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Why did we do the asteroids by hand instead of using the procedural tools?

Kaan CakirLead Level Designer

I think there's always a balance to be had with how you how much you do stuff procedural versus how much you want to control the general flow of things. So we're talking procedural, like in our terms, it used to be a lot like you stitch a room one by one together based on some parameters and logic. But that eliminates our ability to hand craft an experience that flows throughout a multi-room setup. So what we're looking at right now instead is hand stitching certain sections together that can combine into a gameplay bubble and then utilizing multiple gameplay bubbles that we can then stitch together with this procedural tool. So we have a bit more control on the scale of things that is a bit larger than just the room, but accommodates for multiple rooms basically.

Star Citizen Live›Q&A Contested Zones and Asteroid Bases·
Published on this date.16 Aug 2024