Trust: hard won, easily lost utilise witches.town. Vous pouvez læ suivre et interagir si vous possédez un compte quelque part dans le "fediverse".

eev.ee/blog/2015/12/30/you-sho

This is an incredible revelation that I still haven’t fully wrapped my head around. Level design requires the same kind of composition that goes into any other kind of art. You want landmarks, so the viewer knows what’s important and what’s not. You want hidden details, to reward viewers who pay closer attention. You want things to connect together and be revisited, so the world seems to evolve as the viewer spends more time with it.

@natecull have you seen the Devs Play series where jon romero is interviewed and let to ramble while playing DooM?

@nire I haven't! I should go look for it I guess!

Trust: hard won, easily lost @nire

@natecull romero has a sort of photographic memory where he remembers... basically everything