Red Faction: Guerrilla dev post-mortem: to embrace true open-world freedom 'you need to stop caring'
In a lengthy post-mortem on Gamasutra, design director James Hague breaks down how his team at Volition developed Red Faction: Guerrilla's many, many missions while working with an enormous, open world where pretty much everything can be destroyed. Beyond the seemingly minor decisions (order of ...
Posted on May 17th 2013 6:45PM
Posted on May 17th 2013 3:45PM
Posted on May 17th 2013 12:00PM