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He isn't allowed to talk about his newest project, so he talks about other interesting thing: Harvey "Witchboy" Smith has been interviewed by Gamesurge. The main topic of the interview is level design:
more complex, which in turn becomes a time-consuming effort. Is this a good or bad thing?
It's great in that it could equate to more interesting environments. Tools of automation are a necessary part of keeping the increase in complexity from translating into a prohibitive rise in development cost.
Is there a particular level from any game that stands out as an excellent example of craftsmanship? Why?
The hydroponics level from System Shock 2 because it scared the snot out of me in very real, visceral ways. Lord Bafford's manor from Thief 1 because it was so over-connected and allowed me so much freedom. Hong Kong from Deus Ex because it felt like such a 'deep' space./UL> |
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