I’ve been focusing more on pacing & exploring lightweight, storytelling techniques that work well on mobile.
The goal is to keep everything diegetic, letting the environment communicate the story rather than relying on cutscenes or UI #leveldesign
I’ve been focusing more on pacing & exploring lightweight, storytelling techniques that work well on mobile.
The goal is to keep everything diegetic, letting the environment communicate the story rather than relying on cutscenes or UI #leveldesign
Where reality breaks, abominations adapt, and every bullet matters.
Where reality breaks, abominations adapt, and every bullet matters.
store.steampowered.com/app/1734000/...
store.steampowered.com/app/1734000/...
System Shock® 2: 25th Anniversary Remaster arrives on PC and consoles June 26
/ 𝟲-𝟮𝟲-𝟮𝟱 /
youtu.be/8zjzwOpbwK4?...
youtu.be/8zjzwOpbwK4?...
www.eurogamer.net/how-viktor-a...
www.eurogamer.net/how-viktor-a...
www.joewintergreen.com/new-tool-imp...
www.joewintergreen.com/new-tool-imp...
He worked with Valve and Arkane on HL 2 and Dishonored, but also on the animated movies Renaissance & The Prodigies.