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Game DevelopmentPostmortem

3 Nights In Chicago: Wherever the Project Goes

August 28, 2016 — by CS Wallace of MarcoPolo Learning

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As designers, we often sit down to work on a new game with a (so we think) clear idea of what we want the end product to be, or at least a set of core design goals we’d like to reach. Over the course of creating our masters thesis, my team and I learned to let go of our ideas and let our game organically become what it wanted to be, rather than trying to force it to be something it couldn’t.


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