Edge

Q+A: MAX PEARS

How does open quest design affect level design? When there are so many ways to approach any given mission, how does that change the way you design a playspace?

It’s one of the most freeing projects I’ve worked on in terms of just pure creativity, but also definitely an overwhelming one when you think about looking at a blank screen. But that fluidity of choice, whether that be your cyberware, your abilities, your perks, your guns, how you play, all of these really open up the space for us. So we’re thinking about how all of these intertwine, because sometimes you’re not going to just stick to one playstyle either.

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