Fan-made levels for various games can get away with being more difficult or otherwise complicated than the official ones, because they can assume the players have had more experience with the engine, and Devres is no exception to this. What internal adjustments did you have to make in order to develop level design for Ori, which would be presenting its gameplay for the first time?
What's next for Moon Studios and why is it using your buzz and proven engine to license Jazz from Epic Games?
How do you type with boxing gloves on?
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Last edited by Violet CLM; Mar 13, 2015 at 08:44 AM.
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