Star Citizen's Michael Barclay Talks Sandbox Level Design And...Toilets

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In a recent post on Gamasutra, Star Citizen's Lead Level Designer Michael Barclay discusses what goes into designing a sandbox-oriented level in Star Citizen. The game has a number of "scripted" levels, but Barclay wanted to focus on "sandbox" levels specifically. The result is mostly a bunch of high level chatter about how the team is working to provide massive scale and a sense that anything that looks like it can be used can actually be used.

In the process, Barclay answers a question that's clearly been on everyone's mind. Why are there toilets?

Why do you think we stick toilets everywhere? Immersion! Making the impossible seem possible by eliminating improbability where we can. This affords players with more explorable space, more intuitive ways to explore and builds the legitimacy of a location.

You can read the full post here.

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