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The Next Great Starship Episode 1.7

14 March 201400:42:501,204 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    Phase one of the competition is drawing to a close as the judges look at the final five concept designs. Will one of these starships be immortalized in video game history? Welcome to the next great starship. Hi everyone. We are here in Austin,

  2. 00:00:57

    Texas for episode 7 of the next great starship. Right now I'm just kind of showing the process of how we get feedback on some of the concepts. This is for the alien Vanduul harvester, which is a ground-based vehicle. My main focus on the feedback is is sort of the general look and feel of something and sort of its aesthetics and consistency with everything else that's related to that particular uh asset. And then what usually happens is there's more feedback that goes to Mark Skelton making sure that things are sort of following line with upgrades and

  3. 00:01:45

    and weaponry and sort of like little bit tighter on the specs and making sure that it sort of follows what it's supposed to follow to get into the game. Since they're going to be so small on the screen and hollow table that they their silhouette read needs to be big enough to be able to read the variation from component to component. So Chris Olivia is more um he's the overview guy. Um, he works with the concept guys to get a look and feel of a certain area. Um, and then what I do I'll take that look and feel um and I will have the artist implement it into 3D. Honestly, like like some of these things like they're

  4. 00:02:32

    all up front right here. Right. And then you've got a couple back there. And then I will take um the concept and the 3D that they give me um and kind of interpret it cuz every time uh it seems like what happens inevitably is that you have a really nice concept and then when you put it in 3D and walk around it, there's some things that come up that aren't necessarily thought through on the concept. Um, so that's where I come in. I kind of look at it and evaluate what they've given me and then give feedback. I'm Sandi Gardner and here are judges. We have the LA couch. Hi, I'm Dave Hobbins. I'm a concept artist at Cloud Imperium Games in Santa Monica.

  5. 00:03:20

    Uh, Chris Roberts, project director of Star Citizen and head of Cloud Imperium Games. Uh, also in Santa Monica but very friendly with Austin. Used to live here. Not so friendly as the couch over here, the Austin couch. Austin couch. The better looking couch. The better looking couch, yeah. Uh, the nicer dressed couch. The nicer dressed, yeah, the collar. Uh, Chris Smith, uh lead vehicle artist and based in Austin for Cloud Imperium Games. Mark Skelton, the man meat in the meat sandwich that we've got going on here and the art director in Austin. Chris Olivia, chief visual officer of Cloud Imperium Games in Austin. All right, guys. This is the last episode of the concept art phase. All the teams had to do the mercenary gunship. Check out the specs to remind everybody. So, guys, how are you feeling about the

  6. 00:04:20

    concept art phase, what we've seen so far, what we're going to see today? I've been really impressed by what we saw in the last two episodes. I think the quality of work is um fantastic. And and also for the fact that they only had uh 19 days from the time we told them to us um seeing the work, considering a lot of these people have other jobs. Um it's not easy. I mean, uh the Mustang, which I think everyone saw in episode 4, was about, you know, what, two full weeks of uh sort of concept development, and that was all you were doing. So, yeah. So, yeah, I'm I'm super impressed. I'm I'm really excited to see what we have uh this week. It'll be be fun. It seems like it's been getting better and better, so looking forward to it, for sure. There better not be any phone-ins on this one. All right, guys. You ready to see the last five teams? Let's do it. Definitely.

  7. 00:05:06

    Let's roll the video. What we usually do first is to do several sketches to visualize the subject and have something to start with. Our main inspiration for the ship was basically the name itself. Mercenary and gunship are two explosive words. Mix them together, you can get an excellent idea on what the ship does and how it looks. The hardest part was to place every specification in place without missing or misinterpreting anything. Once we had a better version, we made a basic low-res model to work on the shape and details, doing paint overs and sketches. The ship has eight thrusters, each with its own movement, making it perfect for space and atmosphere. The thrusters are strong enough to lift the ship vertically and make fast deployment landings.

  8. 00:05:53

    The mercenary gunship is a big bulky piece of metal and packs quite a punch. Having two manned turrets on top and one in the bottom that gives the ship excellent offensive and defensive capabilities. Plus a pilot controlled turret, two missile pods, and two extra hard points on the front sides making it an excellent multi-purpose combat ship. That was our mercenary gunship. I hope you like it and I'll see you next time. Why don't we have the LA couch kick that off? David Hobbins. I think my main issues with it are that it feels a little blocky, chunky, and toy-like in proportion. So, I would go and revisit a lot of the big surfaces

  9. 00:06:40

    and start incorporating secondary surfaces to just make them a little more sophisticated. But, some of the earlier silhouette illustrations were really interesting and and honestly to me some of those other uh thumbnails were more interesting than what they actually went with. Seeing that process and how they went about it was the right way. I mean, it was, you know, you start with the silhouettes and you start to block it out. Sort of zoning in a one, you know, then do sort of a 3D simple block out so you can sort of get proportions and then do some paint overs. So, all that uh was good and I also like the way that they were, you know, figuring out okay, where the thrusters would be and where the various uh spaces were. I'm not sure I'm in love with the actual shape. I mean, I don't I don't sort of see it and I go I want that. I um for some reason, I mean, I think partly it's to do with the

  10. 00:07:28

    proportions like the front uh thruster things is so big that it I don't know. It's just sort of the They lined up with the cockpit section so I really felt like either it should be back or in front or some Some of variation. Technically, the process and and uh the rendering style even though it's a little too graphic comicky for me and I think that it like this would look good in like a you know, a Marvel or a DC comic basically. Uh but I sort of want something that's a bit more um yeah. You know, feels like it has the industrial design a bit more real world. So, um good but I'm not in love. Proportion issues on this couch? Yeah, I mean proportion issues on this couch. What does that mean exactly? Wobbly. Bowed in the middle. Subconscious. Yeah. Um

  11. 00:08:15

    Yeah, I thought it was okay. It's it was had some interesting stuff in it. I kind of like the aggressive stance of the ship, you know, and it does, you know, with the guns kind of sticking out it was cool. The main thing I think bothered me was the big shapes on on the front and the back, you know, that made it look cartoony and the rear thrusters kind of bothered me the most. They looked a little bit like a like an air vent that you see like coming out of a building. Yeah, I mean I I actually wouldn't mind seeing like some more like punching details of how the thruster's going to work because they sort of look like the idea was they were sort of big vents that like would move around or something that would direct the thrust but And there was no secondary smaller I mean, I saw the big ones and he had a diagram but I was trying to look for like any Well, I mean it sounds I mean you know, when when he was talking about it sounds like they were thinking about how it was

  12. 00:09:02

    going to work. So, I think when you do that it would be nice like in the concept to you know, have like a you know, like we've talked about a little block out animation or at least some cut in a punching detail to say, "Okay, this is This is what happens when you're in VTOL. This is what happens when you're trying to pitch the ship. This is what happens when you're trying to roll the ship. This is what happens when you're And they start to yaw the ship. They They had a really crude drawing to start with start talking about that but they should have like taken it further. I think it's pretty safe. It's kind of a safe design. You know, they didn't really I think like David was saying like if they would have pushed it, like those front things in particular, there's too much surface area and not enough like breakup for size. You know, I think if they would have maybe broke that up a little differently and like David said, either move them

  13. 00:09:51

    forward or move them back to weight it a little bit because like right in the middle, it throws the whole weight of the of the ship off and it's it's it's not as interesting as if Yeah, and the proportions were equally proportioned. I think that's what I'm responding to is those arms were about the same like width as the cockpit, as the other arm. So, you've got these like elements that are all stacked in about the same. really static. Yeah, it's weird. Your eyes just like man, it just it kind of gets stuck there because you're like it's all just And the proportions were like boxy, like a square kind of thing. Chief visual officer. Uh yeah, no, I agree with Wait, what did he say? He said he agreed. No, I agree with most everybody here except Chris Smith. Yeah, I was going to say that, too. Um yeah, it was it when you look at it

  14. 00:10:39

    from the top view, it really showed the flaw in the design as far as like boxy, you know, the four big boxes and then the center. From three-quarter view, it kind of had like a nice aggressive feel. They didn't it go droopy with the you know, it's like very sort of like uh forward momentum looking, but secondary shapes, you know, breakouts would push it and help it. yeah, it was just kind of just too boxy in general, so. A little rework on the proportions. The boxiness and the shapes of it. Um let's roll the next one. Hi, this is Ben with team Belafonte. All right, so this is the concepting portion um of the contest that I've been working on. So, the process so far, I generated a lot of thumbnails to try to nail down a

  15. 00:11:26

    basic silhouette. Um I then chose some of the elements that I liked from those different silhouettes and combined them into one design. From that, I kind of did a a small paint over and then that kind of bled into my main concept, which was this. I'm not going to go into a lot of the details of it. I did make some notes on some of the things that kind of stood out about this particular design. but also I made a secondary design or a variation of this one um that had some other things that were slightly different with it as well. So, and those have a little bit of explanations in that, too.

  16. 00:12:14

    I had a lot of fun doing the the concept work. Um I'm looking forward to the next portion of the contest and and then getting some feedback on on what I've done so far. Austin Couch I think that one three-quarter view that they ended up with, something felt really weird about it. Like the perspective, I couldn't kind of tell the the overall volume and shape of it. It felt kind of like buggy looking, like a insect. I wasn't in love with it. I think it needed to be pushed a lot further. It felt like a helicopter without the rotary blades to me. It was like kind of a chunky safe sort of design, I guess. I mean, they didn't really push anything out of the ordinary. They didn't experiment with anything. Right. It's It's him, by the way. It's just one person. Him? Sorry. He said up front that he's not a concept guy and I respect that. Um

  17. 00:13:04

    but I mean, at least like block it out maybe in 3D. A full view of it so you can you can feel exactly what you're looking at, you know, and and see the feel the proportions from from all different sides. some really interesting silhouettes right off the bat, so he knew how to handle that. But yeah, he needed to like really try to get some comfortable modeling. I thought and you should design it Right. I mean that's what I thought and based on his shapes that he had, I thought he would actually come up with something a little bit more interesting that and he ended up with um I mean it looked like he had some wing design. Actually like some of the designs he picked look a little bit like the alien dropship in proportion. It's sort of fat and then went skinny. Um which is fine. Nothing wrong with that. But it looked like a helicopter

  18. 00:13:51

    without blades to me, too. Uh some of the details in there were interesting. And he thought a little bit about thruster placement. But yeah, it was uh little underwhelming. Yeah, I think Tim Bellfonte's strength is in in modeling more than the concept side. You know, I was looking at it and going uh that's pretty much a helicopter but without the rotor blades. I sort of felt like it was too literal and then definitely I agree with Chris that the there was something off like with the perspective and proportions of it. Maybe he was thinking, well, this is concept and I have to draw a concept or something. Uh where you know, like concept, you know, there's plenty of people like Ryan Church who, you know, is world-class concept um artist who's done a bunch of our stuff. He does not draw it first. He actually blocks out really basic shapes. What do you have in mind? sort of develop the shape and then he,

  19. 00:14:38

    you know, he's only doing paint overs later on. And we've had some people that have, you know, used it like one bit of me was like, I you know, I can't draw at all but I'm pretty good on the model side and he sort of blocked it out and we all liked it. So I think maybe on this, you know, go back and try to sort of block out more of the shape um and and then, you know, do a little bit of a draw over, a paint over, whatever. But I think that would help. I was pretty underwhelmed in general. I I think that he needs to go back and do I mean, almost a complete rethink. I would even continue Wow, that's sort of harsh. Wow, I mean, judge. You're like, "Uh you know, I know. He just basically do it. I feel like just a I mean his sketch where he designed within the silhouette.

  20. 00:15:25

    That was kind of sort of like comes up softly behind and then the knife goes in. Shiv, shiv, shiv. You know, I felt like there needed to be a little more variation in the From the illustration he produced, there was one interesting element to me and it was on the vertical tail surface. There was a strut that connected it back to the lower fuselage and I thought that could be kind of interesting. And so he may want to play strut. I like What right here? do everything except for the strut. This is universal for strut to the Start over except for this right here. No, you know, I felt like that was an element that I kind of pulled me in. I thought it was unique and I feel like he could exploit that. To sum up what you said, start over. Is that what you're saying? Mhm. Except for the strut. Yeah, no, I mean I just think that

  21. 00:16:12

    that strut. clearly this guy has has has modeling skill set and I think he might be far more comfortable to interpret those silhouettes in 3D and be able to change up the proportion, shave weight in various places and you know, I think he found a silhouette he he thought was interesting but his struggles with with illustrating and and perspective may have thrown the design off. He may have better ideas but they are not communicated. All right, interesting feedback on this one. Let's play the next one. After gathering as much information as possible, we proceeded with basic sketching and block outs with various shapes and engine positions. I guess the hardest part was integrating the engines in this package. After the

  22. 00:17:01

    block out, there were various issues that had to be dealt with such as turret placement and space which it covers. Here is the final version. I wish I could explain all the features we added in this ship but hopefully the design can be read by itself. As you can see all weapons sink into the hole or maybe just fold like the chin turret. The ship itself is quite modular as you can see and there's an upgraded version for ground combat. The cargo bay has been upgraded to 15 tons for troop deployment. The interior has been designed to provide basic life and all needed ship access. Here are the animations as you can see. Fully closed. With a much more fluid shape

  23. 00:17:48

    for atmospheric re-entry. So that's it. This is our ship. I hope you guys like it. Bye. All right. Well, Chris Roberts. How was that process for you? I thought that was great. That was awesome. I mean, it was basically everything we were sort of talking about. I mean, we were talking about like, okay, how do the thrusters work? Where are they? How do they rotate? How do you get in? Where are the people? Where are the stations? Docking. All Yeah, even getting in and out. I mean, they they I think this is probably the one of all the ones we've seen so far that has had the most thought as far as that goes. So for me this would be a gunship that, you know, I would be quite happily flying around and think would fit inside the universe really well. The one thing I did notice that it doesn't match up with the specs is that the two turrets, the side turrets, they're basically look like every one of the

  24. 00:18:35

    turrets was a class four turret. They were like unmanned so remotely controlled and they needed to be two-man turrets. So but they all look like they were sort of remote or unmanned. and then Yeah, it had one on the nose and one on either side. So um that was it but the thrusters looked crap. I mean, the details down on the thrusters. He also had front thrusters I noticed. Uh so I'm not quite sure where they are from the center of mass in terms of uh whether it would work perfectly well for rotation but that was probably one of the better ones I'd seen in terms of deployment and everything. It actually looked cool in the VTOL mode as well as up. So yeah, I'm I'm I'm a big fan of this one. Um so um you know, other than working out the uh the man turret issue for me, I I don't have a vast amount of feedback on it. Jay Robbins, no need to start again. Uh, no need to start again. I thought, uh, this was an excellent job in general. I just thought proportionally and and

  25. 00:19:23

    surface wise, I thought they did an excellent job. It It got me excited. I would want to fly around in this. Previously, we had a design that sort of droop towards the front and I sort of felt like that's fine. There needs to be some payoff there. Uh, but I also sort of felt like something needs to counteract that and that huge, uh, you know, instrument boom that they have coming out the top is sort of, although it's it's a very small piece, it still is so different from the other that it it sort of creates a visual balance that, um, counters the the drooping nose. My one critique Uh-oh. Yeah, I know. Sharpen up the shiv. is is is some of the I do feel like I like some of the the, um, gray shaded, uh, 3D models better than the final illustrated fully textured illustrations

  26. 00:20:12

    at the end. Part of that has to do with the angle that they selected. Yeah, you're right. Whatever the angle, just didn't give me the same sense of And also maybe the illustration style that some lines may have been painted a little too thick or something. So, a little more a little more graphic and less Yeah, yeah. It needs to be that real variation of big forms and and very small forms. I mean, it's a reasonable, you know, it's it's a decent size ship. Guys. I thought it was good, you know, and he had sight I mean, no block out animation, but he in the drawing see it explained it pretty well. see how they would rotate and how it worked and with illustrating that in the drawings. I liked it quite a bit, actually. Yeah, I did, too. It was really cool, man. They put a ton of work, um, into like blocking out interior and stuff like that. You could

  27. 00:20:59

    tell that they they were really they were really thinking about the interior and the way it fit and the way that the ship felt or fit around it, which is super important. I do like that big boom, like I like you said, because if without that, it would feel really off balance, but yeah, that big boom that came out kind of weighted it for me, cuz you got those big elements in the back, and then yeah, it kind of goes down, so also it's intimidating. It serves a function. yeah, it's like a stinger. you're doing the Mustang and you're working full time, and it was 2 weeks, so I'd like you know, 10 work days. But and this is 19 days and you know, and some people probably were working on it fairly full some weren't. But the other thing is it's a much bigger ship, so there's a lot more stuff to figure out than Especially internally. Right. The I mean like you know, for

  28. 00:21:45

    instance to like concept out something like the Idris Corvette takes much longer than to do sort of a one single seat fighter. So, it's the amount of work they put into this, you know, was was really impressive. Yeah. For the amount of time, for sure, and everything. Uh I thought it was beautiful. I really liked it. Um it had a very cohesive feel. There was a nice balance of of all the different pieces. I loved the way the um the the main thrusters, the way they connected to the body. There's this like these rings that sort of like looked really really um functional and sort of like chunky and hardcore, and it just looked it looked like it would work perfectly. I think the weakest part was the uh the cutaway showing the interior. It was it

  29. 00:22:33

    was sort of hard to read some of like this interior spaces, and I think there's an art to showing the different inside uh Well, yeah, I mean if I if I remember I mean I liked the cutaway in the interior, but like how do you go between the different compartments and stuff like that? Right. They had some cool interior illustrations of the cockpit and stuff with the seats and everything. A lot of love for this one. Uh but let's roll the next one. It was able to concentrate fire of all turrets on the ground or on the top side of the ship we are going to board. There are just minimal blind zones. Pilot is able to cover marines during

  30. 00:23:21

    attack or retreat. Gunners have their own cabins. There are sleeping pods for everyone, pilot, gunners, up to six marines. And in civil variants, there will be space for pilot cabin as well. Our ship is not that pretty, but it is solid and will serve you for a lifetime. All right. Mark Skelton. Um, the ship's pretty cool. I like it. I like the bug feel to it. It's kind of like a beetle, you know, it feels like

  31. 00:24:11

    thick and heavy armor, like it could really take a punch. There's a few elements that I would maybe push a little bit around. Um, maybe give the silhouette a a little more interest, but honestly, I mean, it feels super utilitarian. So, I mean, as it is, it's pretty cool. I mean, it feels like it definitely feels like you could you could beat the crap out of it and it would take it, which is it's pretty sweet. I like that. Do you agree? I do. Silhouette-wise, it is a bit sort of just like, you know, simple, plain. Um, it could, you know, maybe some uh secondary pieces to kind of like add more visual interest from a distance. Um, but it did look heavy and beefy and powerful. The landing gear, I I know they I think they should try to explore a little bit more the way the landing

  32. 00:24:58

    gear was. I wasn't really happy with that. Um It was kind of spindly for how big that sucker is. It felt a little linear, like four equally spaced like I A little tacked on. Um but I love the way the the uh sort of the engines were sort of like um placed into the overall shape. Um it was kind of cool. in kind of nicely with the tucked away. I quite like this one as well. Um and I like that he did a little previous animation for the thrusters. It was cool. You know, and I was interesting how they moved although you know, they're pretty long. I mean, it like I don't know how about any secondary thrusters that would make the ship move maybe quicker cuz it seemed like there would be a lot of articulation that we had the way he had Too sea cucumbery. Yeah, although although to be honest

  33. 00:25:44

    with you on the gunship, it's okay It's a bit slower. Yeah, cuz the idea is it's not like super like nimble and maneuverable, right? It's being it's sort of out there and so it's got a huge amount of firepower and it can take a lot of damage, but its downside is it's not going to be like zipping around. So you don't want it to be like a huge passenger boat kind of slow, you know, too slow. No, but I mean, I you got you got to have these things balanced cuz otherwise, you know, like something with that firepower that can like keep up with a Hornet, it's like you know, why would you be having a Hornet? So I kind of actually want I mean, that was one of the reasons when we did the specs and that's why I suggested having four main engines also doubled as um maneuvering jets on the back and then four maneuvering jets on the front. It just takes you longer to get your thrusters into position, which means you'll have more of a delay in changing the vector

  34. 00:26:31

    of your ship. David Um I liked this design. I felt like it was it looked like it could take a lot of fire. It it really communicated its function and I felt like it had a lot of character. I liked the thrusters though. Like you, Mark, I I did when it swung out all the way, I was a little worried, but uh so you may want to think about some alternatives. Um, but you know, I'm I'm sort of on the fence. Uh you know, maybe if I saw it from another angle, it could be really visually interesting and break that silhouette up in a really cool way. My critique would be to focus on and I think this would go for a number of the designs would be to focus on the cockpit and the mullion breakup of that cockpit, the support structure, the the pillars of

  35. 00:27:19

    look at a car you have A, B, and C. Um this would be the the the pillar structure of the the the cockpit canopy. I feel like it's it's it's totally a focal point. Our eyes go there because typically there's action. That's where the pilots would be and it's also an an inherent, you know, material change that you're typically going to go from some metal uh to glass. so your eye's going to be there and I feel like if you really spend time there, you know, it's it's going to pay huge dividends in the long run. So, but otherwise, great design and it just looked like it could do the business. I really like this design cuz it sort of you know, like we I think we had like in the previous episode, we had Vision Corp, right? And we said that, you know,

  36. 00:28:06

    their gunship was ugly, um but you know, wasn't quite there to like embracing the ugliness, right? So, I sort of feel like that's what this one does. It's like it's ugly in a good way, right? It's like that sort of compact, tough, looks like it can really take the damage. I mean, it just says like gun platform and uh the way the turrets are set up, having the sort of missile rack come out from the inside is like you could bring it down and you can maybe load up some more missiles if you have them in storage. Like the Constellation. Yeah, like the Constellation we'd we're doing that exactly on the Constellation. And um you know, the turrets on the side. So, I just felt like it really could like everyone says take a lot of damage and it felt like you know, beautiful in an ugly way for for sort of thing. So, I like that. For me, you know, generally I think everything is

  37. 00:28:54

    moving in the right direction, but what I'd like to see on the next round of the concept is, "Okay, let's let's We all I think we all kind of like it. So, you know, okay, start to polish it up. Like, you know, okay, where's your details here? Cuz I would say like, you know, the details on this were not, you know, like we just saw on the shot collective one, they had sort of figured out a lot more of the sort of finer details. So, I would say that's sort of missing from here, but the general sort of approach, stance, feel of it was really good. It was great to see the the sort of block out animation in the sort of line drawing phase. be good to explore um some different variations of of those maneuverable thrusters, you know. Yeah, that would be that would be one of those. Also be aware of the front thrusters. I also like the way they thought about what a gunship does, you know, like they they sort of said, "Okay, I'm making a gunship. This is what it needs to do." And you could definitely tell in their

  38. 00:29:42

    final design that they had sort of achieved what their specification was, which was also really good. All right, some good feedback on that one. Let's roll the last one. Hello fellow citizens. Today, um we're speaking not from our RSI headquarters in Frankfurt, but as you can see from the Great Wall in China. For size reference, we took the class five turrets of the constellation to get an image of how big the ship would be. This meant we would get to a size roughly 245 m, thus being in between the constellation and the Freelancer. We tried to line the two turrets so they both would be able to fire forward, and at the same time, each turret being able to support a 360° area around the ship, as well as the lower turret protecting 195°

  39. 00:30:29

    of the lower hull, and the upper turret protecting nearly 200° of the upper hull. The overall look of the gunship somehow felt like a good mix of being aggressive and elegant at the same time. It also provided a better layout of the internal rooms and more space at the side of the front part of the hull to fit the class three hard points. The class four hard point would also have a better positioning and it would not interfere with the visibility for the gunners for the main class five turrets. Finally, we still made some variations of hull coloring, still for both variants, and added some rough concept art. This concludes our concept stage so far. Thanks for watching. Hmm. Hmm. Are you looking at me? I am looking at you.

  40. 00:31:17

    a big fan of this. I did I he said it was aggressive and elegant and I I really didn't think it was aggressive or elegant. Um I don't I'm not sure how to constructively critique it other than maybe start over. Oh. What I learned from you, man. was the only one that did. I learned from watching you, man. That is subtle as he is. To take a chance on a like a very different shape um was nice, but um it didn't to me it didn't say gunship. It looks more fast than gunship, you know, it it it's too sleek. It's too doesn't look like it could take a hit really. I guess the design feels uh it looks it feels smaller than what they're trying to make it, you know, cuz of the big blocky shapes kind of that

  41. 00:32:04

    they have, the big swooping shapes. Um I mean, it is more elegant than you know, I think a gunship should be. I like my gunships kind of you know, Hulk, ugly, smash, you know, chunky. like maybe someone should do something different than a helicopter gunship. When it comes down to it, everyone's like Ah, that's the thing. Yeah, but I mean, that's not that huge of a constraint. Uh I didn't mind the sleekness and and the elongated style. Um um I think from the side maybe like the problem was it just looked like a thin wafer a little bit. It was just too thin all the way around. I like the the top view profile. And I like I thought the cockpit with the thing around it was kind of interesting and the escape pod. Um like I said, I think like what

  42. 00:32:54

    they're kind of responding to, maybe the ugliness was like there was nothing in the back, so it was just that sort of consistent ramp up to the thing and and you kind of expect something in the back to break it up a little bit and maybe in height and vertic- you know, with vertical shapes. Verticality. Verticality. Thank you. I actually thought it was I kind of liked it. I mean, there was a few issues with it. I agree with some of the stuff they said, but I I wasn't bothered by I wasn't bothered by that much. Well, you should be. I was I mean, it could be worked on. It needs to be worked on, for sure. But I thought there was some cool angles in it, you know, uh overall and Yeah, I mean, I don't mind the sleek look. Don't get me wrong, I liked it. I just didn't like it as a as a gunship, is what I'm saying. It was okay.

  43. 00:33:41

    The design was okay, it's just not for a gunship. What the So so I like for me, I sort of So I, you know, I like the thought they put into the design in terms of like, okay, here's the turrets, here's the field of view, here's how they deploy. I mean, cuz that's what you should do for a gunship, so actually in terms of like functionality, in terms of what you want, it was good. I think there's a version of that approach to the gunship that could be cool, right? I just think that what maybe you guys are responding to is uh it's a pretty basic, like, you know, okay, so it's sort of a more long and it's sleek, but then that sort of feels like it needs a different like it's but it's still kind of blocky and angular, right? So it's

  44. 00:34:28

    sort of the blocky and angular stuff fights against this sort of extended sort of sleeker version. So, I could definitely see a a gunship, you know, like if you think of like the Retaliator, right, that we have the Anarchist design that's sort of like longer and sleek and it's pretty big, but you sort of get a you know, you're not going, "Oh, well, um you know, I mean, first of all, it does kind of feel like a you know, a modern sort of B- B-1 style bomber." So, you have you have that, but you that's kind of when you think about the longer sleek, you sort of you know, it's almost like you want sort of more swooping from the side or remember like a Concorde or something. Like but without anything in the back. Yeah, without without the the curved surfaces or then just ended like the back of it just kind of ended boring. My input would be like, you know, I like the functionality, I like the sort of idea and that's kind of cool the turrets come down and and I could definitely see

  45. 00:35:17

    something like that working, but you would have to go back to the form and and you know, embrace its you know, its sleekness and you're going for a different a different feel. So, you're sort of feeling like it's a sort of longer, more extended, uh you know, not short stubby, uh but yeah, not but don't have like long and extended, but then big flat, you know, panels and and So, commit. Yeah. I mean, that that but you know, I don't I don't think it's a do-over. I think I think you just got to sort of embrace it's it's feel. I think it would work. Do you have a rework for you? Um not exactly. Um I I think there's a a lot of potential here. Um And I like the challenge that they gave themselves. I I thought the the top down profile was kind of interesting and um for me, my issues were immediately the

  46. 00:36:08

    front uh canard wing frame and and fuselage just read as sort of a modern day Formula 1 car and a ground effects wing. Yeah. Yeah, I mean, now that you mention have concerns about the cockpit placement. I mean, I thought it was cool they were thinking about it being an escape pod and this, but placing it in the center, and and having all this fuselage on either side, it just seemed like it wouldn't be really a great place to pilot or shoot from. The profile silhouette of the fuselage was really linear, and I felt like it just curved on this very uh even uh safe way, and I feel like it just needs attention points, something to pop up and down. The more secondary forms that sort of pop out from that uh will make it more dynamic and um

  47. 00:36:58

    and and make it a little more nimble visually. All right, guys. Well, that was the last video, so you know what time it is. Get your phones out. Email me your top three picks. And I'll tally up the votes, and we'll go from there. Okay, guys, the results are in, and you agreed unanimously on three teams. Yes. Woo. Did we? We agreed on three? You all think that True and Shard Collective should advance to the next round, so congratulations to them. Yeah, great. You also all agree that team Belafonte should not,

  48. 00:37:46

    which means it's either Ares Heavy Manufacturing or Infinite Shoe Monkey. So, let's see how that vote played out. Chris Smith. Uh I think I'll go for the Infinite Shoe Monkey. Is that the one that you went for? Yeah, yeah, change your mind. Okay. Go for those guys. Mark. Um I chose Ares. That was Ares. Was that hard to remember? Wait. No, I just wanted to see what he would I don't know. I thought that was I think closer and would require less reworking in my opinion

  49. 00:38:37

    than the monkeys. Infinite Schway Monkey? Did not get my vote. I knew it. Psych. No explanation needed. No explanation. All right, so two from two from Ares, one from Ares. I voted for Infinite Schway Monkey. It was extremely difficult. I tend to err on the more extreme or daring design. Just I'm always interested in in trying to incorporate something new myself. Infinite Schway Monkey actually were the wild card winner. So, are you going to Are you going to put them into the save or I voted for Infinite Schway Monkey because

  50. 00:39:25

    very much on Dave's side. So, here's the thing is we have we have we have we have way too many This is a helicopter gunship sort of, you know, aggressive gunshippy designs in this and we've already got some really well executed ones of those. So, I don't feel like the Ares heavy manufacturing version of that's going to be better than some of the other ones I've seen. Yeah, it's not adding anything and yes, I do have some issues with the Infinite Schway Monkey design, but we've given some feedback. I like the way they approach it and it's different, right? So, I'd like to see a few different approaches, you know, moving their way towards the final and if they can up the game a little bit, I think it'll be better cuz we don't want we basically do not want to be picking between four versions of a Hind 24 Yes, we do.

  51. 00:40:12

    Okay, I voted for for and um I guess I'm on the right side of this one. Let's make history here. Yeah, maybe we should. All right, here we go. All right, there we go. Look at that. Winners and losers. Whatever. Sorry, guys. All right, community, the fate of two teams is in your hands. All saved teams are in and you can go check out their reworked videos based on the judges' feedback on our website. Next week we're going to reveal the two

  52. 00:42:11

    teams that you saved and there are a lot of other surprises. And one of them needs to be erased for the sake of this couch. Yeah, we're feeling a little way. See you next Friday. See you.

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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