TL;DRThe original ArcCorp landing zone was built as an isolated, skybox-backed area before procedural planets, so the lesson is that landing zones must now work for flying around and landing nearby, not just being inside.
LV
Luan VetoretiSenior Environment Artist, Landing Zone team
They're mostly to do with frames per second.
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
I remember, actually, when I started, it was being worked on, but I didn't work on it personally. I think actually visually and the experience, I quite liked it. I remember watching it and I thought it was pretty good, but it was very specific to what it was built for. It was built before procedural planets was a thing, so it was a specific landing zone with essentially a skybox as a background, lots of buildings that were textures and simple meshes that went back, but the idea was you'd go down to a landing zone and there'd be nothing else on the planet to do. So that was a very specific plan for it. But obviously since then, landing zones are very different. You can fly all around them and they're on planets where you can visit more stuff. So I think lessons from that, and challenges from that, were how do we build landing zones where it's not "Okay, now you're in the landing zone, we just need to tailor the experience to being inside it." It's no, you have to tailor the experience to being inside it, to flying around it, to landing around it. That kind of thing is what I would take from that.
TL;DRLessons from Levski were to make landing zones modular with shared elements instead of bespoke hangars, make entry and navigation clearer, and use streamlined social-hub layouts rather than mazes of tunnels and elevators.
I would say hangars, for example, was one of the first stabs in the ground there. The hangars in Levski were built quite bespoke. They remain bespoke to this day. But it was also a takeaway from that that we need to go in a much more modular approach with various things and create common elements to share between different landing zones to speed up the work. Otherwise, this will take forever.
LV
Luan VetoretiSenior Environment Artist, Landing Zone team
There was a lot about how you get into the landing zone as well. When I personally look back at it, if I was approaching it via a buggy or something, I wouldn't really know where to go a lot of the time. And now things are pretty straightforward with how you get into a landing zone, in, out, around, and all that stuff. Even to the point where in New Babbage we added those surface entrances as well.
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
Yeah, going on from that, the actual layout as well. Levski is very maze-like and hard to navigate around. There's lots of tunnels, and that's nice in a traditional level design, but these are social hubs. So in that respect, it wasn't very successful. And I think the later landing zones were much more successful with more of a streamlined layout, more of the social hub, and leaving the more traditional level design to other locations.
TL;DRThe team has secret lists of things they'd like to do and may spruce up Levski, with planned cleanup, performance work such as merging exterior meshes, shared material improvements, and possible new gameplay passes like hospitals.
I mean, we do have our secret lists of things that we would like to do. So who knows what comes. There might be certain spruce-ups we do, but we might not.
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
There's definite lessons from post-Levski which we've learned, which we'd definitely love to go back [and apply]. And when we release, we would be looking to do some cleanup and some major stuff. And then there's some just general cleanup. There's definitely performance in Levski which we'd like to tackle. The exterior is made of lots of little meshes, and we're looking at merging, either just merging meshes manually, just making larger structural meshes for the exterior, as well as tech that will do that kind of job for us. So there's definitely those kind of things which we'd be looking at.
LV
Luan VetoretiSenior Environment Artist, Landing Zone team
There's some things that will just propagate to Levski by chance as well, which is we can improve some materials, some panels, some trims and things that we use on that particular art style set that will just inherently make Levski look a little bit better, right? So there's things like that as well. But I think probably on the planet side will be a lot of the improvements that come in, because our tech evolves a lot and we do a lot of updates, like using more realistic assets and materials now on the planet, that will likely propagate to Levski as well.
Yeah, and also from a gameplay side, we're getting more and more features into the game, so we'll add them into the locations as well. I think we'll probably get some kind of passes.
TL;DRA full suite of hangars was added to Grim Hex, making it feel like a complete landing zone, which required reworking the asteroid, though the common hangar elements made refitting fairly simple.
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
Yeah, we added a full suite of hangars, and it never really felt like a full complete landing zone until we did that. Now it feels more on par and it's more consistent with the rest of the landing zones. So there's enough slots for players to land in properly and all that kind of thing.
LV
Luan VetoretiSenior Environment Artist, Landing Zone team
Yeah, it required some extensive rework of the asteroid itself as well. Looking back on the asteroid that we had before, it was really good, but it obviously didn't have a lot of space for things like a blown-out back where you could put in all of these hangars really nicely, because we didn't really have, I think, the solid hangar metrics that we have now. And we obviously didn't have the hangars themselves. Things like where the actual racing location goes: before, I think it had some sort of tunnel or something that we had white boxed and put in. So we blew that out. So again, it required a lot of asteroid moving around. Those are things that we learned from later locations that we came back and applied, or had to reject some things to make it feel a little bit more like a modern Star Citizen location.
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
The beauty of common elements like hangars is that we can go to old locations and input them. I know there was a bit of rework in the asteroid, but in terms of inputting hangars, it didn't actually take too long, did it, Luan? It was quite simple because we'd already established what a hangar is. Maybe the art changes between landing zones, like in New Babbage you've got a different art style of hangars, but essentially we've established what that is, what the experience is for the player, and so it makes refitting old locations a much smoother process. That's the idea behind the common elements, like hangars and habs and things like that.
TL;DRLorville started with level design building a white box, then artists took it to grey box and final art, with new planet-dropping tools needed for a flat city on a curved planet.
I mean, it starts with level design. People, for example Andreas and his team, start, together with lore, they create a white box, so a very simplified version of the landing zone, to make sure it hits all the beats in the right order: the walking isn't too crazy, not too long, it plays well, the navigation, you can find your way through the landing zone, basically. And it has all the common elements in the right place, like the security, the hangars. And it's basically watertight, right? Then we have the white box, and that's basically where the artists jump in. And they take the white box to grey box and then to final art. I say it really fast, but of course that takes quite a while. It's a very big place. I guess it's maybe the biggest. It took us quite a while, of course, because we'd never done something on this scale before, I think. So it was also talking a lot with technical artists, getting stuff like, how do you drop a flat city on a curved planet? That's something we also never did before. So we needed the tools to support that, for example. We call it the planet dropping tool, I believe. That's what I call it anyway. And it just takes all the art we make, and it aligns it to the surface of the planet. And it was all going back and forth on that front. This was something new, so that took a while to figure out. But we knew how to build all the basic beats and implement the common elements, because we did it before, right?
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
Your involvement was a lot there, Boy, wasn't it? Boy's being modest. You did quite a lot of the actual making of Lorville, didn't you?
Yeah, so I was involved. I did the HD building, the big chunky boy. Then I did the, what was it, the Leavesden Square, the metro station, the Transfers in CBD, and the lower hab lobbies, basically, at the bottom of the [unclear]. So yeah, Lorville is my baby, together with a couple of other artists.
TL;DRLorville brought challenges of scale, such as needing more gates after a very long walk, a physical train transit system, and the first common elements like hangars, habs and security.
It was also one of our first locations where we had a landing zone that was in the middle of a huge city, where we had to develop the transit system of how to bring the players in and out of locations and travel through those very long distances. Those trains are very fast. But yeah, that was one of the challenges as well, because you have a big city that's located on a planet, you have the landing zone in the middle, and we had to add all these gates because maybe they come from a different direction. We actually timed it once: we had one gate to start with, and if you came from the wrong side, it would take you like 65 minutes or something to run around the city to get to the gate. And we were like, oh, we need more gates. This doesn't work.
I remember testing that. I just went to the editor, and I just walked from one side to the other side of the city just to see how long it took. It was something like that. That's pretty insane.
I remember talking to one of the artists a while back too about the whole scale thing, especially when it came to where the clusters of the city finish, and how we can have a player at the base of basically this massive city and get that scale feeling correct and make it feel tangible, and how they had gone over a whole bunch of iterations and designs to make it work. And it's pretty successful what we have now, but we learned a lot of lessons in that and have brought it through with the rest of our landing zones as well. But that was kind of the first time that we had run into that issue, because Levski is more of a localized location, but this is a huge city. So you have kilometers' worth of blending the city into the environment, right?
LV
Luan VetoretiSenior Environment Artist, Landing Zone team
Besides, it's not like the people from Lorville want to keep everyone in or anything, but it's a city where you can't traditionally just slowly make suburbs and then a few houses are left and then farmland starts, etc. It's this very... Andreas, I think you quite like the Hurston policies there, but it's very walled in.
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
Like Andreas said, it was the first time we did a transit system outside of elevators. I remember conversations about this, and most people, to be honest, were like, do we really need to do an actual physicalized train that would run on tracks? Can we not have it go underground, or can we have it spawn and then go across and then go into a tunnel and then teleport to the next area? And to be fair, a lot of us were just like, come on, Chris, do we really have to do this? This is such a technical pain. And he was always adamant, like, no, I want it to be physicalized. And we did it in the end. And it was challenging. It was very hard to do. It did work out in the end. It does give that feel. And each landing zone has that interesting, whether it's a train or a flying shuttle, it is quite interesting to have, and it isn't fake and all that kind of thing. So that was one of the biggest technical challenges with Lorville, apart from the scale as a whole: trying to get the first working train.
I can remember Dan Trufin in those Tuesday meetings, just week after week showing the next version of the train, and Chris just being like, no, it needs to be a real train. It needs to be a physical train. It should hit people.
Just a small side note as well: I know there are some people who aren't necessarily super enthusiastic about traveling times, sitting on a train for one and a half minutes, like, I just want to sell my pistol, come on. But because they are physical, we do have to traverse those distances, and even though we try to make those trains as fast as possible, it's going to take time. That's just part of the scale of the universe, right?
LV
Luan VetoretiSenior Environment Artist, Landing Zone team
And one thing that Lorville introduced, which is a pretty key part of the PU and everything, is the common elements. It was the first time we put in the hangars, the habs, the transit, security checkpoints. I'm trying to think if there was anything else. But the UK team was heavy at work on the common element part, whereas the German team was heavy at work on the actual Lorville side of things. So my involvement there was a bit of work on the hangars. Actually, I did the big gorilla head, as we call it, as you come into the hangar and it looks out. That was always a name of contention, but that's what it's called here. I also worked on the habs, the hab lobby at the top of the big crane-looking building, and the transit where the train actually comes in and out. And just on the subject of trains, I think honestly one of my most fun tasks here was that transit platform, because it was an opportunity to really look at reference of transit platforms around and make something that's very oppressive. I think my favorite part about it is, as you come in, you've got the gate and then you come in and you look up, it's nothing but pipes. And let me tell you, I spent like three to four days just dressing pipes on the ceiling of that entire platform. The rest came out much faster, but the pipes, I was connecting things from one side to the other going, oh yeah, this makes sense. And then you look up and it's just this network of pipes because you're below the plates. It was one of the most fun tasks I had here because it was the first time we were doing something really quite like that. So it was a lot of fun.
TL;DRPublic restrooms are planned in most places but the gameplay feature doesn't exist yet, so landing zones leave doors and spaces to slot them in later.
We have actually planned for public restrooms in most places, to be honest. So they're there. We just don't have that gameplay feature yet. So when that arrives, we will swing open the doors.
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
On a more serious note, like Andreas said, that would just be another common element. And we build our landing zones with a lot of future-proofing in mind. So we don't just have the shops and the hangars that we have currently. We always look for opportunities for a doorway, a corridor, a back alley, or whatever, where we'd say, okay, this is where a restroom could be. This is a door to there. So we know there's space for it behind that door. So we say, okay, in the future, when we get restroom common elements and we get pooping tech or whatever you want to call it, then that can be slotted in. Just like we were saying, Grim Hex did need a bit of rework, but from Area 18 onwards, there's a lot of extra space and potential and doorways and things like that to have all these kind of things, not just restrooms, but more stuff than that. Because we always want to future-proof a location. I know we're talking about reworking things like Levski, but we don't want to break it up and start from scratch and go, oh, we've got to redo it. It's more like modules that slot into a vanilla landing zone, as it were. And you can connect, hey, we can connect the hospital one here, we can connect more stuff on there. So that's always been our aim for a while now.
Many times when you walk through a city in the game, you might walk through some very boring place, and it's just a flat wall or a weird section that is just there as a temporary cover, that might turn into a shopping street at some point, or a public restroom.
LV
Luan VetoretiSenior Environment Artist, Landing Zone team
Yeah, I was going to say, a couple of ways you can see how we telegraph what we're doing in the future is we'll either add a door that goes nowhere, or a really big empty space like Andreas said, like a corridor or something where you may think it's a bit weird, this area here. But there's usually some intention to expand, because we can't build that thing being tiny and then be like, okay, we've got to add this toilet, and now where the hell do we do it? I think actually, Boy, you added a nice toilet door somewhere in New Babbage, right?
In the Aspire Grand lobby, yeah. We have two restroom doors, so maybe sometime in the future.
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
It's the same with the transit tracks in New Babbage as well. Boy, you worked on that. There's the main one that goes to Aspire Grand, but there's a lot of other ones that sprawl out from that main one. And not all of them are perfectly connected up with the transit, but we aim for some to potentially go to another point of interest or somewhere in the future. It's always there. Sometimes we know, okay, we're going to put the hospital here, but sometimes we don't, and we're just like, okay, maybe in the future we'll put something there, but we don't know exactly what it is. It's just planning ahead, and even the foreseen and unforeseen things in the future we try to plan for, if that makes sense.
TL;DRThe team describes working on Area 18's white box, transit routes, planet-city tech, art and materials, and lessons from Lorville, such as moving the spaceport out of the city and using flying shuttles instead of trains.
Manuel and myself did the white box for it. He was quite fresh in the company then, actually. So I did some of the main areas and he helped with a lot of the extra stuff around. You can talk about it.
Yeah, so I personally worked on the Metro Center, actually, and some of the alleys leading away from that, and the alleys leading to Pacheco, connecting everything, and as well the plaza you come onto when you leave the habs.
Transit routes of those shuttles flying through there. First time we did a transit route that's not on a track, and we had to take a fairly solid object and make it bank and all this kind of crazy stuff.
How much do you bank? Like this in the curves? Like everyone just loses their lives. It took like three weeks to set up the transit.
LV
Luan VetoretiSenior Environment Artist, Landing Zone team
For you guys, this is just something I was thinking about: how easy did you guys think it was to visualize Area 18 and how it would feel during white box? Because usually you get a feel for it, but I feel like Area 18, because of its nature of being a city planet with cities everywhere, it was really difficult to get a sense of how that space was going to feel in white box until we had some proper buildings and everything in there.
When I started with the white box, we did have the previous Area 18 to reference back to, of course, but there were certain things that we wanted to do to really sell the scale, right? For example, with the streets, we knew that we wanted to have buildings go up really high. And I know the first versions of Area 18 that we did had capped streets, which basically felt like they were going into a tunnel, right? So what we did in the white box, we tried to break that up. You have the buildings coming out on the side, but you still see a glimmer of light really, really far up somewhere, to give this illusion that you're really quite far down, right? And in general, just looking at various movies and stuff. It is one of my favorite settings, this cyberpunk-y feeling to it. So it is stuff that I also like playing and looking at in my free time. I kind of have that mindset of what to do. It takes a bit of creativity to see a white box, imagining this white thing here, that's going to be an amazing skyscraper. But it's just a box. Yes, but it could be a skyscraper.
I remember way back when we were trying to look at the initial version of Area 18 that we first put on a planet for one of our CitizenCon demos. We took the original Area 18 standalone level and basically just dropped it on a planet with the first iteration of the procedural planet tech, with all the hard surface elements on there. And internally, everyone's jaws were just on the floor. It was nuts. But in that same moment we also realized how much work was ahead of us as well, with how we were going to have to change that environment to make it not only work with the newfound physicality of the location but also performance-wise. And like Andreas is saying, this is half the reason we changed the layout as well, because a lot of those performance considerations had to be made. But also we learned a lot from the original layout to make it better as well. I look back on that fondly, because that was one of my first locations that I properly contributed to in the company. And from the art side of things, we did a lot of loose exploration into where we wanted the vibe to go for that version of Area 18, at least in the CitizenCon demo that we did way back then, that you can see is being brought through now, even though it's a completely different LZ now. But yeah, it was really fun for me.
LV
Luan VetoretiSenior Environment Artist, Landing Zone team
You touched on a point there about dealing with the new tech and everything. What I did for Area 18, I specifically worked on the planet, along with Pascal. And I think I did some material work for Area 18. Taking the organic planet tech, I've spoken about this a lot in previous segments and things, but taking that organic planet tech and making that work for assets that are sometimes kilometers in size, sometimes hundreds of meters in height. And something that Boy said before as well: how do you take a flat city and put it on a curved planet, especially since our planets are a sixth scale or something like that, right? I don't know what the scale of our planets is, but there's so much work that you've got to do to figure that out.
I remember having so many conversations with you, with you pulling your hair out going, how the hell do I do this?
LV
Luan VetoretiSenior Environment Artist, Landing Zone team
Yeah, it's like, hey Josh, meet me down at the pub after work, I've got to cry a little bit. But honestly, it was a lot of fun. I think me and Pascal had a lot of fun doing that. And there's so much that I'd go back and change about how we did the city. One thing specifically is just the mesh quality, really, for the planet city meshes. I think there's a lot that I can do to bring a lot of diversity to that now while still really keeping within the same performance. One really fun thing we did back then: basically, the way our procedural planet tech worked then is that you take these meshes and you spawn them procedurally on a splat map. So basically, a map that says on the red area, you're going to put in these meshes; on the green area, you're going to put in these meshes. And then it puts them in at different scales, rotations, et cetera. And one thing that I thought was really fun to do, because it felt like the planet was really still, and I really like adding movement to our locations, my favorite thing is to add movement to the locations. So, I hope I don't get too technical here, I'm going to try to make it easy: I got a texture that was panning, of these little glowing cars, right? And I got some strips of polygons that just went left, right, forward, and I spawned that across the entire planet, just to have a feel for it. And then you look back on it and suddenly there's all these little pinprick movements on the overall frame. And it just made it feel so much more alive. And I think now, with all the improvements in the tech and shaders and material work we've done, had we the chance to do that place all over again, it's one of the things that I could really, really improve, I think. Another thing, not that I want to take up the entire time here: because we went with a much more modern vibe with this ArcCorp than it was before, right? It was a bit more cyberpunk-y in feel before, whereas now the architecture is a little bit more contemporary. It feels a bit more like a downtown L.A. than it does a more 90s grungy city. But it was our first time doing large-scale panels, large-scale windows, large-scale this, large-scale that. And if you look at the quality of a building in ArcCorp and you look at the quality of a building in New Babbage and maybe Orison, it's leaps and bounds. The material work, the mesh work, it's leaps and bounds. We've really managed to take everything that we learned there every time and just improve on it, to a point where I'm like, man, had I had a chance, I could do so much more with ArcCorp.
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
I think I could jump in here because you touched on some things. My involvement was lead environment artist. So that's overseeing the landing zone from an art point of view, managing the team, giving them feedback, looking at schedules and things like that, boring stuff. I also did some actual artwork, looking at the composition of the cityscape as a whole. But in terms of what Luan was just saying, we had a lot of new stuff with ArcCorp. Again, Luan and Pascal really pushed the procedural planet tech to its limits at the time, because it's made for organic terrain, to spawn lots of trees on. It's not made for a planet to spawn lots of buildings on. There's a difference between a cluster of trees and a cluster of buildings and how they work, right? And also just in terms of the budgets: obviously we know an in-frame budget in terms of draw calls and poly counts, but in terms of how you distribute that between buildings, it was completely unknown. So you've got a landing zone itself with the hero buildings that you're walking around, and then you've got some buildings that you can fly around, and maybe they don't need to be such high detail, and then there's buildings lower to the ground and the small scattered ones by the procedural system. But in terms of trying to balance that all out, it was very much a new process. So it was a bit of trial and error, really, finding what we could push, what could work, knowing that it's not just a city, it's a planet city. It's a city that doesn't end. Whereas something like New Babbage is a city that does end eventually. It's a big city, but it eventually ends. And so you know, okay, let's do 1,000 buildings of 8,000 polys or something, and that's more quantifiable. Here it's like, well, I guess we just got to see how many buildings we can put on, how many polys we can push, and all that kind of thing. So it was very tricky trying to figure that out. But yeah, we did learn a lot from Lorville going to Area 18, such as don't have the spaceport in the city, which is what we did with Lorville. They're still quite close, but they're pushed away, and that helped with a lot of different things.
Nic EtheridgeLead Environment Artist, Landing Zone team
Yeah. Well, airports usually are not in a city, right? They're usually on the outskirts of a city, generally. So that's a good reason for that, right? You don't want planes flying around skyscrapers. But anyway, the other thing that Andreas touched on was the whole track and flying shuttle aspect. And I think it was actually a really good decision not to have trains everywhere. Not every landing zone is a train track. Some are flying, some are trains. And I think there was an expectation that every landing zone would just be trains at some point. But we decided collectively, no, let's mix it up a bit with ArcCorp and let's have a flying shuttle. And that allowed us to fly in between the buildings with the bus, which I actually really enjoyed. That's one of my favorite bits of Area 18, actually being able to go through the city and past the landings. It still gets me whenever I walk on the bridge and the bus is going past you. It's still such a great moment for me.
TL;DRNew Babbage set out to differ through its cold, snowy environment, with snow buildup, extra low lighting for visibility, outposts in the valley, a dome layout, more entrances and clear navigation.
I mean, it's literally that, right? It's a cold location. So the biggest thing that you immediately notice compared to any of the other locations is it has a lot more of an environmental impact than any others. This was actually my first environment on the Star Citizen team, coming back from Squadron. So it was actually a really fun task to get back and play around with some of the planet tech and how that works. One of my main tasks was looking at how the city goes and connects to the planet and its biome being snow. So figuring out how snow is going to build up on buildings, how snow drifts gather in certain places. So pretty early on we did a little visual target where we took a small section of the grey box city that we were working with at that point, and we did a little bit of a dressing pass to figure out where everything would go, and then took the snowy planet and just started noodling on it, trying to figure out what we needed to do with shaders, what we needed to do with placed assets like snowdrifts. So we ended up going in with a small kit of very scalable assets, which were basically snow mounds, where we could put them up against assets and spread them around to create this nice blend between a lot of the buildings. You can see if we had a tower structure or something, we could have a small buildup of snow in front of it and then a countersink and then another mound on the opposite side, to hint at maybe a storm that had come through, and the wind, right? And then at the same time, because visibility can be quite low when you're dealing with snow, and especially snowstorms, and it's very ironic that an Australian is working on this particular thing, where there's next to no snow in Australia, we were looking at adding more lights to the structures for this. Area 18 has a lot of lights because it's a city planet, of course, but we wanted to add more lights down low where the players can walk. So in this same visual target, we looked at things where we would be shooting lights up the sides of buildings, adding them on smaller structures to bring the scale back, but also so you can navigate it through nighttime or even in a blizzard and see your way through the entire thing. So that was really interesting. And then in the same breath, we went and explored a lot more of bringing the city out into the surrounding environment. We have the main landing area of the first-person spaces where you go do your shopping and whatnot, but the city as a whole is quite spread out. I'm not sure how it compares to Lorville, Nick, you could probably tell more about that, but I really wanted to focus more on the technology and research side of things. So I had actually quite a lot of fun bringing out a lot of those outposts that we see around the surrounding valley, figuring out what they could be and dressing them up really nicely and integrating them into the surrounding mountainscape and dressing them with all the snow piles and stuff. So that was really fun and probably is one of the biggest things that sets it apart from all of our other landing zones, I would say.
From a design point of view as well, it is inside a dome, which does create a few, not issues, but it makes navigation, for example, and orientation inside a space like that a thing you have to be quite aware of, right? We also tried to improve a lot on the accessibility into the location, to add more side entrances, and just get this feeling that you can get in and out in a lot of different places and not just via the spaceport, for example. So it was a lot about navigation and orientation of the player.
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
I think the navigation has been the most successful in this landing zone in terms of getting you around. And the signage is quite clear. In Lorville, it's a little bit...
Nic EtheridgeLead Environment Artist, Landing Zone team
Yeah, it's very clean. I've definitely seen people online say it's the easiest to navigate around in terms of flying and walking. Knowing where to go, it's very clean and clear and straightforward and well signposted and that kind of thing, which is pretty successful.
TL;DRMost of the team pick sound and ambience as their favorite aspect, with Area 18's mood and neon vibe widely liked and New Babbage praised for feeling grounded and snowy.
I have one. And it's pretty surprising coming from an artist. You probably think it's going to be art-related, but I think it's actually, for me, the sound design. I think that sound makes up a big chunk of the experience, right? And we look at the art a lot, so we get used to the art. And it's super refreshing when the sound designer submits their stuff. You go in the editor and it's like a whole new place when the sound kicks in. It's pretty awesome always to hear.
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
It's often one of the last things to come into the landing zone as well. When we've done all the art, well, most of the art anyway, we don't hear much of the sound, they've got to compose the music, and it often comes in quite near the end of production of the landing zone. So it is really nice to boot the game up and go, ah, there's either music or actual sound around, and it sounds like it's part of the location. It's really nice. I think Area 18 is quite successful in that.
Area 18 is my favorite for that. And I think for that exact reason too, the mood and vibe that you get in Area 18. There's a lot of other games out there that do it quite well, but Area 18, I don't know, for me it has that feeling of, it makes me feel warm and fuzzy inside.
I can second that actually. It's the whole mood and all the neon signs and the city vibe you have around. I think Area 18 also has a lot of potential for further expansions, with all the rooftops we have and all the things we can potentially do more with the city. And I think it's probably the location I would like to do more stuff on.
I agree, the ambience of Area 18 is by far one of my favorite aspects. It's just this sensory overload when you walk around, all the music. You walk around in the city, and after a while you get used to it, all the ads playing in your face and everything, and then you do your stuff and then you leave the city and go like...
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
Quite successful, I would say. The word diegetic is when the soundscape is coming from the environment. For me, I think New Babbage is my favorite landing zone, partly because it feels like the most realistic landing zone. It feels very grounded as a city. It feels like a realistic city. I know it's all sci-fi and everything, but the way it's structured, the transit route, talking about the navigation again, going around the domes, as well as flying around the actual city, it feels the most grounded in reality, which I've really enjoyed. And I just love snow as well. So I like seeing all the snowy dusting over the whole city, I think it's really nice.
LV
Luan VetoretiSenior Environment Artist, Landing Zone team
I'm going to cheap out and agree with Boy. I used to have a career in audio before I did this. I think audio is one of the things that's the most important to me in almost any piece of anything. It drives the emotion, it drives the feeling. There's a particular moment that I find quite memorable during my time here, and that was my second CitizenCon that I was actually on location, which is when we showed off New Babbage. And there was something so incredibly special about the Carrack coming in, and the music just hit all of the right notes, and you'd see the landscape of New Babbage and you hear the wind and you hear the thrusters of the Carrack firing and the music is just swelling up. And that in an auditorium probably amplified the feel of it, sure. But to me, the music and the audio is such an integral part of the experience. And it's sad that we see it so late. It's totally understandable why it's so late, but we often just put on our own music that inspires the feel of the location. And sometimes we send that to the audio team to send to Pedro for some inspiration. So many playlists. But yeah, that's it for me.
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
The amount of times I've listened to the Blade Runner soundtrack while working on this game, it's insane, many, many, many times.
Yeah, I mean, there's been an external component to the game for a long time, and the idea would be that we want to make Star Citizen an all-encompassing game, right? So we would like to probably bring them into the game rather than having this external thing that we have to support forever and ever.
Nic EtheridgeLead Environment Artist, Landing Zone team
We started to brand the hangars, the Aeroview hangars, now the sponsored hangar for New Babbage, and we're going to continue that kind of theme forward. So we've got these hangar companies, the hangar brands, that are starting to show more of their influence in the landing zones themselves.
TL;DRLanding on the Lorville CBD isn't promised; they say landing handling gets revisited and may change, and newer zones include elevator-ready doors on pads as a lesson learned from Lorville.
Yeah, I mean, okay, let's do it. I'll be right back. I mean, the way we handle landing and parking in the game in general is something that we revisit many times, right? And there will be moments when we change how things work. That's just the nature of it. So it's very possible that in the future we might see revisions to the way the player enters various landing areas.
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
Again, hangars are a common element, but certain landing pads I would class as common elements as well. And again, going back to future-proofing locations, you'll notice in both Area 18 and New Babbage, it's not just a landing pad on its own. There's always a door there for a potential elevator. That's helping us for the future. So, hey, if we do want to go inside a specific building, there's the potential there. We can link it to an elevator and so on. So it's not just CBD, but landing pads in general. We want to have the opportunity to expand on what you can do there, not just literally land on and take off again, but go somewhere further with that.
LV
Luan VetoretiSenior Environment Artist, Landing Zone team
I mean, you talk about lessons that you learn from one location to another, right? That's a lesson we learned from Lorville, landing pads, which we applied to ArcCorp and so on and so forth. So we learned it after Lorville.
TL;DRThey say future iterations of physically moving elevators to enhance the sense of travel are being looked into, and something like that may appear in Orison, but no firm plan for glass elevators.
Well, if you take for example a rest stop, you land in a hangar, you jump in an elevator and you ride through the whole thing and then you just appear. A long time ago we had a transit system which literally just teleported you from A to B, and then we got our physically moving elevators that now actually take you physically through the space, and there will be future iterations of that too, to enhance the feeling of traversal in a location. And what is mentioned here is also one of those things that is very much something that we're looking into, because you don't want to be stuck in a box and go, five minutes later you arrive, right? You want to get this sensation of the journey towards a destination, right?
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
Correct me if I'm wrong, Andreas, but there's two forms of transit. There's ones that teleport and ones that are on a spline, and there's no difference between an elevator and a train.
We don't have any teleporting elevators anymore at all. They're all actually physically traveling. Some of them are on a spline, for example the elevator that physically moves from... that one is on a spline, and you can look through the window and everything. But every other elevator is physically traveling through limbo.
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
Yeah. So essentially, there's not much difference at all between a train and an elevator in terms of how they actually work. So we are actually looking at that, and we may be having something like that in Orison.
Nic EtheridgeLead Environment Artist, Landing Zone team
So there's definitely potential there with roads. Hopefully you've all seen the river showcase. So there's potential to do something like that with terrain deformation, so you'd have more natural things. It really depends on the landing zone [whether there's] a huge need for roads, but we certainly wouldn't rule it out in the future. There's no roads in Orison, that's for sure.
TL;DROpen-air pads are mostly meant for AI traffic, but some locations could have them as costly premium parking where the ship stays and isn't safe like in a hangar; it's left open.
If you look at the landing zones, specifically the spaceports, a lot of the landing pads and stuff you see, it's meant to be for AI traffic, because we do want to have this movement of all kinds of ships coming and going. Most places are a little static at the moment. So many of those pads would be used for that. In the end, when it comes to landing for the players, we do spawn our ships in and out, and we ideally don't want to have them just pop out of existence. So it could be that in some locations we do have landing pads, but it's like premium parking, because your ship is going to stay there. It's not going to despawn. You're going to pay quite a bit of money because you're literally occupying one of those magic 42 numbers that exist, right?
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
It's also about the safety, right? In a hangar, you're in the hangar, the door closes, you're safe. Whereas if you land on a pad, you've got to lock your ship, and it's not going to despawn, like Andreas said. It's going to stay there, so someone might do whatever they want to do with it. So it's down to the player, really.
Yeah, the extra large hangar is like four times the size of a current one. But how many extra large hangars are there? The problem is it's still flagged as a ship that, in theory, should land in a large hangar, which it could before it became a very ambitious little ship, the little ship that could. And now it's stretching the borders a little bit, so it might have to move into a bigger apartment.
TL;DRThe industry line depends on expanding landing zones, which will happen when a new feature or mission giver requires it, since current content doesn't justify it; no commitment is given.
It's also pretty much the same question as before. It's part of expanding the landing zones. Right now, the time it takes you to go from space to end up in a landing zone, that travel time is not really justified with the amount of content we have in them, right? But it will be justified in the future when the landing zones get expanded.
NE
Nic EtheridgeLead Environment Artist, Landing Zone team
It's all about what the priority is. It's more tied to what the next feature is. So if the next feature is hospitals, then we'd look at something like hospitals in landing zones. We don't want to just expand landing zones for no reason, if that makes sense. So when restrooms is the next feature, then that's where the toilets will come in. But it's all going to be down to that. So if there's a mission giver for a specific area, like the workers' district of Lorville, that needs to go in for a specific reason, then that's the time it would go in, right? But like we've mentioned before, we're trying to future-proof all our landing zones for much more expansion than what they currently are.
There's areas out there. I know that I've made a few for New Babbage that I think I've given a few hints at on Reddit every now and again, but I've never actually seen a picture of it. So it might've been discovered, but I've not seen it personally. But there's a few places around Orison that have spectacular views where one might have a party. So that could be cool.
TL;DRThe focus for this release was making the planet tech support a fully hard-surface city planet, and oceans and other extras were limited by schedule, though they could be researched.
So when we're exploring these things early on, we take a lot of the lore into account. We see what is this thing? What parts of it can we do? What parts of it are going to require a little bit more research? And I think our main focus for 3.5 has really been taking the planet tech and trying to make a completely hard surface industrial buildings planet with it. So our main goal was really to try and get the planet tech to do something quite different that it hadn't done before. So with that in mind, absolutely we can R&D all kinds of different things that could work, with possible oceans and things like that. But our main focus is really trying to get this tech working in a way that would really benefit a whole city planet. And that required a lot of investigation into how we're going to scatter these things, what kinds of biomes can we do with this in mind? So the first early on stuff that I did, actually, I did some tests after CitizenCon 2017 on the industrial side of the planet. And I had all kinds of different really random geometry and buildings being scattered around. And it was like, okay, so we can definitely use it for these big industrial areas. So when we actually started tackling ArcCorp, it was like, okay, so I know that that's going to be one of the things we can do. So let's push that. Let's push the planet tech to do all these really cool big plates. And as you R&D, there's a lot of stuff that you go, it would be cool if I tried a little bit of this here and then a little bit of this here. But obviously, the more that you want to do, the bigger the schedule gets. And obviously, there's only so much time to do these kinds of things. So we try to focus down on what are the main areas of ArcCorp and what can we do with the planet tech for this release?
It was probably one of the most challenging things we've ever had to do, creating a whole planet covered in buildings. We did a lot of pre-production prototyping, tried different things with it. And we're using, Luan could speak to this more, but we're using the planet tech, which was built originally for organic stuff. And it's actually easier to do the organic stuff like the terrain and mountain ranges, because your eye doesn't pick out things that you'd notice when it's hard surface, when it's all solid blocks of buildings. And that was one of the biggest problems, trying to use the system that basically scattered rocks and other objects and try and do that with buildings, because the first thing we found was it looked very jarring, if that makes sense.
And another thing, trying to adapt that tech, was we knew we'd have to integrate with certain more bespoke areas of ArcCorp. So, for example, with Joel, I worked quite closely when he was doing the prototyping of the spaceport exterior. We worked closely on, okay, so what do these materials look like? What do we want out of these materials? So then he'd be like, oh, it'd be cool if we could do something like this. I'm like, yeah, actually, that could work on the industrial side of things. So it's about reaching out to the team and everybody that's working on ArcCorp and going, okay, how is my stuff going to integrate with yours? And how is all of this going to work together to create this focused tier zero version of ArcCorp, essentially?
TL;DRAbandoned buildings, slum areas and shipwrecks are possible and likely to be looked at in future using existing technology, but whole abandoned cities don't fit ArcCorp's lore.
Yeah, sure. Maybe not abandoned parts of the city. I don't think that makes much sense for ArcCorp. But definitely abandoned buildings and stuff like that work. We have the technology to do that with, say, underground facilities on other planets and moons. It would just be empowering the mission feature teams to be able to create these missions, and then there might be a small amount of content to be created to embed these into ArcCorp properly, but definitely we have the ability to do that and we'll probably look into something in the future about that. Shipwrecks as well, we've got derelicts on moons and other planets. So again, we have the foundations to do it and it'd be interesting to look into doing that for ArcCorp as well.
Yeah, I think whole abandoned cities is probably not within the lore of ArcCorp, as it's a corporate planet and it's kind of hard to imagine. Maybe if it's part of the lore, but I would definitely see abandoned buildings, things like that, like slum areas that could be explored.