▁develop ▁without ▁any ▁limitations . ▁This ▁pro verb ial ▁game , ▁" Project ▁Sk ys cra per " ▁was ▁kept ▁in ▁mind ▁as ▁the ▁studio ▁began ▁to ▁expand ▁and ▁ac quire ▁the ▁necessary ▁fin ances ▁to ▁purs ue ▁other ▁titles ▁besides ▁Joe ▁D anger . ▁ ▁Murray ' s ▁concept ▁for ▁the ▁game ▁was ▁influenced ▁by ▁science ▁fiction ▁works ▁of ▁the ▁ 1 9 7 0 s ▁and ▁ 1 9 8 0 s . ▁Murray ▁attributes ▁ideas ▁from ▁the ▁" Big ▁Three " ▁science ▁fiction ▁authors — Is a ac ▁As im ov , ▁Arthur ▁C . ▁Clar ke , ▁and ▁Robert ▁Hein lein — wh ose ▁stories ▁he ▁considered ▁" f ant ast ical ▁- ▁it ' s ▁v ibr ant , ▁exc iting ▁and ▁the ▁un expl ored ". ▁Murray ▁also ▁considered ▁Frank ▁Herbert ' s ▁D une ▁influ ential ▁as ▁it ▁" p ain ts ▁this ▁picture ▁of ▁a ▁world ▁that ’ s ▁so ▁bel iev able ". ▁Another ▁a venue ▁of ▁influence ▁was ▁the ▁state ▁of ▁current ▁science ▁fiction ▁media , ▁which ▁Murray ▁compared ▁to ▁similar ▁comment ary ▁from ▁Ne al ▁Steph enson ▁on ▁how ▁most ▁main stream ▁works ▁focus ▁on ▁a ▁d yst op ian ▁story ; ▁for ▁Murray , ▁he ▁wanted ▁No ▁Man ' s ▁Sky ▁to ▁be ▁much ▁more ▁optim istic ▁and ▁u pl ifting . ▁ ▁Murray ▁was ▁also ▁inspired ▁by ▁the ▁covers ▁of ▁these ▁science ▁fiction ▁works ▁from ▁the ▁period , ▁which ▁typically ▁were ▁done ▁by ▁fre el ance ▁artists ▁and ▁bore ▁little