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![]() ![]() Seeing people play it in-person is a completely different experience from reading people’s comments online. One is attending PAX East 2018 with our lead programmer Giacomo to showcase the game. What’s your favorite memory of the game’s development timeline so far? ![]() Speaking of which: having a dedicated sound designer will really show in the final product, 10/10 recommend. We’re at a good spot now where we can have one person in charge of each of the main pillars of the game. We started with two of us and definitely could not have gotten this far without everyone else who joined. Hafiz: Development is much easier (and also more fun!) with a bigger team. What lessons have you learned about game development since then? It’s been a while since the game’s humble beginnings at the Independent Games Festival. One of the first screens in the original 2014 version.
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