DevGAMM27 тыс
Опубликовано 26 декабря 2019, 15:44
This talk goes over the development methods used by internal studios to reduce the amount of failed prototypes developed to fit the hypercasual market. Thomas goes over the positive points from each iteration of our process and outline where we want to go next.
Based on games Helix Jump, Crowd City, Paper.io 2 and Aquapark.io
Based on games Helix Jump, Crowd City, Paper.io 2 and Aquapark.io
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