After establishing our core architecture, we've moved into Phase 2 of development: creating the fully explorable multi-deck spaceship interior. This is where our core philosophy—"the ship itself is the game"—truly comes to life. In this post, we'll dive deep into our design approach, the modular components we're building, and how we're creating believable spacecraft interiors that serve both gameplay and education.
Design Philosophy: Functional Over Decorative
When designing our spaceship interiors, we're following one core principle: every element must serve a purpose. This isn't a fantasy starship with gratuitous blinking lights and mysterious glowing crystals. Instead, we're grounding our design in real spacecraft architecture—taking inspiration from the International Space Station, SpaceX Dragon, NASA concepts, and realistic space habitat designs.
Our goal is to create spaces that feel both futuristic and believable. Every corridor, room, and station needs to make functional sense. When a player walks through engineering and sees life support systems, they should understand—visually—how those systems work. When they visit the observation deck, it should feel like a real place where crew would spend time watching the cosmos.
Multi-Deck Architecture
Deck Structure
Our spaceship features a five-deck layout, each serving distinct functional purposes:
- Deck 1 - The Bridge: Command center, navigation controls, communication station, primary viewing windows, ship status overview
- Deck 2 - Engineering: Life support monitoring and control, power distribution panels, engine monitoring, propulsion systems, system diagnostics
- Deck 3 - Crew Quarters: Living spaces, galley/kitchen area, recreation space, personal areas that make the ship feel lived-in
- Deck 4 - Observation Deck: Largest viewing windows in the ship, telescopic viewing equipment, seating for contemplation, scientific instruments
- Deck 5 - Storage & Maintenance: Cargo areas, equipment storage, maintenance facilities, warp pod bay (on regular ships)
Vertical Navigation: Elevators and Stairwells
One of our key challenges was creating intuitive vertical navigation. Players need to move between decks seamlessly, and we want this to feel natural, not like teleportation between disconnected levels.
We've implemented a multi-deck elevator system that:
- Provides smooth, realistic elevator travel between all five decks
- Features call buttons on each deck
- Shows current deck position and destination
- Includes proper timing—elevators don't instantly transport players, but take realistic time to move between decks
- Connects to emergency stairwells for alternative access (though elevators are the primary route)
The elevator system required careful attention to player experience. We needed to balance realism (actual travel time) with gameplay flow. Too fast feels unrealistic; too slow becomes frustrating. Our current implementation uses a 3-4 second travel time between adjacent decks, which feels both believable and maintains engagement.
Modular Design Approach
Why Modularity Matters
Early in our design process, we realized we'd need multiple ship interiors—regular ships, warp-capable ships, and potentially different ship classes in the future. Rather than building each from scratch, we've adopted a modular component system.
Our modular approach allows us to:
- Reuse Components: A corridor section built once can be used throughout different ship types
- Maintain Consistency: Common elements (doors, terminals, lighting fixtures) look the same across the ship
- Speed Development: Once a door system works, we can place doors anywhere
- Enable Variation: Different ship types can mix and match components while maintaining design language
Key Modular Components
We've broken down our ship into reusable building blocks:
- Corridor Segments: Straight sections, T-junctions, corners, intersections—the basic building blocks of ship layout
- Room Modules: Standardized room sizes and layouts that can be combined in different ways
- Door Systems: Sliding doors (automatic and manual) that work consistently across all ship areas
- Terminal Stations: Interactive display terminals that can be configured for different purposes (navigation, systems monitoring, scientific data)
- Window Segments: Standardized observation windows that can be placed in corridors or rooms
- Lighting Fixtures: Consistent lighting elements that maintain the ship's visual identity
Real-World Inspiration
International Space Station (ISS)
The ISS has been an invaluable reference for our design. Key elements we've adapted:
- Functional Layout: Every module serves a purpose—science, habitation, storage, life support
- Cable Management: Real spacecraft have extensive cable runs and infrastructure—we're incorporating visible conduits and panels
- Handrails and Grab Handles: Essential in zero-g environments, but also useful for navigation and visual interest
- Modular Construction: The ISS was built from modules—our ships use the same principle
- Equipment Storage: Real space stations have equipment secured everywhere—we're including secured storage panels and equipment mounts
SpaceX and Modern Spacecraft
Modern commercial space vehicles have influenced our aesthetic:
- Clean, Minimal Design: SpaceX Dragon's interior shows how modern spacecraft favor clean lines and functional surfaces
- Touchscreen Interfaces: Contemporary spacecraft use digital displays extensively—our terminals reflect this
- Efficient Use of Space: Every cubic meter matters in space—our designs maximize functionality in compact spaces
Functional Stations and Areas
The Bridge: Command Center
The bridge serves as the primary navigation and control center. Key design elements include:
- Primary Navigation Console: Large central display showing ship position, trajectory, and solar system view
- Communication Station: Terminal for ship-to-station communications
- Forward Viewing Windows: Large windows providing views of space ahead
- Status Overview Displays: Ship-wide system status at a glance
- Command Seating: Functional seating positioned for optimal viewing of all displays
We've designed the bridge to feel functional yet comfortable. It's the "home base" of the ship, where players can orient themselves and understand their position in space.
Engineering: The Ship's Heart
Engineering is where the ship's systems come together. Our design emphasizes visibility and monitoring:
- Life Support Control Panels: Large displays showing oxygen levels, CO2 scrubbing, temperature, humidity
- Power Distribution Center: Visual representation of power flow through the ship
- Engine Monitoring Station: Propulsion system status, fuel levels, trajectory calculations
- System Diagnostics Terminal: Deep dive into any ship system
- Equipment Access Panels: Removable panels showing internal systems (educational value)
Engineering feels busier and more technical than other areas. More conduits, more panels, more visible infrastructure. This is where the "guts" of the ship are visible and accessible.
Crew Quarters: Making It Feel Lived-In
To make the ship feel believable, we need areas that show human habitation:
- Personal Quarters: Individual crew spaces with personal effects and sleeping areas
- Galley/Kitchen: Food preparation area with storage and dining space
- Recreation Area: Space for relaxation, exercise, or social interaction
- Sanitation Facilities: Washrooms and hygiene facilities (realistic but not overly detailed)
These areas add humanity to the ship. They show that people live here, not just operate systems. We're careful not to overdo it—space is limited, so these areas are compact but comfortable.
Observation Deck: The Wonder of Space
The observation deck is designed for contemplation and wonder:
- Panoramic Windows: Largest windows in the ship, providing expansive views
- Seating Areas: Comfortable seating positioned for optimal viewing
- Telescopic Equipment: Scientific instruments for detailed observation
- Information Displays: Terminals showing what players are observing (planet names, distances, etc.)
This is the contemplative heart of the ship—where players can truly appreciate the scale and beauty of space. The design emphasizes openness and connection to the cosmos.
Ship Type Variations
Regular Ships (Real-Time Travel)
Regular ships include a special feature: the Warp Pod Bay on Deck 5. This area contains special pods that allow players to warp directly to Earth station if they wish to end their scenic journey early. The pod bay:
- Features multiple warp pods for player use
- Has clear signage directing players to the area
- Includes pod activation interfaces
- Provides an escape option without breaking immersion (pods are part of the ship's design, not a menu)
Warp-Capable Ships
Warp ships have a different internal layout focusing on:
- Warp Drive Engineering: Additional engineering area showing warp core and field generators
- Enhanced Navigation: More sophisticated navigation systems for warp calculations
- Different Proportions: Slightly different layout optimized for faster travel
- No Warp Pod Bay: Warp ships don't need escape pods—they're already fast
Wayfinding and Navigation
With a multi-deck ship, players need clear navigation aids. We've implemented:
- Clear Signage: Deck numbers, room labels, directional indicators
- Color Coding: Different deck levels use subtle color variations to aid orientation
- Consistent Landmarks: Unique features at key intersections help players orient themselves
- Elevator Call Displays: Show current deck and available destinations
We want players to learn the ship layout naturally through exploration, not through constant map checking. Good wayfinding helps players build a mental map of the ship over time.
Technical Implementation
World Partition and Seamless Interiors
We're leveraging Unreal Engine 5's World Partition system to create seamless ship interiors without loading screens. This means:
- The entire ship interior exists in one continuous world
- No loading between decks or areas
- Smooth transitions as players move through the ship
- Optimized streaming for performance
Lighting with Lumen
Unreal Engine 5's Lumen Global Illumination system is perfect for ship interiors. We're using it to:
- Create realistic interior lighting from fixtures and displays
- Show dramatic contrast between interior spaces and the void of space through windows
- Maintain consistent lighting as players move between areas
- Add atmosphere and mood without excessive manual setup
Performance Considerations
Building detailed interiors requires attention to performance:
- LOD Systems: Distance-based level of detail for complex geometry
- Optimized Materials: Efficient shaders that look good but don't kill performance
- Culling: Smart culling of objects not visible to the player
- Lighting Optimization: Strategic use of baked and dynamic lighting
Current Progress
As of this blog post, we've completed:
- ✅ Complete deck layouts for all five levels
- ✅ Modular component library (corridors, rooms, doors, windows)
- ✅ Elevator system fully functional
- ✅ Door systems (sliding doors, automatic/manual operation)
- ✅ Basic lighting setup using Lumen
- ✅ Wayfinding signage system
- ✅ All major areas constructed (bridge, engineering, crew quarters, observation deck, storage)
- ✅ Warp pod bay on regular ships
- ✅ Initial terminal placement (detailed terminal interfaces coming in Phase 4)
What's Next
With the ship interior structure complete, we're moving into Phase 3: Solar System Implementation. This includes:
- Building the orbital mechanics system
- Implementing the space station network (one station per planet)
- Creating the navigation computer system
- Adding external views from ship windows
- Implementing the departure/arrival board systems on stations
The ship interior is now ready to serve as the stage for space exploration. In our next post, we'll dive into how we're creating the solar system and space station network that players will travel through.
Design Insights for Fellow Developers
If you're working on similar projects, here are some lessons we've learned:
- Start with Function: Design spaces based on purpose first, aesthetics second
- Build Modular: Reusable components save enormous amounts of development time
- Reference Real Designs: Real spacecraft provide better inspiration than sci-fi movies
- Test Navigation Early: Get players moving through spaces as soon as possible to identify wayfinding issues
- Balance Detail and Performance: Rich detail is great, but not if it kills framerate
- Think Vertical: Multi-deck layouts add complexity but create more interesting spaces
Conclusion
Creating the ship interior has been one of the most rewarding parts of development. Seeing players (in our testing) naturally explore the spaces, discover new areas, and build familiarity with the ship layout validates our design approach.
The ship is no longer just a collection of rooms—it's a place. A place where players can relax, explore, learn, and experience the wonder of space travel. Every corridor tells a story. Every room serves a purpose. Every window frames the cosmos.
In our next blog post, we'll explore how we're building the solar system that this ship will travel through, and the space stations where players will begin and end their journeys.
Stay tuned for more updates, and feel free to share your thoughts on spaceship interior design. What makes a spaceship feel real to you? What elements would you want to see in an explorable ship interior?
Resources & References:
- International Space Station Tour: NASA ISS
- SpaceX Dragon Interior: SpaceX Dragon
- Unreal Engine 5 World Partition: UE5 Documentation
- Lumen Global Illumination: Lumen Documentation
Disclaimer
The information provided herein is for general informational purposes only and is subject to change without prior notice. While efforts are made to ensure accuracy and timeliness, no guarantees can be made regarding the completeness, reliability, or currency of the content. Please verify all details independently before making any decisions based on this material.
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