The Next Great Starship Episode 1.8
Transcript — every row opens the video at that moment
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welcome back to cloud imperium santa monica offices tonight we reveal the two teams you chose to save plus we've got a chance for 50 of you yes 50 to join us live to see our winner crowned at the end this is the next great starship hi i'm sandy gardner welcome to episode
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8 of the next great starship the concept art phase is over and the judges have selected their top 10 teams after the judges gave their feedback the teams had a chance to update their concept designs let's take a look one bit amiibo here and i will show you an update on my gunship the previous version had a very simple missile launcher which was just a pod i exchanged it with this kind of revolver mechanism launcher biggest challenge well thrusters they didn't look well and didn't work well either so i restarted from the scratch and decided to go with this one here are some quick animations for all necessary flight maneuvers
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to make sure that the thrusters have enough space to rotate correctly all thrusters work b-directional so it's not necessary to turn around 180 degrees to give thrust in the opposite direction my first paint over ever and a new name and manufacturer for the ship i hope you enjoyed it i for sure i had a lot of fun to create it i figured we'd make an update on how we believe the thrusters will work uh on our gun ship the redeemer the front maneuvering thrusters are here on top and right below the cockpit the main thrusters are embedded in the big wind nacelles here's pitch
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bottom thrusters fire at the bar at the back and the front angling the ship up and reverse obviously angling the ship back down here's how to ship yaws uh it fires thrusters on one side and use the maneuvering thrusters in the front to steer effectively this is also the part that we're not entirely sure about if it'll work in engine because this whole system depends on tank steering and we're not entirely sure if that's 100 doable within uh star citizen that's why we've also came up with uh two small alternatives uh to make yaw more feasible here's option one
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we add our method cluster on one side and here's option two where we rotate the whole engine body to provide uh a more sideways thrust and to finish up here's vtol let me introduce you to the guardian ax2 manufactured by aegis dynamics so this new design incorporates all of the core features of the original design the overall feel of the ship has more of an aegis dynamic look to it i've addressed many of the points brought up by the judges starting with the size of the wings in comparison to the main body of the ship i've rebalanced it so that it doesn't look like the wings are too small for the amount of weight that they're carrying i've changed the profile of the of the ship
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so that it no longer looks like it's drooping down it's no longer sort of a hunchback ship but one of the other big changes is the entire front end of the ship so the cockpit area was completely redesigned the cockpit sits pretty high on the ship at this point and the pilot is able to see clearly around almost the entire perimeter of the ship you'll notice here that all the weapons are able to hide inside of the ship the class threes the class fours and the class fives i've also paid a lot more attention to the thruster placement my original design had some pretty serious technical issues with its ability to rotate two different directions i didn't quite fit properly on the ship and so i redesigned it completely and i incorporated the maneuvering thruster technology where it's gimballed at a
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certain at a specific point at the very base of the nozzle of the thruster and added that to all four of the tr3s so each one of them cannot rotate independently in place the guardian ax2 as manufactured by aegis dynamics first off we'd like to thank the judges for the insightful feedback of our ship the ax-114 boomslang because of the positive response we received on our last round we've made only minor final adjustments to the general design while at the same time flushing out our ship's functionality we chose origin jump works for our ship manufacturer since our own design philosophy of function and form matched theirs their strict anti-piracy policy would also explain their production of a gunship tailored specifically for the needs of mercenaries and bounty hunters the first
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thing we did for this phase was tighten the ship's silhouette since we realized that the ship was still too big for the 15 ton maximum cargo capacity we slimmed down the hull and redesigned the wings to give it a sleeker and more aggressive profile as for the pilot's field of view here's a rough wide angle approximation of the view from inside the pilot seat the ship's canopy provides excellent visibility for both the pilot and crew members seated in jump seats on the upper deck here is our final design for the ax114 boomslaying mercenary gunship by origin jump works concepted by icarus we strive to make our final rendering as realistic as possible as before we hope that the function of the different ship parts is evident at a glance the weapons with the exception of the pilot controlled class iv turret can be retracted into the hole the heavily armored ax-115r bushmaster variant is a later version developed independently by the uee navy thank you
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for the opportunity to be included in this competition and this is truly the ship we want to fly and we hope to get that chance thank you greetings citizens fuzzy modem here last time the judges liked my backstory and the idea of a sword and shield but they weren't sold on my executioner presentation so because the judges weren't really taken with my design i've come up with three different versions for them to choose from the first is by robert space
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industries i've smoothed it over and i've removed the rivets but moving forward i make it look more like the aurora and the constellation the second is by a consolidated outland inspired by the work we've seen thus far on the mustang it's the most asymmetrical of the three options and instead of traditional turrets the weapons are built into the shield the third design is by krueger intergalactic it abandons the asymmetry in favor of a second shield on the other side i can move forward in one of these
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directions or i can mix and match parts between them i look forward to the next round of critique hello fellow citizens welcome to team infinite shoe monkey's concept progress report after receiving feedback from the charges we started improving our hull design we tried to achieve an overall bulkier look in several steps we reduced a bit of length we also increased the height by roughly 0.3 meters and especially made the nose more bulky the cockpit shape was changed after trying different variants we also tried adding some thicker armor at different spots giving it more detail and adding some substance and finally we started adding some rough texture to the ship we also went ahead and improved the turret axis and deployment from the standby position
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the third position and field of view for the class 4 hardpoint was added as well and we also had some ideas for the class 3 missile racks which in our case developed into a missile revolver holding more missiles while keeping a low profile as it wouldn't have to deploy completely to give you an idea of how the ship would land and also how the retail system would work we added this short landing sequence all right so for comparison here is the original three quarters paint over the ship and there are actual lead thrusters
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here but uh if not the judges saw it maybe it wasn't obvious enough so we updated that here's the reverse view of the ship with the new rcs thrusters so you can see it's a better angle to show off how the the new thrusters change to solo at the ship we move the variable thrust veins into the middle so that the um copper colored vein knobs on the outside can do a different purpose so we also trimmed the front of the drop pod so that the droplet can be picked up easier because in the older design there was really no easy way for the gunship to pick it up after the drop-off you can see the turret deployment the docking ladder in your door deployment and the docking ramp being deployed so um you'll see that back to back in the video and uh next is the uh the intakes on the engine animating for atmospheric flight the open and closed like that to become air breeding and non-air breeding so next is
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the upper engine afterburner so you can see opening very soon and um these actually function with the lower afterburners but the lower the lower engines mostly just use an effect for that so um in that in the animation next is that you'll see entire landing sequence of the ship where the engine pivot into the tall position and the nozzles help that the lower engine pivots some more and rear engines also pivot with the dress reverse getting in and the landing gear popping out so speaking of landing gear here's some close-up little landing gear with some first pass positioned on the hydraulics we're looking and i think that's about it so here's the newly dubbed ax14 silverback by drake interplanetary after hearing mark's nickname the silverback it just fits so well with the ship so we went with it also we went with drake as
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well because chris liked it and we were also leaning in that direction thanks guys most of this is in 3d uh this update because we're refining the model and working on several things these are some ortho views you'll see we have multi-man turrets on the top and bottom providing coverage at least 360 horizontal and 180 vertically on the top and bottom of the ship we have two modes of flight for this we have a cruise mode and a battle attack mode the wings flip back puts it in cruise mode provides a faster forward speed while sacrificing some lateral movement we've also redesigned the thrusters bit to balance out the frame and provide some more articulation the wings provide atmosphere control surfaces used to help you vector in your descent in an atmosphere helpful with
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landing as well we also put some interior shots in here for you uh these look uh these sort of look like what we're gonna have but may change up we also have a pretty complex missile loading system that goes inside the ship so you can see the missiles load and also they get taken up into the wing so guys thanks for watching that's our update we certainly can puff our cheeks a bit as a handle most of them doesn't need whilst not the true final choice for the concept this is our current visualization this basic details color scheme and overall silver intake we're still working on the turrets and weaponry we are aiming at making them
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feel modular and adaptable and we hope it will turn out all right our workflow is specific in that both our concept artists and 3d artists are working hand in hand and creating a model at the same time what makes a part by part concept is bench itself on the concept you are seeing one on the finished ready for integration mode now it's just a matter of time our concept artist karanak known for incredibly detailed and clean concepts that those take time finding the right way to combine our workflow well i certainly hope we'll manage that again i'm alexander kipaniza later also team choice and i hope you enjoyed this bit of info see you star citizens ship is able to concentrate fire of all
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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 attack or retreat gunners have their own cabins there are sleeping pots for everyone pilot ganges up to six marines and in civil variance there will be space for pilot cabin as well earlier this week i got a chance to
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check in with the 10 teams and get their reaction to moving on to the modeling phase oh sorry hold on i need to turn my sound up now you're good you're sounding good oh well not anymore hi sandy it's shawn team try out here all the way from alaska how's the connection today it's not bad you do look like fuzzy moto still okay say something hello hi cindy i'm alexander from team troika hey sandy this is elwin bachelor from sky guard fabrications hey sandy brian from shirt collective hi sandy it's paul from team four horsemen hi sandy from one bit amoeba this is influence hi sandy and this is team troll hi sandy e phalanx from tri
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try congratulations team chimapan on making it through to the next round yeah thanks congratulations and financially monkey thanks awesome so how are you feeling in the competition i'm feeling pretty good i just think we had some good luck here hopefully we can keep it going i had a great response from the whole community and from the judges as well so i'm i'm feeling pretty stoked and pretty motivated first of all we are a bit flattered by making it so far i think being in the top 12 out of 270 something is really great considering the level of competition overall in the amount of professionals around very excited but uh we're also pretty tired so we can't like express that excitement properly but it's older steep information information's fun i'm glad that i'm still here but uh but
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i'm still gunning for that number one spot well it felt good of course but not actually one good we've had our doubts but if we are still on the fly we're gonna do our best to keep flying how does it feel to uh have been the wild card and now you're in the next round well i have to say that's definitely awesome we are all really really happy about that and uh especially since we also felt like the pressure after a lot of people really put their their trust in us and the next step it's really a very good feeling for us i have to say how did your team feel about the feedback from the judges a bit overwhelmed we felt proud of course naturally but we also felt very burdened by how much trust we were
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given living up to that trust is a lot of priority we got some good feedback from both the judges and the community you think the judges were too hard on you oh god no on me they were very gentle the critique actually turned out very we felt very good in the end i thrive on feedback so it's i mean it's really exciting to get feedback feedback from people that i respect so much they liked it more than we thought they would so we're pretty excited about that how's your modeling and texturing phase coming along i haven't gotten into texturing yet but i'm definitely into the modeling phase right now we're just smiling like crazy trying to get all the pieces in because there's a ton of pieces have you guys started on the modeling phase well of course we did we are doing our best
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to make it integral texturing is a pain point because we are still changing exteriors 2d artists is currently working on specific elements of internal design we're just still plugging along and we got some we've got some good stuff coming i need to do a few prototyping things especially for the for the texturing before i actually start working on the final model we have a very good feeling about the modeling steps i think we've come very far now i'm feeling pretty confident that uh that i'll do well on the next stage it's nice to have completely left the pencil and paper behind and to be working just in maya now it's it's really maya and photoshop and my comfort zone the modeling the texturing what did you think of the competing team's work it was it was very varied um like some
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of the teams that i've seen were really good like better than i expected them to be like shimapan for example did an excellent job there are some really really good designs we've seen so i can i can once again say that yes we have every reason to respect our competition which teams are you most in fear of at the minute or do you think give you the most competition i would say right now four horsemen four horsemen try trying four horsemen are really putting up with the game right now yeah i know i feel i feel like um could be pretty scary toyota's gonna come out of nowhere i know yeah they're gonna they're gonna be very scary later you have to be a bit of fans of troik obviously i actually really like uh talon like cryo skyguard as well he's cool so it sounds like you guys are
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feeling pretty confident then yeah that's how we are all right you got to be bold yeah i feel i feel confident i mean our approaches are clearly different and so i feel good about that confidence should be shown through actions not words so i'll do my best to act instead of talk well team draka will we are feeling pretty confident but still you know that not overconfident very confident i have to say we feel pretty good about it we don't want to be too cocky but all right well we'll see you next time yeah awesome thanks thanks a lot for the show again and see you in the girls alright see you guys see you later as the field continues to narrow we thought the teams could use a little motivation and insight from our new community ambassador like you he's a super fan but he's also no stranger to
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winning hey my name is dan giesling and i'm the new community ambassador for the next great starship i'm from michigan and i first gained a little notoriety from winning the reality tv show big brother and i won a half million dollars and just like playing a video game big brother took strategy reflexes reading your enemies and making the right decision at the critical time just like you would when you play a video game a lot of people go into a reality tv show and they're not focused on the game and as a gamer that's the only thing i focused on was treating everyone like an enemy so coming off reality tv i had some opportunities so now i'm a motivational speaker i travel across the country to universities and colleges talking about leadership and motivation and specifically how you can take action to put yourself in a better position for success and i'm hoping that i can bring that experience and that background to
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help some of these teams competing in the next great starship so they can push themselves a little bit further and really connect with the star citizen community chris roberts has had a huge impact on my early childhood gaming days you know i grew up playing wing commander and playing that as a young kid it wasn't just a video game it was there's elements of story it really captivated you and also kind of helped me you know develop what i looked for and expected for in video games thereafter it was done like a movie production and back in the early 90s you didn't see anything like that and so playing that as a kid it definitely raised my expectations for video games even to what i play right now when i first learned about star citizen i freaked out because we all know that chris roberts took a little bit of a hiatus from creating video games and pc games and i can remember exactly where i was when i first saw the trailer and said you thought i was dead
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and i'm like chris robertson died did he and i remember watching that trailer eight times over you know right away just because the the emotion that was invoked from that trailer and not only that but you know that the backing was going to come behind it you know that if chris roberts is coming back out of pseudo-retirement if chris roberts is coming back from his hiatus it's going to be something that you don't want to miss right in the middle of the trailer i
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stopped everything and i just went and gave money and i feel like a lot of people did that as well because this is star citizen is something we've all been waiting for and i didn't want to delay i wanted to be one of the first to back the game because chances are if you're one of the early backers you'd get some some cool rewards but beyond that it was just a way for me to thank chris roberts for everything that he's created up until this point i know that star citizen is going to be around for a long time but i'm hoping one day i can share with my kids like the same experience i had with chris roberts early games being a mega fan it is a complete honor to be selected to be the community ambassador for the next great starship i want to ask the questions that everyone wants to know that maybe i can get away with asking because i don't work directly for chris roberts just like you guys i'm a huge fan of starships and we recently just had a chance to check out the concept stages
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of the mustang let's go take a look and see how far they've come hey guys what's going on my name is dan i'm the community ambassador from the next great starship dave hopkins nice to meet you i know all about you chris it's a pleasure so the reason i'm here is i want to find out more about the mustang and its development so can you tell me a little bit more about what's changed in the mustang since we last saw it since the last episode i've gone in fleshed out the the cockpit the interior and the eva chamber allows pilots to get in and out on the underside of it the other major changes are the addition of thrusters which are absolutely you know mandatory um as well i've added a large air brake to the rear of it when it's um in in an atmosphere of a of a planet great so those are some significant final changes and then now that that's done is is the concept of the mustang ready to be passed over to
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to chris and what's the next step for you definitely um chris roberts has signed off on all of this and so um i pretty much just forward the the concept imagery and my rough proxy geometry which chris smith will use as a template and i've just got that over to him okay and for you once you're done with the new sign off is that the last you're going to deal with the mustang once you pass over to chris is that it for you or what happens for you chris smith is an accomplished modeler um and a designer uh in his own right um but there are instances where there will be a significant change and that may uh end up back in my lap where i'll be focusing on a particular aspect or guiding the process a bit more but generally he's got it i have complete faith and yeah i can't wait to see what he comes up with got it so chris now the mustang has passed over to you can you talk me
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through your process and what the first thing is you're going to do with dave's concept i usually take a concept like that since they're 3d and do like a little well i probably read to apologize it that means rebuild it okay and get it ready for a game asset and um yeah and then move on to texturing and then we'll set it up and get it ready for the game chris thanks so much for showing me the mustang i know we're going to be seeing more of you working out in the upcoming weeks i really appreciate the time you guys have both taken with me pleasure meeting you awesome dave pleasure meeting you as well thank you so much take it easy this is a dream come true to actually get to sit down and meet chris roberts is something i don't think my 10 year old self playing wing commander would actually believe chris thanks so much for bringing me on as the community ambassador for the next great starship it's a complete honor to be sitting here
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with you because i'm such a huge fan of your work welcome and i'm hoping the questions i ask you is to gain some insight as a fan but also for the teams to get a little bit of into your thought process so maybe they can take things from this interview and integrate into their ship design absolutely all right so my first question for you is what is it like working for chris roberts how very easy it's all roses i think uh that i can be tough on people because i just want to make a really good game uh so occasionally that can be frustrating for people but in general i think people especially on this on the team that we have everyone's making this game because they love this kind of game and they want to build this incredibly ambitious project i think hopefully anyway you can ask them but uh generally they don't mind it because you
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know i'm really about trying to push the boundaries and you know like okay that's good but is it good enough let's go further than that so sometimes i'll make people do it again or redo stuff because i really want to see how far we can go but i'm just as tough on myself the same way so it's not about about being the you know the person that can say oh you have to redo it it's more about like hey we can do better we can push it so that aspect is probably um you know challenging let's put it that way but i think uh you know everyone knows that i'm about making a game that i want to play and i think everyone else here wants to play too and so we just kind of geek out and get excited by like the really cool stuff we do so you know if an artist has just done something so come look at this and we look you know we're like wow that's awesome and that's actually kind of the nice thing about the way that we're doing star citizen is that we actually are sharing those
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moments with the community where in the past in game development you didn't you would like so the team would sort of appreciate all the cool stuff that people were doing but you know the outside world didn't really understand it and by the time it got to a finished game all the little nuance and detail that it took to get there is sort of lost and it's just the final game which people could appreciate but a lot of the work and love and effort that are put in by the team members don't necessarily get appreciated and so in the process that we're making the game now i think we get to share a lot more of that which is really cool and that's also part of the whole idea of the next great starship is to sort of show the process of you know designing and building a ship and everything it takes to do that because it's it's especially at the level that we're going for it's it's not a simple task and so the quality of the com you know the people that we've got competing and all the work that they've done all the teams it's incredibly
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impressive and i think it's i think it's a great education process for our community and hopefully they'll also enjoy the show and get into it and pick their favorites this is a very open environment here at cig but for you would you think that your employees think that you're a fun boss and i don't know sometimes yes sometimes now um it's kind of hard to say i mean yeah i i i don't find myself intimidating but then that's just the way it works uh so you know there are other people say well you know you can be a bit intimidating chris i mean i like games so i like to play around and uh and do that stuff but i do tend to get pretty laser focused on like okay we gotta get this thing done and so i don't goof around maybe as much as i would if it wasn't trying to get this game done so speaking of having fun in games do you ever play games with your employees recently not really because
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we've been working so like focused and hard on uh getting the dogfight module going when when when we're not uh crunching it's kind of i think it's fun for people to play you certainly should be checking out games and just seeing what you like and what you don't like about them i mean it's like i sort of feel like if you're in that medium you sort of have to see what everyone else is doing to to you know appreciate the you know what's going on out there and what other approaches people take so can you tell me the biggest or most intense fanboy or fangirl experience that you've had like that someone came up to you it could have been maybe an employee can you share with that with us that i think there was one time we were i was meant to marry someone but i don't think that happened yet but uh you know i would say probably we did this event in uh last year in
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cologne in uh for gamescon and we did an event when we were launching the hangar module and so we like put an event together which was for the backers uh and uh i think you know we we found the biggest sort of kind of nightclub venue we could uh and it was like a fit like 1200 people or something and so we put an rsvp up and like within a couple hours we'd you know already it was all filled up and there was a waiting list of another thousand or so people and uh so you know that's always in you know like i think that's kind of unusual and then um you know we went to the venue to like work on setting up the stuff and there was already people lining up like eight hours before to i mean it was just like okay this is this is like this isn't what should happen for you're a rock star yeah i mean well that was the thing so you know and and then when the event
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happened uh you know the stage and anyway whatever everyone was chanting and yeah it was like the closest you could get to feeling like yeah what a what a rock star a musician was i mean you know not on the same scale but just going out there and everyone being so excited which was cool i mean it's really cool and it's just nice to know that everyone or most people enjoy what you do the company that wing commander came out under was origin and said we create worlds and that's what you're doing right now you're creating another world and and i've heard you say that you're creating the game that you've always wanted to play but i think there's something more more to it than that why are you creating this this world what why do you want to do this you know like you said we create world and that was origin's motto and that was pretty much richard garrett whose little british and myself and we were actually thinking about what the motto would be that was
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sort of what we discussed because both him and me just love to build worlds and it's it's and you know whether you know it's me doing games when i offered movies it was the same thing i mean i like i like the escapism and world building aspect of um entertainment in general and and and uh you know movies can do that but i think games are more you know a better situated for it especially now because the level of the what you can you know the technology the power of the computers can just do it to a fidelity that you just couldn't imagine even five years ago it is a game i want to play but it's also just like building this universe out to the level of detail with all the different bits working um is is like a dream come true because i couldn't i mean if i even if i had 300 million dollars and i was making you know whatever movie i still couldn't do that because movies are very sort of
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small windows on on a world where this is like building this huge sort of world and then letting people play inside it so uh so yeah i mean and for me i finally feel like i'm getting to do it to the level that is exciting for me so if if the game ends up being 70 of what i hope it's going to be then i think a lot of people will spend a lot of time in this world that's that's my that's my hope anyway what part of the world creation is the most fun for you personally it's on several levels so for me like i really like the like the initial sketch where you sort of start to figure out kind of what the world will be like and and you know we've documented the process a bit but you know the way i normally um work on any of the sort of the worlds i work or stories i try and tell it's they usually like to base them on some level reality or history just so they sort of
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feel like for me it makes sort of fiction feel better if it has some kind of root in in reality um so just sort of figuring out that how it's going to work which is what david haddock and i did who's the lead writer on the project at the very beginning this is back in sort of uh early 2012 middle of 2012. um so i really like that i really like the concept stage so it's really fun to sort of have people you know go okay what are the john gonna look like uh you know what a the vanduul going to look like or you know like let's visualize what this uh you know terror is going to look like you start to see the world you know because pictures for me like you could have a hundred pages and it's just text it's it's much harder for me to relate but you know when you start to visualize and you have pictures that's that's where it i really start to connect to it and then when it's actually you know you've got
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the bits that are working in the game and you can actually feel and play around with it that's that's cool too so i would say the part that i probably don't like uh very much is the bit that goes from the concept to the bit that you're getting to play around with here but you have to do it that's what it takes and so uh you know but there's just a lot of work involved in that and it doesn't move as quickly as you would like and i know you put a lot of pressure on yourself to make sure this is the best it can be but what do you put the most pressure on for yourself in this project like what do you say like this has got to be right every single time and well i mean i think it's sort of the the the bigger picture things where so like you know the dogfight module the dogfight module needs to i mean it needs to be fun it needs to be good i mean like we're releasing something that like for a lot of people to play it's almost
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like a real live release but it's you know a year and a half away from when you would normally be releasing it right so there's a lot of polish and iteration that you would normally in the old way do it kind of behind closed doors so it's always a bit scary to have something released out there that you know you think potentially could be better or this thing isn't done yet or whatever so that's the pressure because i really try and push the team to get as much of that stuff done and polished as possible even if we don't have all the functionality or all the content because i sort of feel like you know even though people know it's an alpha and everything else you know it's it it's hard to step away from that i mean you know in any you know the game business has always been like this the movie business always there's always people that say oh yeah i know that it's a rough cut and i know it hasn't got finished effects or you know
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yeah i know that you haven't got finished graphics or whatever and then they're like doesn't look that good you're like yeah cause we've had that discussion got it so for you kind of like you're letting your baby out there and there's once it's out yeah you want the hair combed and looking pretty and all the rest of stuff yeah what does success look like for you on this project well you know for me i think it would be success i mean first of all just i think if i feel like i've made the game that i wanted to get that's that's one level of it the other level is that we have you know we already have a vibrant community um i'd like a bigger one that we have right now i think we will have one and they're there as engaged and having as much fun playing the game and adventuring around as they're having right now waiting for the game right so uh you know because we
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think the community is incredibly focused and engaged and they don't even have they can go around the hangar but that's not really like playing the game so the question is when the dream gets in their hands is it a dream that matches up with their dream and is it fun and and engaging enough that they're going to carry on playing it with their friends for a long time and that's so if i manage to do that i will feel like it's being successful so that's what i have to do when the game's done and you sit in and you have to take your inaugural flight in the open world which ship are you choosing you can only pick one ah well right now it would be the constellation would be the ship i mean that's sort of my the one that i want to fly around when that's the the you know we won't be in dogfight v1 the multi crude ships but we'll have the dogfight v2 which we'll have all the cruise ships and so i'm doing some actual coding to to advance that that state of stuff
- 00:37:21
because that's that's my dream is like that you know not just the standard sort of wing commander privateer sort of freelance to sit in a sort of single-seater ship or the ship that just sort of seems to revolve around you this is you know like you get up and you go walk down into the galley and you know lie you know make yourself a cup of coffee or go down a cargo hold i mean you know it's like a moving ship in space that you and some of your friends can be flying or you and certain pcs come flying so so i would say of the current set of ships to constellations is the one i'll be flying you never know maybe some new stuff come down but that's to pick everyone currently that's the one i want to find chris thank you so much for sitting down with me it's been an honor i'm such a huge fan of all your work and i'm such a huge fan of star citizen i hope the community loves this interview and i truly appreciate all the time you've taken now you're more than welcome you're more than
- 00:38:08
welcome so have a good time thanks so much chris my pleasure absolutely dad it was really incredible to sit down and get to know chris roberts what was more impressive that for being such a legend in this industry he's just a normal humble guy and that was really refreshing my role as community ambassador is to help the remaining teams i'm going to check in with them keep them motivated and give them any insight to help them win the next great starship which essentially comes down to impressing you guys as the community over the next few weeks you will be hearing a lot more from dan but speaking of the community your voices were heard when you voted for the save let's see which two teams you put back into the competition all right guys the votes for the save are in the top two teams are back in the competition congratulations to talon corp who received the second most votes hello star citizens i just want to say a
- 00:38:57
big thanks to everyone who's um voted me back in to to the competition and from the save mode i have to say it was like a really overwhelming thing to see um you know the feedback from all the supporters and backers and stuff like that and i'm just generally the community which is awesome like the the amount of interest in in the design that i've done um on the forum that i put up was was was really cool and inspired me a lot to you know carry on uh changing all the designs and it was interesting to see the specific parts that people felt that they liked and felt that they didn't like as well so that was really cool um i'd specifically like to um shout out to x x jack and uh also uh desert or desiree um because those two guys you know they
- 00:39:48
were there from the beginning and so to spare me on to create the forum in the first place and and bumped it up and got like loads of hits on it as well so that was really cool um and yeah you know so thanks again for um for voting me back in season the verse talon corporation signing and now let's find out who got the most votes from you guys hello hello congratulations three dingo why you are the team with the most saved votes really yeah wow yeah all right so how do you guys feel no really was a very very tense week it was uh
- 00:40:37
we see that episode was the five the fight our president was with the first concept uh for the true we don't like to disappoint people uh we see the face of the judas we see the the community response we returned with a better design for nautilus 1.1 i heard from the judges that you did a really good redesign of after the feedback did you like it yes they did they did a lot yeah whoa okay okay how is it going now how is the modeling and the texturing stage two how's it going yeah fine much much much much fun it's a
- 00:41:26
a good way because so many people for the community that we okay this is not good this is not good we like this so i have a better idea of all the ship because when you work your own work you are not the total total view of the the problems that are but when some people tell you okay this is wrong this is an error you know where to go to modify to go to edit so yeah the community really helped me and we really appreciate it so congratulations we're so excited to see what you do in the modeling phase okay we we wanted to pair more serious because most people that we we are just kids the baby with the the church
- 00:42:14
so we can do we are not going to do something like this but yeah we are really happy and thank you thank you thank you community thank you ciao ciao ciao there are 12 teams left but only one can win and we'd love you to be there with us live in los angeles on june 7th the first 25 people to tweet us at robert space ind with the hashtag tngs tngsfreetickets we'll win tickets for two to our live finale tweet us now we will have more free tickets to give away in the upcoming weeks so keep watching the next great starship will return on friday april 18th but until then please check out our exclusive behind the scenes look at the upcoming
- 00:43:02
dog fight right here for the next three fridays see you soon 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.

