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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.

TL;DRCurrent content density is not representative of the final game; the team is building broad content first, expects it to increase significantly, and plans to leave some areas empty, helped by performance gains.

Andreas JohanssonLead 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 JohanssonSenior 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.

Star Citizen Live›Designing Levels·
Published on this date.15 May 2020