Etcetera

Focus on your strengths; Abandon that which you are weak at

Frictional creative director Thomas Grip tells Gamasutra that while creating intense gameplay is exponentionally (sic) more difficult when you can’t rely on combat as a “crutch,” removing combat from its games was necessary — the team just wasn’t good at designing it. Instead of trying to become more “well-rounded,” should an artist abandon that which… Continue reading Focus on your strengths; Abandon that which you are weak at