Indiana University graduate student Sam Shahrani presents a detailed history of the evolution of level design and in-game interactivity from the inception of 3D engines to the near present, in the conclusion of this exclusive two-part Gamasutra educational feature. In this extract, the choices made in designing Looking Glass' classic PC survival-horror FPS System Shock are discussed: "The level
Published on: Mon, May. 01, 2006
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