Level Design Deep Dive: Making an 'I Expect You To Die' VR puzzle level on a budget

insights

Principal Designer Shawn Patton wrote an article for Gamasutra about designing the 'First Class' update for our VR escape-the-room game, I Expect You To Die. In the article, Shawn covers why the level was created in the first place, how to brainstorm on a budget, and how to value voice-over and QA work without breaking the bank.