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In your presentation, you talked about not wanting a giant flat wall, and about the six gates to enter and exit Lorville each having personality or a unique experience. Can you go into more detail about that?

TL;DRThe wall and gates were a deliberate balance between looks and playability under a firm deadline, described as a first step into making a city that could be improved, with ideas for the future.

Ian LeylandArt Director, Star Citizen

The gates and the wall caused, or just required, a lot of thinking. And could we do more or improve that in the future? Sure. If you look at a city, a city just doesn't end. A city translates into something else. We had a very specific deadline to hit with Lorville, so we had to make some technical and creative decisions to validate that critical path. Because if we took away that wall and just had the city, it would just get so complicated to figure out, okay, where can the player go? Where can't he go? So we had to find that right balance between something that looked good but also played good, because we tried some designs where it was very complex, and then I was talking with Todd about it and he's like, dude, find your way to that gate. Because it was like me being on the outskirts of London and saying, find this area. It's an impossibility. So I would consider it one of our first steps into making a city. We've got plenty of ideas or things that we want to try in the future. Watch this space.

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