Far Signaldevlog

Finding the look

6 October 2026

The first proper walk through a generated ship looked like this, which, to be fair, is clean and flat and a bit like a hospital.

The first cockpit
The first cockpit

What I'm going for is a hopeful frontier with a used, industrial feel to it, where the world tells the story rather than a wall of text, and it had to read at a glance in a busy engine room while still looking nice in a screenshot. So I lined up nine different render styles side by side in the same rooms and ended up picking a hybrid I've been calling ink, which is cel-shaded bands of light, warm umber outlines and a bit of rim light on edges against the dark.

Before
Before
After: the ink look
After: the ink look

It really earns its keep where there's loads going on, like engineering with all the panels open:

Engineering
Engineering
The cockpit, in ink
The cockpit, in ink
Outside, the whole line-up
Outside, the whole line-up

Menus

Most of the UI lives in the world itself, so screens you lean in to, a tablet you hold up, tools that work like instruments, and the only flat screens are the pause menu and settings, which get my house style (I call it Workshop).

Paused
Paused
Settings: every part of the look can be tuned
Settings: every part of the look can be tuned

A name and a mark

And the name's settled now, it's Far Signal, with a logo that's a circuit drawn as an orbit.

The logo
The logo
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