No Mans Sky is so big, Hello Games uses probes to keep track of it all
What do you do when the universe you’re building gets too big? You do the obvious - program an army of probes to keep track of it!
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
You’d think the notion of creating a piece of software that randomly builds and populates itself might scare most people. It certainly scares us, but not the team at Hello Games, the custodians and creators of hype vortex No Man’s Sky. So what do you do when the beautiful yet terrifying universe you’re building gets too big? You do the obvious - program an army of probes to keep track of it, of course!
The Joe Danger studio was in attendance at PAX East to promote its upcoming space-faring project, with art director Andrew Duncan on hand to discuss the delicate balance between a procedurally-generated sandbox and the desire to tweak and adjust as artists.
"I think that the truth is, we're actually all control freaks," comments Duncan. "Artists are so used to having complete control of every single pixel. Especially now with digital artists. We can get Photoshop, we can zoom right in and obsess over something no one will ever care about."
And that’s where those NASA-like probes come in. Having a universe filled with planets numbering in the quintillions, these roving programs allow Duncan and co to regain a small semblance of control, adjusting certain elements to add more flare and personality on top of what was generated by the game’s creation algorithms.
No Man’s Sky is set to scour the stars of PS4 later this year.
Weekly digests, tales from the communities you love, and more
Dom has been a freelance journalist for many years, covering everything from video games to gaming peripherals. Dom has been playing games longer than he'd like to admit, but that hasn't stopped him amassing a small ego's worth of knowledge on all things Tekken, Yakuza and Assassin's Creed.


