Monday, 1 January 2018

Level Design Deep Dive: Making an I Expect You To Die VR puzzle level on a budget

"The expensive part of creating levels was iteration time. Finding the puzzle difficulty balance while keeping things interesting requires lots of tweaking. Could we do it with a smaller team on a tighter timeline?" ...



from Gamasutra Console/PC News http://ift.tt/2Eq59Ld

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