
- Topics:
* talk about the process and what you did exactly, like paper to final art for levels and then sketches etc. to final mechanics like with stream
* use the miro to showcase the documentation and iteration process
* our vision, direction, ideology if you will/principles
* show your implementation work like creating a new tile and how you interact with code to create and instantiate content
* analysis showcasing?
* talk about the team and its veterancy (Carter lol)
Topics:
* talk about the process and what you did exactly, like paper to final art for levels and then sketches etc. to final mechanics like with stream
* use the miro to showcase the documentation and iteration process
* our vision, direction, ideology if you will/principles
* show your implementation work like creating a new tile and how you interact with code to create and instantiate content
* analysis showcasing?
* talk about the team and its veterancy (Carter lol)
“its not supposed to be there to simply plug a hole in the puzzle, it needs to feel like its part of the theme of the puzzle
design pillars and principles that we stick to like need to see where you are going etc
* beynime utuledi feedbacki ve herseyi logical bir sekilde yapmaya
* discuss cutting out redundancies in level design and in a technical standpoint like the unused tilesets
* establishing design goals objective prinicples and themes for portfolio
*
Topics:
* talk about the process and what you did exactly, like paper to final art for levels and then sketches etc. to final mechanics like with stream
* use the miro to showcase the documentation and iteration process
* our vision, direction, ideology if you will/principles
* show your implementation work like creating a new tile and how you interact with code to create and instantiate content
* analysis showcasing?
* talk about the team and its veterancy (Carter lol)
- “its not supposed to be there to simply plug a hole in the puzzle, it needs to feel like its part of the theme of the puzzle”
- design pillars and principles that we stick to like need to see where you are going etc* beynime utuledi feedbacki ve herseyi logical bir sekilde yapmaya* discuss cutting out redundancies in level design and in a technical standpoint like the unused tilesets* establishing design goals objective prinicples and themes for portfolio* thinknig of gameplay mechanics in the bigger picture, their use cases and how they fit into things before diving into an idea
