2:06:37zrizi Q: (Off-topic) Real production related question. In
Handmade Hero, we have a general idea of how the game should look and feel like (mechanics, art direction, etc.). We’re tackling engine problems because they are interesting, and I’m very grateful for you doing it. How will the process of tackling things and “exploring” the engine design look like in a real production environment based on your experience? Say, maybe, based on your experience working on The Witness with
Jon Blow?
🗪
2:06:37zrizi Q: (Off-topic) Real production related question. In
Handmade Hero, we have a general idea of how the game should look and feel like (mechanics, art direction, etc.). We’re tackling engine problems because they are interesting, and I’m very grateful for you doing it. How will the process of tackling things and “exploring” the engine design look like in a real production environment based on your experience? Say, maybe, based on your experience working on The Witness with
Jon Blow?
🗪
2:06:37zrizi Q: (Off-topic) Real production related question. In
Handmade Hero, we have a general idea of how the game should look and feel like (mechanics, art direction, etc.). We’re tackling engine problems because they are interesting, and I’m very grateful for you doing it. How will the process of tackling things and “exploring” the engine design look like in a real production environment based on your experience? Say, maybe, based on your experience working on The Witness with
Jon Blow?
🗪