The Late Show | Developing a RLD Recipe


One of the things we had to bolt down early was the RLD.  We knew that a major factor in the RLD would be the level geometry.  The essence of the game was the hide and seek [inverse-stealth] element.  A related critical factor would be the player’s navigation and spatial awareness.  With both of those in mind I broke it down working backwards.  I actually worked within Unity itself to make these studies.  It was convenient due to the ability to snap movement and also work towards eventually establishing a template for building module size.  Continue Reading

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