English listening crowd!
It’s time to dust of your English-skills boys & girls because “Well Played” is back. This time for a bit of indulgence: Andre had the opportunity to finally interview somebody from Housemarque after salivating over the studio for three decades now. More than that though we will all learn a bit about how combat design in games works: How game design starts with defining a characters moveset and extrapolating everything else from there. How level-design can influence the perception of speed and how the agility of the character itself places certain demands on how combat-arenas are designed. All that and more will be explored in this interview with Simone Silvestri, Art Director of the latest Housemarque-Game “Saros” who also shares a bit about his journey in the industry and how, after the game he worked on for years at Remedy got canceled, he became Art Director at Housemarque although applying for a different job to begin with.
Gamespodcast.de Premium
Dieser Podcast steht nur Abonnenten ab 5 Dollar zur Verfügung. Wenn du noch kein Abonnent bist, dann schließe hier ein Abo ab. Wenn du vorher erstmal reinschnuppern möchtest, dann schau dir den Schnuppermonat an.
Jetzt abonnierenDu bist schon Abonnent? Dann log dich hier ein
Hope you like it!
Andre

