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23: Reinventing Basketball (and Spelunky) with Andy Hull (Dunk Lords)

Eggplant: The Secret Lives of Games

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How to Make Dunk Lords Feel Good

Derek: I made some very conscious decisions at the beginning of the project, like a lot of basketball games have really smooth animation. And I wanted the player to be the one like, taking the action and not like the animation system taking over. Once I had that basic framework of like the basketball is feeling like really good, then I put in like four characters in the game. Derek: The prototype was definitely in between the Xbox and Splunky version - it wasn't full-blown when it came out.

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