Happy Hour Gamedev: Designing a Location

"Level Designers Andreas Johansson and Tobias Johansson (no relation) from Foundry 42 DE will join host Jared Huckaby as they explore the process of building Surface Outposts LIVE. "

In this episode of Happy Hour Gamedev, the hosts are joined by lead level designer Andreas and level designer Tobias Johansen from Foundry 42 Frankfurt. They discuss the process of designing a location in the game Star Citizen. They start by creating a document based on specific requests for the location and determine the smallest size that will still work in the game. They also mention that there are different types of outposts, such as mining, shelter, hydroponics, stash house, and drug lab. They explain that the surface outposts are modular, meaning the purpose is determined by what is placed inside.

They then go on to show a demo of the outpost design, which includes using template assets to ensure consistency and scalability. They show how different rooms and areas are designed, such as the airlock, main mining room, habitation area, and storage room. They highlight that metrics are important throughout the design process to ensure everything fits and functions properly. They mention that the art team plays a crucial role in making the locations visually appealing and believable.

They also discuss the use of the Lumberyard game editor and answer questions from the Twitch chat. They explain that the surface outposts will be affected by things like EMP and players will be able to interact with various aspects of the locations, such as the power supply and lighting. They demonstrate how the power system works and show the interior of a truck stop location. They mention that level designers are responsible for designing all the locations in the game except for planets and ships.

Overall, the episode provides insights into the process of designing a location in Star Citizen, from initial concepts to implementation and the collaborative efforts of different teams.