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Astroneer

Game

Documents about Astroneer

Cover of Mining Your Own Design: Crafting the Crafting System in Astroneer
45 min
Game Developers Conference45 min

Mining Your Own Design: Crafting the Crafting System in Astroneer

The crafting system in Astroneer underwent a comprehensive structural overhaul to address declining player engagement caused by a repetitive core loop and a lack of meaningful progression.

  • To avoid design paralysis in live games, treat existing systems like an archaeological dig to uncover the core intent behind original features rather than just iterating on surface-level mechanics.
  • When team members have conflicting visions, explicitly map out specific subsets of the system to identify if the disagreement stems from different focuses, such as moment-to-moment tactile interaction versus long-term systemic complexity.
  • Use the 'What’s This For' (WTF) thought exercise to strip away entrenched assumptions and clarify the ultimate goal of a feature, such as identifying that a module was intended as a resource sink rather than a resource generator.
Game Developers ConferenceSep 2020
Cover of GDC plays Astroneer with System Era's Brendan Wilson
59 min
Game Developers Conference59 min

GDC plays Astroneer with System Era's Brendan Wilson

The development of Astroneer serves as a case study in the complexities of managing a long-term Early Access project.

  • System Era scaled its development team from an initial cap of 10 people to 21 employees to meet the technical and support demands of the game's 1.0 release.
  • The game utilizes a voxel-based terrain system powered by the marching cubes algorithm, which allows for real-time deformation by modifying density data within specific chunks rather than rebuilding the entire planet's mesh.
  • Managing an Early Access title requires the same rigorous certification, store presence, and publishing infrastructure as a fully released game, while simultaneously balancing community expectations for features.
Game Developers ConferenceFeb 2019