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[With Lorville's sub-levels,] how many layers did we ultimately end up with? How far down the rabbit hole do you go with that?

Ian LeylandArt Director, Star Citizen

Within the visual development stage, we go quite far, because the more we do in that stage, the more you really think about the location when it actually comes time for full production. Obviously, you have to pick and choose how far you go. Ultimately, what we did inside the playable area is try and figure out those slices or those levels between the workers and the guards and the architecture, and then you've got the stuff down below. So hopefully when players are walking around, they'll just look around and start to see those cues.

Reverse the Verse›LIVE - Building Lorville·
Published on this date.9 Nov 2018