.410 and onto the concept phase of The Next Great Starship competition. 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. 00:22:03.183 --> 00:22:07.810 There's the captain, he's an alcoholic vet who has a grudge against pirates. 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. 00:22:11.790 --> 00:22:14.517 And then there's the technician who got kicked out of the military for 00:22:14.517 --> 00:22:17.268 hacking into his drill instructor's file and changing his gender. 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. 00:22:22.686 --> 00:22:26.902 When something broke, they patched over it or jerry rigged a work around. 00:22:26.902 --> 00:22:29.804 Now they're looking to get a bigger ship and add some more crew. 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. 00:22:35.603 --> 00:22:39.885 For the design itself, I took inspiration from a sword and shield. 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. 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. 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. 00:22:55.808 --> 00:22:58.300 So it would fly more like a helicopter than a jet. 00:22:59.592 --> 00:23:01.767 Sandi: Alright David, you want to kick this one off? 00:23:01.767 --> 00:23:09.399 David: Well, I really liked the colorful back-story, and actually the design story. 00:23:09.399 --> 00:23:17.512 Starting with the shield and sword concept, then trying to bring that through into the design. 00:23:17.512 --> 00:23:22.237 Also his thoughtfulness when it came to function and utility of the vehicle. 00:23:22.237 --> 00:23:29.152 I liked the second design better, I felt it was a little more unified. 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. 00:23:36.822 --> 00:23:45.820 I get that it may speak to survivability and being robust, but that said, 00:23:45.820 --> 00:23:50.175 I feel like parts need to be integrated a little more, a little more designed. 00:23:50.175 --> 00:23:57.147 The large bolts were really speaking to an earlier construction period that doesn't fit into 00:23:57.147 --> 00:24:00.235 this universe and is also throwing the scale off for me. 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. 00:24:07.979 --> 00:24:09.486 Especially in the second one. 00:24:09.486 --> 00:24:11.905 Sandi: Alright, Chris, what do you think. 00:24:11.905 --> 00:24:16.210 Chris O: Yeah, I uh... Pretty much everything David said. 00:24:16.210 --> 00:24:17.279 [Laughing] 00:24:17.279 --> 00:24:19.640 Chris O: It was a great build up. 00:24:19.640 --> 00:24:21.570 Sandi: You guys hug a little bit, it's like love. 00:24:21.570 --> 00:24:22.777 [Laughing] 00:24:22.777 --> 00:24:24.508 What David said. 00:24:24.724 --> 00:24:26.204 Mark: Copying off his paper are we? 00:24:26.204 --> 00:24:28.391 Chris O: The back-story was awesome. 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. 00:24:34.399 --> 00:24:39.039 He made some big improvements with the second version, 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. 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. 00:24:51.820 --> 00:24:58.393 And the fact that he was presenting it with a lot of black shadow everywhere, 00:24:58.393 --> 00:25:01.662 you couldn't really get a sense of overall form. 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. 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. 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. 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? 00:25:29.927 --> 00:25:33.471 Chris R: [Laughs] I have no thoughts of my own. 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. 00:25:37.786 --> 00:25:42.282 The one thing I missed was the thruster placements. 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. 00:25:48.202 --> 00:25:54.181 Just a lot of the hardware stuff wasn't really fully rendered out. 00:25:54.181 --> 00:25:57.989 The first design, I didn't really like that much. 00:25:57.989 --> 00:26:02.950 The weapon was bubbly looking and the surface was lacking. 00:26:02.950 --> 00:26:07.879 David: It also looked like the gun pod, towards the narrow end of the wing-- 00:26:07.879 --> 00:26:08.891 Chris S: Very fragile. 00:26:08.891 --> 00:26:10.949 David: Yeah, like it would snap right off. 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. 00:26:15.996 --> 00:26:19.285 I agree the surfacing could use some work. 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. 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. 00:26:32.315 --> 00:26:34.309 Sandi: Mark, presentation? 00:26:34.309 --> 00:26:38.848 Mark: Yeah, the presentation for me wasn't super great. 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. 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... 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. 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. 00:27:14.036 --> 00:27:15.116 Sandi: Chris Roberts? 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. 00:27:19.256 --> 00:27:25.732 It felt like a very Serenity/Firefly background story. 00:27:25.732 --> 00:27:28.841 But generally I sort of agree on a couple of things. 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. 00:27:37.533 --> 00:27:43.207 And the second design I definitely liked a lot better than the first design. 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?" 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, 00:27:54.435 --> 00:27:57.539 but are the attackers coming from the side? Are they coming from the front? 00:27:57.539 --> 00:28:02.287 It felt to me like that whole concept sounded really great in the pitch, 00:28:02.287 --> 00:28:06.039 but I was looking at the ship wondering how it's really going to do that. 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. 00:28:12.013 --> 00:28:18.455 As far as the manned turrets, they didn't look very... 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. 00:28:23.624 --> 00:28:24.987 Chris S: Sort of stuck on there. 00:28:24.987 --> 00:28:28.622 Chris R: Partly because probably, talking about the rivets and the bolts. 00:28:28.622 --> 00:28:32.788 So yeah, I would have liked to see more angles of it, not just that. 00:28:32.788 --> 00:28:36.236 It would have been better to go to the concept and do a block out, 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, 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? 00:28:46.852 --> 00:28:51.651 All those things have to be thought out before you go to the modeling stage. 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, 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. 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. 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." 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 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. 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. 00:29:31.349 --> 00:29:32.625 Let's roll the next one. 00:29:36.163 --> 00:29:40.596 Jan: This is 1Bit Amoeba, and I show you my concept for the mercenary gunship. 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. 00:29:46.098 --> 00:29:51.549 I decided to put two on the top and one on the bottom in the front. 00:29:51.549 --> 00:29:58.151 This way we have a very good coverage and nearly no dead spots around the ship. 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. 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. 00:30:19.644 --> 00:30:24.649 Then I got the shape which I really like, this one. 00:30:30.094 --> 00:30:33.406 The interior, I made a rough layout with the main areas. 00:30:33.406 --> 00:30:35.748 For example, the crew area and the cargo hold. 00:30:42.394 --> 00:30:46.742 Here you can see the ship again from the side view, top view, and the front. 00:30:48.649 --> 00:30:52.245 And this is how it would look like while landing. 00:30:56.459 --> 00:30:58.741 And another one while in space. 00:30:58.741 --> 00:31:00.911 Thanks for watching. 00:31:00.911 --> 00:31:03.160 Sandi: Alright, Chris Smith, what did you think of that one? 00:31:03.160 --> 00:31:07.475 Chris S: So I actually like this one quit a bit, uh... 00:31:07.475 --> 00:31:09.016 Chris R: That's surprising to you? 00:31:09.016 --> 00:31:09.996 [Laughing] 00:31:09.996 --> 00:31:13.596 Chris S: No, I mean I thought he had some good iterations. 00:31:13.596 --> 00:31:19.362 I liked the idea of the coverage of the turrets, that was kind of cool. 00:31:19.362 --> 00:31:25.843 And he thought about weaponizing it and making it powerful that way. 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. 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. 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. 00:31:48.513 --> 00:31:53.303 The whole pitch and yaw thing, how it would actually work in space. 00:31:53.303 --> 00:32:02.121 I liked the interior, he pulled out the interiors and had specific areas, I liked that. 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. 00:32:12.730 --> 00:32:17.024 I probably would adjust that a little bit because it makes it look a little fragile. 00:32:17.024 --> 00:32:22.136 In that area it's just this long, skinny neck, with the cockpit on the end. 00:32:22.136 --> 00:32:25.431 But over all everything else was pretty solid. 00:32:25.431 --> 00:32:27.790 Sandi: Chris, do you agree? 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, 00:32:32.042 --> 00:32:37.424 except they have the cockpit, fuselage area more of a skinny vertical. 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. 00:32:43.980 --> 00:32:49.642 I think in the next iteration, use the paint overs to push it a little further. 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, 00:33:01.514 --> 00:33:05.386 it was very well done, done in a very nice way. 00:33:05.386 --> 00:33:07.893 It reminded me a little bit of Ryan Church. 00:33:07.893 --> 00:33:09.450 Chris S: Like a little stealthy. 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, 00:33:14.455 --> 00:33:18.147 but it is a nice, clean, profile silhouette. 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. 00:33:28.479 --> 00:33:29.810 Chris S: Sort of like a wedge. 00:33:29.810 --> 00:33:31.505 Chris O: Yeah, yeah. 00:33:31.505 --> 00:33:33.584 Chris S: I like that kind of wide shape. 00:33:33.584 --> 00:33:36.309 Chris O: No. Chris S: Yeah. 00:33:36.309 --> 00:33:38.585 Sandi: David, what did you think? 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, 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. 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, 00:34:09.902 --> 00:34:12.709 it seemed to be lacking in sophistication. 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. 00:34:19.512 --> 00:34:25.194 The only other critique I would have would be when it was landed, 00:34:25.194 --> 00:34:30.742 It wasn't quite as sexy looking as it was in flight mode. 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. 00:34:39.767 --> 00:34:41.138 Chris S: Is that a word? 00:34:41.138 --> 00:34:43.419 Chris R: Add that to "frequency," verticallity. 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. 00:34:48.993 --> 00:34:52.905 It kind of ruined the lines when it was sitting, and that bothered me too. 00:34:52.905 --> 00:34:55.118 Chris R: You mean when they were deployed into VTOL position? 00:34:55.118 --> 00:34:56.243 Mark: VTOL, yeah. 00:34:56.243 --> 00:34:57.451 Chris R: Vertical Take Off and Landing. 00:34:57.451 --> 00:34:59.246 Mark: That's right, that's what that stands for. 00:34:59.246 --> 00:35:00.854 [Laughing] 00:35:00.854 --> 00:35:06.695 Mark: So, the other thing, yes, the neck is annoying because it's so fragile. 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, 00:35:17.135 --> 00:35:20.946 it might make it look a little more reinforced. 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? 00:35:26.416 --> 00:35:28.362 Chris O: I didn't see the reason why there was that gap. David: Yeah. 00:35:28.362 --> 00:35:30.121 Chris R: I mean usually there should be some function. 00:35:30.121 --> 00:35:31.174 Chris S: Just fill it in. 00:35:31.174 --> 00:35:32.524 Chris R: It had a bit of of-- 00:35:32.524 --> 00:35:34.100 Chris S: Wide flat snake? 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... 00:35:38.469 --> 00:35:41.209 Chris S: Even Drake. 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, 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. 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. 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. 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. 00:36:21.309 --> 00:36:25.336 Some detail could be in there, it could be cool. 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. 00:36:31.767 --> 00:36:35.592 So that may just be me verses other people's opinions on that. 00:36:35.592 --> 00:36:37.532 Mark: Maybe a little smaller. 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. 00:36:44.090 --> 00:36:47.139 It looked like he placed them in generally the right areas, so I really liked it. 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. 00:36:54.717 --> 00:37:00.450 Really simple key-framing block out animations on those things would help a lot. 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. 00:37:06.010 --> 00:37:09.959 It has to be communicated in an illustration or an animation. 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. 00:37:14.532 --> 00:37:20.704 Scott: Hello Star Citizen Community. Our design process involves the members of team catapult getting together, 00:37:20.704 --> 00:37:25.339 sitting down, throwing ideas onto a sketch pad, talking about various features we wanted. 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, 00:37:31.754 --> 00:37:34.505 and function like an armored truck in space. 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 00:37:38.007 --> 00:37:46.065 aerodynamically sleek, and avoided the sci-fi pitfall that most "dropships" use of the "flying brick." 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 00:37:51.334 --> 00:37:55.957 the atmosphere and also be pulled in during combat to provide a lower profile target. 00:37:55.957 --> 00:38:02.084 Now I present to you: Anvil Aerospace's Albatross, the mercenary gunship from team Catapult. 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. 00:38:09.630 --> 00:38:14.120 As we go forward, we'll be adding more and more details to the overall design. 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, 00:38:19.800 --> 00:38:24.205 providing a smaller target and keeping sensitive parts of the wing out of the way. 00:38:24.205 --> 00:38:26.394 And this is again the top down view of it opened up. 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, 00:38:30.347 --> 00:38:33.879 deploy the wings, and that would provide a huge breaking surface. 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 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. 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. 00:38:52.370 --> 00:38:54.985 This is an interior cross-section of our ship. 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. 00:39:00.008 --> 00:39:02.811 This is Scott from team Catapult signing off, see you in the 'verse. 00:39:04.995 --> 00:39:06.309 Sandi: Chris O, what did you think? 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. 00:39:15.824 --> 00:39:18.673 So I wasn't happy... Moving on. 00:39:18.673 --> 00:39:19.994 Sandi: Ok. 00:39:19.994 --> 00:39:21.298 [Laughing] 00:39:21.298 --> 00:39:22.789 Mark: That's very diplomatic of you. 00:39:22.789 --> 00:39:24.099 Sandi: Ok, David Hobbins. 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... 00:39:36.255 --> 00:39:37.336 Mark: Come on. 00:39:37.336 --> 00:39:39.593 Chris S: Just say it. 00:39:39.593 --> 00:39:41.144 [Laughing] 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 00:39:52.784 --> 00:39:55.954 some function, utility, layout of the interior. 00:39:55.954 --> 00:40:01.693 That said, a lot of the sketching over the 3D model renderings was... 00:40:03.999 --> 00:40:06.104 Chris S: Drawn by a three year-old? 00:40:06.104 --> 00:40:07.677 David: Was lacking. 00:40:07.677 --> 00:40:09.594 [Laughing] 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, 00:40:16.646 --> 00:40:25.800 and then take another pass at the surfacing and internal graphics of the ship. 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 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... 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 00:40:41.153 --> 00:40:48.770 rudimentary and amateurish. Like David was saying, there was no confidence in the line art 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? 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 00:41:03.818 --> 00:41:10.564 of thought into things where thruster placements were and loading, docking collars, stuff like that 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. 00:41:16.667 --> 00:41:23.874 The 3D shape maybe had some promise, but overall I thought this was pretty weak. 00:41:23.874 --> 00:41:25.644 Sandi:Chris Roberts? 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... 00:41:32.468 --> 00:41:38.889 Chris did too, because I thought the AEM design was much more interesting. 00:41:38.889 --> 00:41:41.325 Mark:So the rest of us are fired? (laughter) 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 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 00:41:57.683 --> 00:41:59.986 done over a very short period of time. 00:41:59.986 --> 00:42:02.897 Chris O:There's no reason to be angry, this is all for fun... 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 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 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, 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? 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 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 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. 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 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 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 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 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 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 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 00:43:25.691 --> 00:43:31.319 that kind of bugs me. If you get this far, why drop the ball. 00:43:31.319 --> 00:43:34.257 Chris O:Can we get them on the phone right now? (laughs) 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. 00:43:38.413 --> 00:43:40.698 I'm not happy, and I'm not voting for them. 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. 00:43:43.625 --> 00:43:45.249 Sandi:Mark Skelton? 00:43:45.249 --> 00:43:49.214 Mark:I loved it. (laughter) I thought it was fantastic for a second grader. 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 00:44:00.686 --> 00:44:04.585 with the implementation. It's not good. 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! 00:44:10.559 --> 00:44:15.810 Mark:They just ruined their chance. They ruined the chance, and that's a bummer because 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 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 00:44:30.034 --> 00:44:34.176 die for this chance. Chris S:Yeah, they wasted it for someone else. 00:44:34.176 --> 00:44:37.042 Mark:They wasted it. That's a bummer. 00:44:37.042 --> 00:44:41.226 Sandi:Right. Here's the last video of the day. 00:44:42.143 --> 00:44:46.605 Greetings once again fellow citizens, this it Skyguard Fabrications, and I'm honored and excited to 00:44:46.605 --> 00:44:49.034 have been selected to compete in this competition. 00:44:49.034 --> 00:44:52.298 I spent a lot of time doing nothing but silhouettes, I did a LOT of them. 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 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 00:45:07.841 --> 00:45:10.958 as an independant, unique design. 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 00:45:16.405 --> 00:45:22.376 being able to deploy Marines into combat as quickly and safely as possible. 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 00:45:31.093 --> 00:45:36.250 This is to allow Marines to deploy from the ship without forcing the ship to land. 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 00:45:45.329 --> 00:45:51.655 to provide ground support to the Marines either during deployment or throughout the ground operation 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 00:45:59.770 --> 00:46:04.039 possible for this mercenary ship cannot shoot back at you. 00:46:04.039 --> 00:46:07.179 Sandi:Alright. Mark, silhouettes? Frequencies? 00:46:07.179 --> 00:46:14.216 Mark:Silhouette, silhouette, silhouette. Awsome. I loved the silhouettes that he explored 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 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 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 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, 00:46:45.526 --> 00:46:51.876 for me personally, to re-think the wings a little bit and make them proportionate. 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.... 00:46:59.236 --> 00:47:04.291 Chris R:The specs say it also has to be capable of atmospheric flight. 00:47:04.291 --> 00:47:06.816 Chris O:See those guys rapelling out? 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, 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 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 00:47:32.217 --> 00:47:35.399 are dealing with. Chris O:What about the wings? 00:47:35.399 --> 00:47:41.012 Mark:(sigh)I think I'm going to kick you in the face about the wings. 00:47:41.012 --> 00:47:43.268 Sandi:What do you think about the wings Chris? 00:47:43.268 --> 00:47:45.152 Chris O:Oh, you're going to me now? 00:47:45.152 --> 00:47:46.963 Mark:YEAH! What do YOU think about the wings Chris? 00:47:46.963 --> 00:47:51.446 Chris O:Well, I completely agree, for the most part, with Mr. Skelton. Mark:(whisper) What? 00:47:51.446 --> 00:47:53.373 Chris R:Even on the wings? 00:47:53.373 --> 00:47:57.297 Chris O:About everything. Mark:But the WINGS though! We are talking about WINGS! 00:47:57.297 --> 00:47:59.617 Chris S:He always disagree with me... 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 00:48:04.166 --> 00:48:12.415 could be something done differently with the wings without just, sort of, standard, swept back, wings 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 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 00:48:28.234 --> 00:48:33.694 going on. Pretty good. Thought the wings were a little too small for the ship. 00:48:33.694 --> 00:48:35.492 Mark:Whaaaat? 00:48:35.492 --> 00:48:37.087 Sandi:Wings? 00:48:37.087 --> 00:48:44.621 David:ah wings. That was not my biggest problem, especially when the wings deployed out 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 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 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 00:49:06.462 --> 00:49:09.926 by something else, so I would play around there. 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 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 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 00:49:26.938 --> 00:49:35.039 vehicles, and certain things. I remember these two intakes on the side, they felt almost cartoony 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 00:49:43.122 --> 00:49:47.999 of the vehicle, but otherwise a pretty good job. 00:49:47.999 --> 00:49:50.863 Mark:I take back what I said and I'm gonna say what he said. 00:49:50.863 --> 00:49:55.234 (laughter)Sandi:Aaaaaaw! ... Chris, would you like to say what he said? 00:49:55.234 --> 00:50:02.271 Chris S:Sure, yeah, I disagree....no. (laughs) Actually I DO disagree with the wing part. 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 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, 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 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. 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 00:50:39.273 --> 00:50:44.284 that maybe needs fleshed out, maybe he did, but he never mentioned it. 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 00:50:50.278 --> 00:50:55.573 which was great, but you need to yaw too, make them go this way. 00:50:55.573 --> 00:50:57.427 Chris S:He had the main ones. 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 00:51:01.923 --> 00:51:04.983 the same thing. I didn't see those on the design. 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 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 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 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. 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 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 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 00:51:46.176 --> 00:51:51.598 film design stuff? Having said that I really liked the way the inside was thought out. 00:51:51.598 --> 00:51:55.343 How you would get in, what the coverage of the turrets were, that was all good. 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 00:52:03.131 --> 00:52:11.378 For me I would like to see different explorations there, maybe more visibility, more exploration. 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 00:52:19.027 --> 00:52:22.961 fat thing at the back. Chris O:Was it too droopy? 00:52:22.961 --> 00:52:26.063 Chris R:It just felt really small compared to the rest. 00:52:26.063 --> 00:52:32.248 Chris S:You have the cockpit then all this mechanical stuff. It was really bulky underneath. 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 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 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 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. 00:52:54.782 --> 00:53:01.873 Generally a lot of potential, some criticisms, love to see the next iteration. 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 00:53:06.526 --> 00:53:12.313 (noises of agreement from all) Really creative, and it you have that stage going on then 00:53:12.313 --> 00:53:15.531 you are well on your way to becoming a fanstastic designer. 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 00:53:21.797 --> 00:53:28.240 the votes and we will work out the 4 going through and the 2 getting cut. 00:53:28.240 --> 00:53:33.579 I'm guessing Catapult might not make it.... 00:53:53.306 --> 00:53:57.343 Sandi:Alright guys, I tallied the votes and it's unanimous, team Catapult.... 00:53:57.343 --> 00:53:59.703 Mark:Is IN....(laughter) 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, 00:54:05.346 --> 00:54:10.688 1bitAmoeba and TriTri are now officially going on to round two. 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. 00:54:18.851 --> 00:54:22.722 Mark:(whisper)You guys are going to shoot me. 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 00:54:33.656 --> 00:54:39.391 to be able to art direct them into something that's really cool. 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 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 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 00:55:02.652 --> 00:55:10.353 trying something different where the 3Dingo one was more straight ahead "drop-ship" style 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 00:55:16.894 --> 00:55:19.358 and looked what happened! (laughs) 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 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 00:55:37.744 --> 00:55:41.736 on that and it could be something pertty unique. 00:55:41.736 --> 00:55:44.698 Sandi:Cryo for you Chris Olivia? 00:55:44.698 --> 00:55:51.164 Chris O:So exciting! Ahm, I went with, er, like Mark, 3Dingo. 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. 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 00:56:05.048 --> 00:56:07.429 (laughter) 00:56:07.429 --> 00:56:09.810 David:Erm. 00:56:09.810 --> 00:56:13.209 Chris O:Whoah, whoah, whoah (laughter) 00:56:13.209 --> 00:56:15.598 David:Please, go on. 00:56:15.598 --> 00:56:19.570 Chris O:I had a long winded explanation, 'cos these are the Italian guys right? 00:56:19.570 --> 00:56:22.240 Chris R:Right. Mark:Party with those guys! 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 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 00:56:36.015 --> 00:56:41.389 Sandi:Alright, David Hobbins. All the pressure is on you. Chris O:Drumroll 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 00:56:49.760 --> 00:57:01.263 going towards Cryo... (laughter) ...it was really close, but I guess the back story, the thoughtfulness 00:57:01.263 --> 00:57:15.031 Cryo's passion for his vehicle and the weapon in previous episodes won me over. 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 00:57:24.611 --> 00:57:28.780 and resilience to take this all the way. 00:57:28.780 --> 00:57:30.908 ChrisO:He's rolled his eyes. 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! 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 00:57:45.241 --> 00:57:47.183 because there is "The Save". 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 00:57:51.994 --> 00:57:54.345 vote back in two teams. 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 00:57:58.658 --> 00:58:01.462 and you guys will get to vote two teams back in. 00:58:01.462 --> 00:58:06.773 Next week, three more teams move on, and two more get cut.See you next Friday. 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!"