Swery takes the stage at GDC 2011 (a year after Deadly Premonition) to talk through his game design process, and how he goes about trying to create appealing characters and narratives. ...
from Gamasutra Console/PC News https://ubm.io/2RvHbU7
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Swery takes the stage at GDC 2011 (a year after Deadly Premonition) to talk through his game design process, and how he goes about trying to create appealing characters and narratives. ...
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