Environment Creation for Streamline (for GameCon and beyond…)

My first look at GameCon was reviewing the level that was blocked in by our game designer, Josh, during my first month with Proletariat. I knew it was going to be one of our most challenging levels; not only was it modeled after a large convention space like Boston Convention and Exhibition Center (BCEC), but[…]

Design-side Level Creation for Streamline (and the Delights Thereof)

Level creation always brings with it a host of challenges (and delights). Bursts of creative productivity and lulls of head-smashing lack thereof seem to happen with every map or level I’ve worked on. Streamline, in particular, represents one of the few, precious games that I’ve been part of the development team for since day one.[…]