
Designer Notes 27: Lucas Pope
Designer Notes
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Game Design
For us, it's been a lot of pressure on picking a undoing. When my wife and i do work together on a design, that design is almost always narrative heavy. And that feels so risky, because the odds that that project might not come together until the eleventh hour seem fair. But yet, i don't know, i feel likei, in a way, it's, it's totally insane. The fact that we have kids means that right now we're shippinggame mechanic heavy games. That's a thing, that's a dynamic that wav t household right now, which is a little weird.
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