Mark, can you talk a little bit about the art direction and what's going on in these [wormhole concept] images?
TL;DRMark Skelton says wormholes are visually designed as living, undulating organic tubes with fractal, electrical-impulse looks, whose walls can collapse or expand and which differ by what ship sizes can traverse them.
Yeah, so visually, some of the things that we had thrown around was the idea of, I don't know if you guys have ever seen Fantastic Voyage, but it's basically a movie about shrinking yourself and injecting yourself in a human body. And that was kind of the idea for this, where it was an organic thing that moves and undulates and is alive in a predictable way. So a lot of these things that you see, it's almost like an organism that is connecting and reconnecting itself and snapping apart. And you're in the middle of this chaotic, almost like an intestine or a vein or something. So we kind of attacked it that way, because obviously these things would have to be organic in nature, we were thinking. We were thinking a lot about fractals, which occur in nature quite a bit. So we were rolling around those ideas, and also the color and the vibe of things also has a lot to do with electrical impulses and things, again, kind of body oriented, organic oriented, with this feeling of undulation. So that was a lot of the direction that we went, which kind of evolved into this interesting gameplay, which was like, these things could collapse or open up at any given time, and the walls could contract or expand. And it's up to you as a player to be able to move your ship side to side and also up and down and left and right. It's not just one dimensional, there's a lot of aspects of it. And the whole thing is turning like a large tube also while all this is happening. I think probably what we want to do is certain wormholes obviously have certain characteristics. We were talking about that quite a bit too, where maybe a certain wormhole has got more of that where the walls are connecting, and then some are more like the walls contract and expand, depending on what wormhole you're in. And like Tony was saying, we were also talking about the size of the ship that you can traverse through it. Obviously some wormholes are more optimal for smaller ships, and obviously big freighters are going to have to have more consideration. And certain wormholes you just cannot take a certain size freighter to, or you'll be destroyed. So that was some of the ideology behind the art direction of it.