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In Bombslinger we generate part of the content procedurally, but getting there and building our own tools to do it proved to be fairly challenging and...
crafting the rooms and levels of bombslinger
In Bombslinger we chose a psx-inspired blend of 2D characters and 3D environments while working with an artist-less team. That didn't go so smoothly...
how our love for 2d+3d art backfired on us
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