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Set in a New York office building in the 1990’s, the game plays out as a action-filled mini series, including cutscenes that unravel the plot. “To To ensure authenticity, we referenced American dramas, cartoons, and games from that era when designing everything from the characters’ clothing to office props.”
The cost of any content in game dev is directly proportional to how much new stuff needs to be created for that content. that might need to be created for certain specific cutscenes. that might need to be created for certain specific cutscenes. that might need to be created for certain specific cutscenes.
When you imagine doing this job, is it mostly about crafting amazing cutscenes? Their job is to choose the clearest, highest-quality words they can assemble, and (usually) give them to other devs to be put into the game. What is Narrative Design? If so, you probably want to be a game writer.
Perfect for pretending to have played Deathloop if you find yourself talking to a game dev. Not that you should ever talk to a game dev. They're small little bottles that blend-in with junk prop set dressing from a distance. I assume general game design knowledge but minimal Deathloop-specific knowledge. And they usually do!
Props to them for trying. It's really sharp and well-observed, and it isn't a cutscene. Fellow indie devs have privately, harshly turned on me for saying this, but it is true. Dear Indie Devs: For small communities of artists, rejecting freedom of expression is a seriously bad idea.) But this isn't really a criticism!
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