I think its important when things make sense. Ive spoken before about level design before ( http://www.stasisgame.com/building-spaceships-the-hawking/ ) and making sure things work in a connected way. Here is another example of that, and also a little glimpse into how I plan out and design the different areas of the game. Each area starts out with the game script. A written description of the area, and how it sits in the story. When I wrote the game script, I kept the writing very 'fluid' , and reads very much a story treatment for a film, or a novel. There is nothing specifically 'game related' in the game script-its JUST the story. From the script, I go into each area of the game, and design the flow of the rooms. I really want things to feel interconnected. If you enter one room, and leave through another door, where does that door go? Where does that corridor lead? Does the placement of the elevator shaft make sense in relations to the floors above and below? Now its important to note that quite a bit of this detail is 'invisible'. The player will never notice where the elevator shaft enters and exits, but I think that on a subconscious level, if things aren't flowing

Here are 2 interviews that have recently gone live about STASIS. INTERVIEW AT TECHZWN BY JOSHUA PHILLIP. http://techzwn.com/2012/02/interview-stasis/ TechZwn: The game looks great. It’s good to see an isometric adventure game. I’m curious why you chose this route when everyone else seems to be going for first-person games or side views for adventure games – what effect do you hope to create though it? Bischoff: I have always loved Isometric games. I remember playing through Diablo, just to revisit some of the cities and areas. The old Black Isle RPG’s, like Baldurs Gate, and the iconic Fallout series really are some of the my favourite games. While I know that many Adventures Games opt for an ‘In the action’ first person, or a side on view, I think that isometric graphics have a certain sense of scale about them. You can get your character to feel like a small part of a big world. TechZwn: Just going by the first images and video from Stasis, you’ve done a good job creating the atmosphere, but we’re still left guessing about what the player will really encounter. You mention on the website there is “danger lurking in every shadow.” Can you talk about this a bit? How will this