Besides just putting signs everywhere, are there other visual cues, things that you can build into any level, not just Lorville, to help players know where they are and where they're going?
Ian LeylandArt Director, Star Citizen
Yeah, it's actually quite a deep conversation. Player navigation, many people have talked about it over many presentations, really interesting stuff. For me, ultimately, it comes down to theme park design. Theme park designers do the exact same thing. When you're in one part of the theme park, you need to look over somewhere else and think, oh, hey, that's over there, or that's over there. Otherwise, you'd just be lost. And we try to employ some similar cues inside something as small as L19. Specifically, when you're in one location, you get the vista shot, and you should get an idea of, hey, if I go that way, I'll probably get to the habs, or if I go that way, I'll probably get to the transit network, for example.
starfarer.space · Star Citizen: Reverse the Verse LIVE - Building Lorville