Design Pillars

It’s important that a game has a strong set of core pillars that underpin its design. These are some of the first notes I made about HER STORY and give a good idea of where we’re headed–

Design_Document

I often work best when the seed of an idea is structural and/or limiting. Once the constraints are in place, the characters and scenarios have something to grow around, grasp onto — and sometimes push against.

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