Dual Universe announces Space Station Building Contest winners
The winners in the Dual Universe Space Station Building Contest have been selected.
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The competition, which began last October, was open to all Alpha backers and saw dozens of incredible submissions. These are prime examples of what’s capable in Dual Universe’s fully-editable, shared world, where players can build together. Special thanks to all the entrants for their hard work and dedication!
New Genesis organization member Flip360 was crowned as the winner for his entry, the AMN Aspire Station, which serves as a defensive rearming and repair post for New Genesis’ members. What stood this station apart was not only how fantastic it looked, from its monolithic exterior to its clean, modern interior, but also its emphasis on creative and intelligent architecture. It was clearly built from the ground up with maneuverability and usability in mind, with plenty of great views and space for all the organization’s members. Essentially, it broke away from in-game building, and used real-world architectural cues to present an amazing, functional space in Dual Universe.
“While all the entries were incredible,” said CEO Jean-Christophe Baillie, “the Aspire Station really matches content that is produced by traditional game studios. But it’s coming from the community using in-game tools, and this level of creativity will increase as the community grows and players become more acquainted with these tools.” Rounding out the top three were Port Albatross LZ, designed by Dr. Rhubarb, and The Myriad Research Station by Serula. Whether as refueling / trading stations, defensive outposts, or organizational HQs, space stations will serve as important hubs for some of Dual Universe’s main gameplay loops, including dynamic economy and organization, and these three entries capture that essence. Port Albatross LZ features lots of customization using the in-game scripting, plenty of crew quarters, and a variety of docking stations, while The Myriad was built with user-implemented constraints to build as quickly and efficiently as possible to inspire players with minimal knowledge of the game’s voxel tools.