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Contents
Toolbox
- Design Principles
Why thinking time is vital
for game development - CityCraft
Simulating the passing of
time in video game cities - Get to the chopper
How to design compelling
single-player missions - Narrative writing
Breaking down The
Witcher 3’s finest side quest - Source Code
Code a Zaxxon-style
isometric level map - Directory
The latest dates for Ukie’s
series of Hub Crawl events
Toolbox
Design missions worthy of Dishonored 2:
see our six-page guide on page 32.
The first in a series of features on narrative design
begins with a breakdown of The Witcher 3’s side
quest, A Towerful of Mice. See page 38.
The art, theory, and production of video games