I think its important when things make sense. Ive spoken before about level design before ( https://www.thebrotherhoodgames.com/studio//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

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


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