This week the full team is back again as we venture into a number of different topics.
What are the advantages of a top down approach while designing games?
How can you add your designer signature to a game?
What’s the uncanny valley and can you apply this theory to information?
How do challenges relate to one another and when do you introduce them?
What to do when you’re being attacked by a vicious reptile?
It all gets discussed on this episode of Wait What Game Design!
02:42 – Matt : the necessity of top down design
21:25 – Dries : your designer signature
32:16 – Kim : The uncanny valley for data complexity
54:53 – Steven : Introducing a cadence to a level through challenge design
Mattias Flickr Account (https://www.flickr.com/photos/132029674@N03/)