Episode
Building Astroneer: Charting new and challenging courses
The barriers to game development have never been lower, but standing out in this crowded space has never been more difficult. Brendan Wilson, head of System Era Softworks, the studio behind Astroneer, talks about intentionally running towards, rather than away from, difficult challenges in game design, and how modern platform tools can help to focus resources on solving the problems that really matter, and help your game shine.
The barriers to game development have never been lower, but standing out in this crowded space has never been more difficult. Brendan Wilson, head of System Era Softworks, the studio behind Astroneer, talks about intentionally running towards, rather than away from, difficult challenges in game design, and how modern platform tools can help to focus resources on solving the problems that really matter, and help your game shine.
Have feedback? Submit an issue here.