Tuesday, 19 March 2019

Mapping out the subtle social cues throughout Hitman's level design

†œApart from mocking everything up one of the most important things that we do in a game like Hitman is making life, making drama situations as we call them. We borrow a little bit from the world of theater.† ...



from Gamasutra News https://ift.tt/2Tllwz7

No comments:

Post a Comment