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However the dark lighting and texturing transform much of the play area into an unpleasant mid-brown mess, and its reliance on Source displacements leaves it feeling a bit blobby and melty. Like a lot of Counter-Strike Source, it often feels more like a gameengine tech demo rather than something for humans to play.
Prototyping This stage involves prototyping different ideas including level layout design, character design, gameplay elements and mechanics, and other core concepts, before finalizing them for the cemented stage of the game production process.
After months of bug fixing and polishing, the game is ready for distribution. Developers make final touches to enhance immersion, like adding depth to landscapes or improving textures. The level of polish depends on factors like the gameengine used and how close it is to the launch date.
The two big changes I made were the texturing and the monster placement / player flow. One of my big motivations was to use Makkon's updated textures. Yet as I aligned the 100th trim texture on a brush, I wondered whether my level was also anti-brutalist in its own way. In the past I've written about video game brutalism.
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