Jolie Menzel & Teddy Diefenbach

Published: May 16, 2016, 11 a.m.

b'Talking all about design this week with Jolie and Teddy! We also chat about the story and lack of text in Hyper Light Drifter, games being different based on what department heads the studio, breaking design down into systems/levels/narratives, narrative puzzle design, iteration, having intimate conversations with developers by playing their game, giving players choice when they don\\u2019t expect it, the balance of showing how much a game is listening to players, subtlety in design, storytelling through level design, games withholding their payoffs for too long, and the need to not be precious with your work.'