wfmag.cc \ 27ContentsToolbox
- 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
