Back to the email

Thanks for reading! It's a mix of both, and not always easy to consciously know when it's happening. In terms of level design examples I gave here, it's possible there were other things, and the stuff I explained is just what happened to come to mind the most when writing this post.

When designing the game, I think for more broad core decisions we try to think about what's important to us, although that's not always the case... sometimes it's just what we've been into the past three months that goes on to form large pillars of certain games