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

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?" ...

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Tags:   Gamasutra News    Level    Design    Deep    Dive:    Making    Expect    You    Die    puzzle    level    budget
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