▁really ▁focused ▁on ▁expl oration , ▁which , ▁as ▁he ▁considered ▁it , ▁was ▁" see ing ▁something ▁that ▁no - one ' s ▁seen ▁before ▁and ▁for ▁your ▁experience ▁to ▁be ▁unique ", ▁rather ▁than ▁pre - pl anned ▁puzz les ▁that ▁one ▁would ▁need ▁to ▁explore ▁to ▁find ▁and ▁solve . ▁The ▁video ▁game ▁J our ney ▁was ▁also ▁influ ential ▁with ▁Murray ▁hoping ▁to ▁integrate ▁its ▁" simp licity ▁and ▁eleg ance " ▁into ▁No ▁Man ' s ▁Sky . ▁ ▁Production ▁▁ ▁With ▁the ▁success ▁of ▁Joe ▁D anger ▁and ▁its ▁sequ els , ▁Murray ▁was ▁able ▁to ▁spend ▁a ▁few ▁days ▁each ▁week ▁for ▁about ▁a ▁year ▁to ▁develop ▁the ▁core ▁engine ▁of ▁No ▁Man ' s ▁Sky ▁in ▁secret ▁from ▁the ▁rest ▁of ▁the ▁team . ▁Once ▁the ▁engine ▁was ▁completed , ▁Murray ▁brought ▁in ▁a ▁small ▁four - person ▁team ▁to ▁work ▁on ▁the ▁game ▁directly , ▁while ▁Joe ▁D anger ▁ 2 ▁was ▁being ▁developed ▁by ▁the ▁rest ▁of ▁the ▁company . ▁They ▁worked ▁in ▁a ▁spare ▁room , ▁l ining ▁the ▁walls ▁with ▁science ▁fiction ▁imag ery ▁to ▁help ▁insp ire ▁them . ▁Their ▁work ▁was ▁kept ▁in ▁secre cy ▁from ▁the ▁rest ▁of ▁the ▁development ▁team , ▁leading ▁to ▁some ▁t ension ▁within ▁the ▁offices , ▁though ▁Murray ▁had ▁done ▁this ▁specifically ▁after ▁seeing ▁how ▁small ▁expl or atory ▁groups ▁did ▁not ▁work ▁well ▁at ▁C riter ion ▁Games . ▁Further , ▁Murray ▁was ▁concerned ▁about ▁describing ▁the ▁game ▁too ▁much , ▁and