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With such a massive space, even the diverse assets you've built on ArcCorp can start to feel repetitive as you explore a few hundred kilometers outside Area 18. Do we have any plans to create the equivalent of biome diversity for ArcCorp?
Luan Vetoreti · Environment Artist, PU team

So right now what you're seeing, in the simplest of terms, is an industrial area and a populated area. Within this industrial area, I looked into it and I was like, okay, we can have a more plated area. We can have a more dense building area with more chimney stacks. So maybe that's something that the player can fly around. But as we develop these things, we try a few different things and we go, okay, maybe there's an area with some really large buildings, some atmosphere processors. Maybe there's an area with almost nothing. It's just flat. It's almost like a desert, but of machine-made objects. So again, it's a question of, okay, we have all these things we want to do. Let's pick what the best representation of ArcCorp at its base level is. And for us right now, that is these big plated industrial areas, some pockets of lots of pipes and chimneys, this more dense industrial situation that you've got going on there, and then some really low suburbs and then some more downtown-like suburbs. So as you look around Area 18, you can see some really flat suburbs, and then you can see some bits that raise up a bit, raise up and down. And that's our idea of biome diversity for ArcCorp: how can we take these different ecosystems and blend them in a hard surface kind of way. But it's just about focusing on what we want ArcCorp to be right now. There's no reason we can't look into other things.

Nic Etheridge · Lead Environment Artist, PU team

To add to that, like I mentioned before, we're looking into some more unique superstructures and buildings. At the moment, for me anyway, it's more about giving more meaning to going to an area. Like, why would I want to fly to the industrial area? Because I think Luan did a really good job on that, but at the moment there's no reason to go there. So we want to give the Live designers and the mission designers the tools to be able to plonk an area down and go, okay, here's a cool mission to do. So again, we've got the really early instances of that with Pacheco's missions and some drop-off areas. But going forward, we want to have a bit more areas to go to, and we want to show off these superstructures, industrial areas, and give meaning to it. With the procedural tools that we're using to generate the interior of space stations and things like that, that's where we're kind of looking into working with Live Design to create interesting locations and reasons to go there.

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Published on this date.2019-04-12
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