![]() ![]() You can go to the left or right, but you can't go too far to the left or right. There's always trade-offs in development and one of the trade-offs in past Sonic games for the 3D forward view sections was there's more of a linear path. One of the important goals of the development team when they were concepting the game early was they wanted to give the player more choice. Could you please explain the level design philosophy and how you are approaching the different levels? NWR: The demo for Wii U on display had three very different types of levels. TI: A broad range of duties from being heavily involved in the early concept phase to basically managing the development and production process of titles going forward. NWR: So as producer what is your role in leading development? Takashi Iizuka (TI): I am producer of Sonic Lost World. ![]()
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