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Level and Interaction Design (with Nina Marotta)

Nice Games Club - a gamedev podcast!

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Having a Triple-a Studio in a Game Development Environment

I think that our ability to touch and see kind of everything is one of our strongest suits. High Moon really fosters that culture of just lent a hand it's interesting. I went through onboarding a week before one of my level design co-workers and I ended up writing my own onboarding documents for him like this is what helped meThese are the shortcuts that I know these are the bugs I ran into this is how to fix it and stuff. It's not what I expected to have a triple-a studio I figured I would work very siloed very much so I make issues and just send them off in someone else fix them but no we kind of all learn to work

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