The Life Cycle of a Map

Published on | Prototyping: From UX to Front End — Medium Camila Gormaz When I started making maps for Long Gone Days, about two years ago, I would stare at an empty canvas for hours. If I had to draw a forest, I would start drawing a tree, just to remember I didn’t have grass tiles yet, and then I would stop to think if the characters have enough space to move since there will be a cutscene. It was far from efficient. During the first months I struggled a
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