PREDECESSOR GAME DESIGNER Answers MORE of your Questions | Part 2
Empti
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PREDECESSOR GAME DESIGNER Answers MORE of your Questions | Part 2
3 192 просмотра · 1 год назад
Empti
4,95 тыс. подписчиков
3 192 просмотра · 1 год назад
Carrying from Yesterday's video - we are joined once again by Game Designer Bloodmordius going over another 10 questions from the community post where I was seeking for questions from you guys! Watch part one if you haven't first! Highly recommended.
Timestamps.:
0:00 Intro
0:31 What's the Process for a new skin?
1:33 Are they thinking about improving interactions for melee heroes with verticality?
4:24 What sets apart Designing Predecessor Heroes from other Mobas?
7:57 Are there limitations with Game Design?
12:07 How long until you implement a Hero who does Damage based on Altitude?
12:31 What's the hardest thing to balance?
13:42 Why not rework more Heroes?
17:03 Do you factor Hit-boxes when designing Heroes for balance purposes?
19:04 Why is Skylar design not innovative/unique?
21:44 Would you consider adding items that are based off the Heroes in Predecessor?
25:56 Outro
Predecessor interview w/ Bloodmordius
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