Back to Search

Star Citizen Live: Designing Levels

Star Citizen Live ·
Published on this date.2020-05-15
· 34 Q&As

Level designers explain how Star Citizen landing zones, space stations, caves and outposts are planned. They cover modular station tools, reserved space for future systems like smuggling, medical and law gameplay, hangar sizing, POIs and bunker variation.

Can we please have map signposts in the modular space stations? It's very easy to get lost in them, since they all have similar looks but different layouts.
Andreas Johansson · Lead Level Designer, Persistent Universe

Yes. The space stations we have at the moment are really just the first version of the new larger interiors that we have with the larger exteriors. The layouts themselves are pretty much just the first version. So we will be reworking the stations over and over again. We will have many iterations as we move along. We're going to reorganize the way it's connected together. We knew from very early on that we also needed signs inside the stations for the players to orient themselves, but it is a procedural station and we don't want to go in and hand place the signs. We want the tool to do that. So rather than doing that, we are waiting for the tools to become available for us to automatically seed various boards inside the stations with whatever content is coming down the corridor or whatever it might be. And as far as I know, we actually have an early prototype that's working already.

Jared Huckaby · Host, Community

I was actually talking to Todd about this a couple weeks ago, about basically the tool that would generate the signage automatically in maps like this. Because with the way Star Citizen is built and the scale that we're attempting, you want to try to limit as much of that by-hand stuff as possible where tools can come in.

Andreas Johansson · Lead Level Designer, Persistent Universe

Yeah, I mean, the entire thing with signs and stuff is a big thing in the game, even if you look at flagship landing zones. For example, I know that a lot of people were kind of racing: oh, we can only see the train time when we get to the train, we want something earlier in the level somewhere where we can see the train is coming in one minute, I'm going to go to the train station. Now, we want to do that. The problem is there's a radius from the train station on how far we can actually broadcast that information. That's why the sign is not actually further away, right? And this is also something that we want to look into, so we can have boards in the city that say, next shuttle to spaceport in 30 seconds, so it's time to get moving.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_269 (Click to copy)
Perma link (Click to copy)
Do you have some kind of long-term goal in mind for each of the landing zones (additional areas, gameplay, POIs, etc.), or are you going to improve them as you go with whatever comes to mind?
Friedrich Bode · Principal Level Designer, Persistent Universe

Well, when we design these locations, we always try to think about the long-term plan. So we already put things into our landing zones, even when the systems that they rely on are not online yet. For example, hospitals in Lorville: you already have the facade of a hospital and you cannot enter it yet. But we have that real estate already reserved for when the medical gameplay comes online, because otherwise we will have the system but we won't have the space, and we would have to somehow awkwardly squeeze it in somewhere and it wouldn't do it justice. So yeah, definitely. We also have security checkpoints, customs. We have that in every one of our landing zones and people always pass through them. And at the moment you're not getting scanned yet, but as soon as we have that functionality, we can implement that, and it is there. So it's definitely stuff that we think about when we concept these layouts, when we build these locations, so we don't run into that kind of trouble down the line.

Jared Huckaby · Host, Community

It must be hard to include the things that you know are coming and then make preparations where possible for the things that are being considered. It's building for tomorrow as well as today.

Friedrich Bode · Principal Level Designer, Persistent Universe

Yeah, absolutely. And we have to talk to a lot of different people in different departments to ask them, hey, how do you envision this is going to work? In some cases we have very concrete information on how that's going to work. In some cases it's educated guesses, I would say, and we might have to do adjustments later on. But we always try to do our best in order to prepare for what's coming down the pipe later on.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_424 (Click to copy)
Perma link (Click to copy)
Will we have ground transportation between cities, like railroads?
Tobias · Senior Level Designer, Persistent Universe

Yes and no. We don't have tools yet to do that. If you think about Lorville, it has tracks that you follow, and we don't have any tools to do that except by doing it by hand, which, as we already said in this chat, on this scale it's impossible to do everything by hand. So as we're looking at it right now, we don't have plans to add that to our existing locations, but we don't know what the tools could do in the future. So, definitely maybe.

Andreas Johansson · Lead Level Designer, Persistent Universe

It would be fun to do the Firefly railway heist kind of thing across the countryside of Lorville.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_566 (Click to copy)
Perma link (Click to copy)
Do you have any input into ship interiors? And if so, how do you balance ship design for practicality, or is it a function between FPS and space?
Andreas Johansson · Lead Level Designer, Persistent Universe

No. That's the ship team.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_628 (Click to copy)
Perma link (Click to copy)
Will there be more hostile dungeon-type areas in the future that are larger and more complex than the existing ones used for missions like the illegal occupants? My friends and I really enjoy these sorts of FPS missions right now, but they are so small and short.
Andreas Johansson · Lead Level Designer, Persistent Universe

It's possible. We're kind of hinting at, I guess we call them POIs, right? Like in Area 18, for example, where we have rooftop landings and other things around as well. But right now you can really just land or you can't do anything, right? The long-term plan has always been to have a lot more of these POIs in the game, where you could, for example, land on a rooftop, there's an entrance, maybe there's an entire habitation block that's been converted into an illegal drug lab, and you have to go in there and clear the floors with your buddies and find your way down to whatever this lab is and take it out. There's a lot of stuff like this we can do. Also with caves, we can add content in caves to expand them even further. As well as, for example, the underground facilities, which are quite limited at the moment, also have quite extensive expansion possibilities in the future. So at the moment, sometimes our content seems a bit flat, but that's because we're trying to go wide. We want to build a representation of everything that we want to have in the game first. We could spend five years building out ArcCorp, but this would be ArcCorp Citizen then. It wouldn't be Star Citizen, right? So we want to go wide. We want to put all the content in before we start focusing too much on individual items.

Jared Huckaby · Host, Community

It's kind of like how you paint a house. You start with the broad strokes and cover everything in a foundation first, and then you go back and start doing the details, touch-ups, and then finally the fine stenciling work.

Andreas Johansson · Lead Level Designer, Persistent Universe

Yeah, exactly. It also helps us to identify where we have missing bits of the puzzle, if you want to call it that, right? This size of XYZ is missing, we should have that type of content on a planet or in space somewhere. That's why it's important to get this kind of map down, to identify all the different possibilities that we have before we add the content depth.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_659 (Click to copy)
Perma link (Click to copy)
Will we see expansion and more diversity in caves in the future? For example, ones that are wide enough to drive a small vehicle into, ones with underground lakes, or ones made of ice or crystals.
Friedrich Bode · Principal Level Designer, Persistent Universe

There's a lot basically that we already white boxed and prototyped, and we had fun ideas like steam geysers and lava pools and all these nice things that could add more variation to them. And I believe these are definitely not off the table. We haven't gotten around to implementing them yet. Again, it depends on certain systems: abilities for the player to slide down slopes, to climb steep walls, to be able to swim, for a start. All these things first need to be implemented to add more traversal mechanics to the caves, so we have more interesting layouts and traversal challenges in there. More features for the actor status system so we can add hazards, like I said, lava pools and that sort of thing. So we definitely have ideas on that and some prototypes, and we just need to implement them for real.

Andreas Johansson · Lead Level Designer, Persistent Universe

So one more approach as well is we try to make stuff modular. So even these traversal challenges that Fred did, they are also modular. We can combine them. They can have different components, interchangeable, right, in the white box. And that's what we want to do across the board, right? Because hand-building something very specific and playing it once is pretty boring. But if you see something but you never really know exactly what it's going to be, and you have to analyze the environment to see what the best approach is, that's where it becomes interesting, especially exploration in dark caves with limited visibility where you have to bring your own light and stuff. It can be quite interesting once we get the opportunity to do that.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_805 (Click to copy)
Perma link (Click to copy)
Will we see locations in Lorville that will allow players to work within cities? For example, the ability to work in an underground mine within the Lorville city limits.
Friedrich Bode · Principal Level Designer, Persistent Universe

Yeah, it's a fair request, more things to do around our landing zones. I think personally, once you make the trip down to one of these big cities and you're inside it, there should be more stuff for you, more jobs for you to do, be it getting a job at microTech planetary services to run errands for them, or in Lorville, like it was suggested there, that you get permission to get involved in first-person mining beneath the city of Lorville or something like that. I think those are good ideas and they are also definitely something that we would like to see and we would like to add.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_973 (Click to copy)
Perma link (Click to copy)
Whatever happened to the secret entrance to Lorville?
Friedrich Bode · Principal Level Designer, Persistent Universe

The secret entrance. Yeah, I think we started white boxing that one. Then it got deprioritized. But there's also a reason for it. We don't have the smuggling gameplay yet. So as soon as we expand on the law system so that certain goods are not allowed within the city limits of Lorville, for example, and basically you cannot get through customs with them, you cannot carry them inside, by that point it would make sense for us to add some of these secret entrances to the city. Right now it would just be another entrance and there wouldn't be much of a gameplay consequence to it, I guess. So as soon as we have that, such a secret entrance would get a much more important priority, if you want to say.

Jared Huckaby · Host, Community

I guess it doesn't make sense to spend time working on back doors when at the moment you can walk through the front door with just about anything.

Andreas Johansson · Lead Level Designer, Persistent Universe

I mean, this applies across the board as well with any element. Like Fred mentioned in the beginning, we have the hospital facade for Lorville and other locations. We're probably not going to do anything about that until that system actually comes online. Because otherwise we would just build something without knowing how it's going to work. That would be inefficient.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_1049 (Click to copy)
Perma link (Click to copy)
Now that we have New Babbage, will places like Lorville be upgraded to New Babbage standards, such as no-fly zone removal, textures, layout, etc.? Like New Babbage, can we expect to see more fluid movement between landing zones, the planet's surface and ships?
Tobias · Senior Level Designer, Persistent Universe

We want to go and update several of our landing zones when we get new systems, like has been mentioned here several times. Removal of the no-fly zone and stuff like that is a bit more tricky. We're always going to have the no-fly zone for all locations. New Babbage also has it. It's just not as intrusive, as in your face, as it is in Area 18, for example. That's a big example, where the whole planet is pretty much covered by it. So the simplest answer is yes, we will go back to locations, we will update them. We also obviously see and hear feedback from players when we have released a location. It's really good to get the feedback in, and then when we want to expand this or we get time to expand it, it's like, what should we focus on? And then maybe we heard that this is the stuff that players find most interesting in this location. Then we'll make sure to focus on that first. So it's a yes and no question. We will go back, but we don't plan on making a complete rework of an old location as it looks.

Friedrich Bode · Principal Level Designer, Persistent Universe

Just to add to that, there are a lot of updates going into existing locations that are sometimes not that obvious to players. Remember when elevators were just traveling between two endpoints, and you had to go to a specific elevator to reach a certain hangar? Now, with transit system 2.0, we can change that around. There are performance optimizations. A lot went into 3.9, actually. We split interiors and exteriors for performance reasons. A colleague of ours is working on the restricted area with the feature team that's developing that. So that is being improved, and previously released locations are benefiting from that as well. It's just when it comes to tearing the entire layout apart or reworking large libraries of assets, that's substantially more work. And again, not to dismiss what Toby said, we are listening to player feedback and we definitely let that influence which locations we improve. But there are also certain things, the layout, it's just the nature of the location. Lorville is different from New Babbage. It is more of that big, chunky, industrial, low-tech mega city in the middle of the desert, Judge Dredd style. And New Babbage is a little more intricate, with the domes that are connected, more like little islands. And there are just some things that we won't change.

Tobias · Senior Level Designer, Persistent Universe

The lore obviously comes into it a bit as well. Lorville is a harsh location compared to other areas we have.

Friedrich Bode · Principal Level Designer, Persistent Universe

Art direction too, of course.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_1151 (Click to copy)
Perma link (Click to copy)
What is the current status of development on secondary locations and structures, like the ones we showed off at CitizenCon 2017 around Lorville?
Andreas Johansson · Lead Level Designer, Persistent Universe

Yeah. As we mentioned before, we're looking at the broad spectrum of what we need to populate our planets and the universe in general with content, right? So on planets, we want to go from the very small, which is surface outposts, to the very big, which is our big flagship cities. And we also need to fill that entire spectrum in between with villages and towns and all this kind of stuff, right? So this is something that is still very much a thing and something that we will be looking into. But it's a bit early right now to talk about those things. But we do plan on adding a lot more in general to our planets, because they're not going to be a city and 12 surface outposts, let me put it that way.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_1450 (Click to copy)
Perma link (Click to copy)
When designing locations, where do you start? Do you start by drawing it out on paper, with a formal 2D design, or with 3D concepting like white boxing?
Andreas Johansson · Lead Level Designer, Persistent Universe

I think each one is going to give a little bit of input on that, because every level designer might work a bit differently in how they start. For example, some people like to do paper, some people just go into the editor, and some people maybe like to write down a little basic story based on what they get from lore, to identify it. I'm not the person who generally draws a layout. I do more of a flowchart of how I want the location to flow, and then I go into the editor and work in the 3D environment. That's what I do at least. That's how I start. And with the document, of course, that describes every detail of the location down to the tiniest screw.

Tobias · Senior Level Designer, Persistent Universe

Yeah, I think one thing that we all do, please disagree with me, Fred, if you don't, but we always start with the document, right? Which also has the requirements we get from the directors: what is this location, what's the main purpose of that location, et cetera. And then it's what Andreas said, we work a little bit differently. I also go to a flowchart as the second step, but I usually start with paper after that, and I don't go into the editor until I have a few paper-based designs that I'm feeling fairly good about. Then I start implementing them. For myself, that is.

Friedrich Bode · Principal Level Designer, Persistent Universe

No, I agree. Starting off with a document is super important, just to get an overview of what the contents of the landing zone are. What are the requirements from the different departments? Like, hey, we definitely need spots for these two mission givers, or these are certain shops that we absolutely need here. What's generally the art style and all that. So that's basically the foundation. Then a 2D layout, whether it's on paper or whether you use Microsoft Visio or something like that to create a flowchart or a very rough layout of where what is located. That's what I would do. You can go into more detail drawing top-down layouts in 2D, but with the tools that we have to quickly sketch in 3D, basically in our editor, what we call designer solids, we can quickly draw these types of environments in 3D, get a feel for them, jump into game, walk through them and see if they work.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_1522 (Click to copy)
Perma link (Click to copy)
Can you think of a time when the proposed art style influenced your layout design? How does art influence your design?
Andreas Johansson · Lead Level Designer, Persistent Universe

It's a very organic process, I would say, between art and design. We work very, very closely together in general. If you look at our larger flagship locations, they tend to start with a concept, so we always know what the deal is, right? If you look at a place like Area 18 compared to Lorville, where Lorville is this dystopian paradise, versus Area 18 being a bit more cyberpunk-y. It's a different approach to how we do the level design as well, because part of level design is to shape the flow and the feeling that the player gets in a location before we have any fancy lights and beautiful textures, right? It's just gray boxes with grids. So depending on the location, the white box will adhere to whatever is required. But we tend to always start from a concept that shows us a snapshot of what that location is supposed to be about, and that gives us a good inkling. And of course then we do a lot of research. With Lorville, we researched brutalism and all these big architectural styles, and it influences what we move forward with quite extensively. But we do work closely with the art departments. We don't usually just go off into a corner as level designers and then emerge two weeks later with the Ten Commandments. That's not what we're doing. We tend to start a little bit by ourselves to do the documentation, and then we merge with an environment artist and start working on the layout and try to adhere to the wishes of both departments, the fun and the beauty.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_1701 (Click to copy)
Perma link (Click to copy)
What happened to the ice caves from the CitizenCon demo? The current caves on microTech seem to be copy-pasted from other moons.
Andreas Johansson · Lead Level Designer, Persistent Universe

That goes back to what we talked about before, going broad rather than going deep. Variation in caves is of course something that's going to happen, but at the moment we are focusing on other content just to fill this entire spectrum of things that we need. We will have to live with a bit less variation in the content until we've filled out the entire palette of what we want to build.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_1863 (Click to copy)
Perma link (Click to copy)
Will the roofs on ArcCorp make it possible to land small ships in Area 18 and take an elevator down instead of having to go through the tram?
Andreas Johansson · Lead Level Designer, Persistent Universe

Well, right now we kind of force people to land in the spaceport because we want them to go through customs and do that entire thing. We don't have the smuggling and security customs gameplay yet, but it's there. So there's a reason why we're landing in those areas at the moment. When we get those gameplay elements, then it is possible that we add additional ways into the city, both legal and illegal. But we will have to investigate that a bit further, exactly how we're going to do it, because it's not quite as easy as it sounds. Everything when it comes to design involves probably 20 more steps than what most people realize. And considerations that have to be taken, and dependencies, and the interplay between different systems, how one affects another, and how that is represented in the game world. It's not an easy answer.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_1908 (Click to copy)
Perma link (Click to copy)
What ideas can you share about encouraging the use of ground vehicles in gameplay over ships? Is there something level design can do to encourage the use of ground vehicles?
Tobias · Senior Level Designer, Persistent Universe

This comes down a little bit to what we have talked about, how we add more content to our planets, and that obviously will help with this in general as well, because in the future we could have, for example, caves where you can drive in but you can't fly. And that obviously helps, where you would be like, oh, I need to buy this ground vehicle because then I can visit this place without danger, because it could be somewhere you can access with a vehicle but can't access without one, because you would freeze or, depending on the location, it would hurt you. That comes back again to what Andreas mentioned just now, where we're trying to figure out how to fill all of this, and that's why we don't have as much variation at the moment. We have a few different caves that we place, and in the future we want to add other sorts of caves, like ice caves and all that stuff. But until we do that, we obviously first need to figure out how to actually fill a universe. It's quite difficult. It's a big challenge to fill a universe as a level designer.

Andreas Johansson · Lead Level Designer, Persistent Universe

Also, for example, and maybe I'm speaking a little bit on behalf of other departments, when you have things like weather effects and planetary effects, you can have electric storms on a planet that basically ground every flying thing for the next 500 kilometers, but you still want to go in there, right? Then you have to get in a vehicle and you have to drive there. That's not necessarily level design, but this is the interplay of different departments and different elements of the development that can help create a unified experience, where we could provide the location the player has to go to, but the only way to get there is through the interplay of atmospheric systems and where the front's moving in, for example. So there's stuff like that. And like Toby said, of course, caves. You want to go into a cave and you can't fly in there. Walking might be too dangerous because it's full of dangerous gas or heat or whatever. So you get in your rover and you can drive in for X amount of distance, carrying all your equipment with you, for example.

Friedrich Bode · Principal Level Designer, Persistent Universe

Yeah, or a heavily fortified base on the planet's surface that has tons of anti-air missile batteries. So you are either very, very heavily protected against that in your ship, or you drive in with a tank, which probably makes more sense.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_2003 (Click to copy)
Perma link (Click to copy)
Besides the refinery, cargo and commercial stations, what can we expect as far as other kinds of stations or orbital structures?
Andreas Johansson · Lead Level Designer, Persistent Universe

We plan to have quite a few. As mentioned, refinery, rest stops, cargo. We will potentially have manufacturing plants, security outposts, pirate hideouts, everything that will fit in the universe. Really anything that has a gameplay element is a possibility to be turned into the function of a space station somewhere as well. So you won't just see a universe of rest stops. That's not really the intention.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_2205 (Click to copy)
Perma link (Click to copy)
Why do all the bunkers look exactly the same, with the same layout inside?
Tobias · Senior Level Designer, Persistent Universe

Well, I guess the simple answer is the one that we have mentioned quite a few times already. We build one or two to do a proof of concept and also see, is this something worth moving forward with? If we build something and players instantly hate it, that might also affect how we do stuff. So the easy answer is that we built one as a proof of concept, and in the future we're going to expand and add variations. Our tools are also developing. Our modular tool will help with, for example, the bunkers in the future when we add more of those.

Andreas Johansson · Lead Level Designer, Persistent Universe

I also think that the underground facilities go through the planetary surface. And that was actually, if I remember correctly, an early test on how to make caves go through the planetary surface. Because at some point in the past we were limited to very, very few cuts or holes made into the surface of a planet. We had like three on a planet. That's not much. So sometimes we add things to the game just as a proof of concept, not necessarily of a location but of some other tech that is happening in the background that might not be extremely obvious at first glance. We also have to keep in mind that the size of the PU level design team is fairly small. There are five level designers plus me. That's it.

Tobias · Senior Level Designer, Persistent Universe

We're also a small team, like Andreas said, but you don't work in a vacuum, like you said. So even if we could, in theory, white box stuff faster, we still need all the other departments as well. You need sound, you need art, you need VFX, everything like that. All the teams need to get their stuff in.

Andreas Johansson · Lead Level Designer, Persistent Universe

There are a lot of interdependencies.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_2252 (Click to copy)
Perma link (Click to copy)
What density of surface locations are we shooting for in the final product? Right now, we have giant moons and planets with maybe a dozen or so places to visit each, making for miles and miles of land completely unused and mostly unexplored by players.
Andreas Johansson · Lead Level Designer, Persistent Universe

As I said before, the current density of content is in no way representative of the final product of Star Citizen. When you think of a planet, as I said about 20 times, we want to go broad, right, and add all the content in. And depending on the planet, of course, we want to leave certain areas empty for exploration, for expansion by player-built structures, for example. The content will for sure increase significantly, but we need to first identify all the different types of content that we need to add. It's pretty sparse at the moment, let me put it that way. It's also, once again, tech.

Tobias · Senior Level Designer, Persistent Universe

We got OC streaming recently. That already helps to be able to add more. When we started with the surface outposts, we had a hard number. I don't remember it at the moment, but it was like, this many you can fit on a moon, then performance can't handle it. And then we got OCS, and we're working on even more performance stuff, which obviously also gives us the ability to say, okay, we can double this or add more. So that's always going to be a big thing.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_2470 (Click to copy)
Perma link (Click to copy)
Do we use procedural tools when developing the major landing zones?
Tobias · Senior Level Designer, Persistent Universe

Not for the main area. The difference between a rest stop and a major landing zone is that a major landing zone is hand-built to the biggest degree. We're still trying to build with modular art pieces, in a sense, so we still work faster, because obviously they're big, and creating unique pieces for everything, I don't know how many people you would need to actually do that for every location we need to add to this game. But they don't use the modular tool. It's still hand-built by us and an artist placing those modular pieces together and deciding how we want the flow to be. However, we might use the modular tool for side areas. If we add a similar underground cave system to a location, we could in theory use the modular tool, and that's part of a major landing zone, but it's a different part, so to say.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_2608 (Click to copy)
Perma link (Click to copy)
Are there plans to adjust hangars so the openings aren't so tight, or more variety of ship parking, like runways, multi-story car parks or even communal hangars?
Friedrich Bode · Principal Level Designer, Persistent Universe

Why are the boxes so tight? We've come up with different metrics for the differently sized hangars. The thing is, the ship team keeps building ships, and basically the ships just keep getting bigger. Shout out to John Crewe and his gang. Basically, what ship is supposed to land where is not up to us. One thing that we have suggested is to add, for example, an auto-landing area on top of the hangar, so players who would like to be on the safe side and engage autopilot before actually being inside the hangar could do it already on the outside, which would make things a lot easier. This was a proposal by me, and I think the live design team also liked that, and it just needs to be prioritized and implemented.

Andreas Johansson · Lead Level Designer, Persistent Universe

I also think that we're looking at improving the general UI experience, so you have a few more helpers when it comes to landing in hangars. In the end, if I'm going to break the fourth wall, hangars are used for spawning and despawning ships. And that's why we also single out ships into one per hangar, because seeing ships popping in and out of existence all around you isn't fantastic.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_2710 (Click to copy)
Perma link (Click to copy)
Will we see a return of AI traffic landing at landing zones?
Andreas Johansson · Lead Level Designer, Persistent Universe

Well, yes, of course. I don't actually remember why that went away, but we did have AI traffic at some point, right? But I think it had to be disabled for some reason or another. In general, our landing zones are a bit dead at the moment. There's not a lot of stuff going on. But we do plan on adding everything from AI traffic to moving background objects and all that kind of stuff.

Jared Huckaby · Host, Community

I know some part of it was related to the physics rework that was necessary, because they needed a smarter way to simulate them without killing everybody's physics when you just dump that many ships in.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_2870 (Click to copy)
Perma link (Click to copy)
What considerations do you make for a PU that will eventually have more than 50 players?
Andreas Johansson · Lead Level Designer, Persistent Universe

Well, we try to plan and build our locations for the long term, right? Even 50 players is a lot more than we had when we released the first of our locations, so that's quite an increase. Just looking at our spaceports, some spaceports have slots for up to 50 hangars, and 50 hangars can handle a lot of simultaneous traffic going in and out. Our cities are expandable. Looking at the future, for example with Area 18, we have all the alleyways in the city. They're basically modular caps, little L-shaped alleyways. They don't really do much right now, but we can expand on them in the future and add alleyway networks. Habitation is another thing that's very easily scalable. Looking at Area 18 again, there are so many towers and skyscrapers around, so it's very easy to fit the amount of player accommodation that is required. So we do try to plan for the long term. How many people are going to end up on a server in real time in the future? I don't know.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_2919 (Click to copy)
Perma link (Click to copy)
From a level design perspective, what gameplay features are you most looking forward to, and what are you waiting for to really open up possibilities for you?
Tobias · Senior Level Designer, Persistent Universe

Smuggling, for me personally, because that means we can start adding the secret paths and stuff that players need to find to get into a city without getting caught. But that's just for me personally.

Jared Huckaby · Host, Community

That's what I'm asking, for each one of you personally.

Tobias · Senior Level Designer, Persistent Universe

Then it's definitely smuggling on my side.

Andreas Johansson · Lead Level Designer, Persistent Universe

Well, I'm not sure if it really counts, but for me it would be being able to build my own place somewhere in the universe, setting up a little outpost somewhere and shooting at fly-bys with my shotgun and telling them to get off my land, that kind of thing. That's what I'm looking forward to. Exploration as well. Exploration and outpost building, that's my thing.

Friedrich Bode · Principal Level Designer, Persistent Universe

No, I think it would also be smuggling for me. I think it's just in general a cool thing.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_3007 (Click to copy)
Perma link (Click to copy)
Why are there often trains between the habs and our spaceships? I find it quite tedious and would love to have a landing zone where I wake up next to a hangar.
Friedrich Bode · Principal Level Designer, Persistent Universe

How can you not like trains? Trains are great.

Jared Huckaby · Host, Community

They're saying, have you considered just putting an apartment complex right off of a hangar, so it's right there?

Friedrich Bode · Principal Level Designer, Persistent Universe

Yeah, the apartments that you have your pod in are probably always going to be in the city center or other parts, not directly next to the airport, or spaceport in this case. What we could foresee is the option to maybe rent something like a hotel that's closer to the spaceport for convenience. I think permanent habitation is always going to be part of the city, but there may be some compromises with temporary housing that could be made.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_3129 (Click to copy)
Perma link (Click to copy)
What's been your favorite area to work on so far?
Tobias · Senior Level Designer, Persistent Universe

For me, I can't talk too much about it because it's a future location, but to mention one that I really enjoyed working on, that was also the Surface Outposts. It was the first thing I really got to work on when I started here. And I quite enjoyed building those small areas to figure out what they could be, how they could work and stuff like that. Mostly for the experience. It was a really fun experience building them with the team and everything.

Friedrich Bode · Principal Level Designer, Persistent Universe

For me, it was probably New Babbage, basically building upon the stuff that we learned when developing Lorville and having that influence the new landing zone, coming out of the low-tech industrial streets of Lorville into something a little bit more shiny. So it was very cool. I think it's a nice landing zone. I like how it's come together, and it was fun working on it.

Andreas Johansson · Lead Level Designer, Persistent Universe

I don't get a chance to work on many locations, but I did work on GrimHEX way back when, and Area 18. And I do still have a thing for Area 18, because I like Blade Runner, I like cyberpunk. The neon and the grit and the dirt and the seedy elements of a city, that's what appeals to me.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_3203 (Click to copy)
Perma link (Click to copy)
How did Jumptown come about, and what are your thoughts on another Jumptown? Is there a Jumptown 2 in our future?
Friedrich Bode · Principal Level Designer, Persistent Universe

I'm not sure. I think that was not something that was spawned from the level design department. I think you might have to ask the live designers about that.

Andreas Johansson · Lead Level Designer, Persistent Universe

It's possible. I hardly even remember, to be honest. But it's not really something that we were very heavily involved with. But that type of content will, of course, be something that we would be eager to work on.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_3334 (Click to copy)
Perma link (Click to copy)
Can you implement movement in the cranes in Lorville?
Andreas Johansson · Lead Level Designer, Persistent Universe

I think we talked about that already. They did move at one point, I think, but they stopped, so we just have to whip the workers to get them working again.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_3400 (Click to copy)
Perma link (Click to copy)
Will the food vending machines have functionality, and will the video game machines have operational minigames?
Level Designer

Yes.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_3413 (Click to copy)
Perma link (Click to copy)
Will refinery decks and cargo decks be present at all rest stops?
Level Designer

No.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_3420 (Click to copy)
Perma link (Click to copy)
Do you plan on adding secret, unmapped locations, rest stops or stations in deep space?
Level Designer

Yeah, of course. 100%.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_3428 (Click to copy)
Perma link (Click to copy)
Will planets that are inhabited eventually be populated with smaller procedurally generated cities and other facilities, and missions beyond box deliveries, instead of just minor outposts?
Level Designer

Yes.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_3453 (Click to copy)
Perma link (Click to copy)
Will locations that are currently static have damaged states if they're attacked, or degradation if no maintenance is done on them?
Andreas Johansson · Lead Level Designer, Persistent Universe

As far as I know, there are plans to have wear and tear and various states depending on different types of interaction that might occur, hostile or non-hostile, with said outposts.

Friedrich Bode · Principal Level Designer, Persistent Universe

Yeah, and just think about all these other systems that are going to come online later, like power and atmosphere that could be disabled or enabled. Actually, this might be something I'm even more excited about than smuggling, or about as excited. Messing with the space station and seeing the effects, I think that's going to be cool.

Andreas Johansson · Lead Level Designer, Persistent Universe

I know this is quick fire, but when you look at the content that we want to do on the planets as well, we do plan to add everything from power to resource transfers to oxygen atmospheres. So when we build all this content, from the very tiny to the very big, we want to make sure that this also works across the board, right? Because we want to have an interactive environment, not just a static world that the player flows through in some kind of bubble.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_3474 (Click to copy)
Perma link (Click to copy)
Roads? Where we're going, will we need roads?
Tobias · Senior Level Designer, Persistent Universe

I don't know if we need them, but we will have them.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_3552 (Click to copy)
Perma link (Click to copy)
Will there still be a replacement for Port Olisar? And if so, will the old Port Olisar be left in game as a derelict station?
Andreas Johansson · Lead Level Designer, Persistent Universe

Who knows, right? Port Olisar is a thing in the universe that will remain a thing in the universe some way or another.

Friedrich Bode · Principal Level Designer, Persistent Universe

We shall see.

-
Open in pop-up
Open in new tab
Click to copy link to YouTube
|
Published on this date.2020-05-15
Save Card as Image
ID: a4myq4Ihp_0_3565 (Click to copy)
Perma link (Click to copy)