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Where did we start with New Babbage? What did we set out to do with New Babbage to separate it from every other landing zone that we've done so far?

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.

Josh van ZuylenPrincipal Environment Artist

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.

Andreas JohanssonLead Level Designer

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.

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...

Andreas JohanssonLead Level Designer

It helps that it's a very clean location as well.

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.

Star Citizen Live›Landing Zone Content Team·
Published on this date.19 Feb 2021