We think of the player like a pinball: They hit a bumper and it pushes them right back into the fun zone Hugo Martin
The rest of the time was just spent balancing out the pace of the game.' 'Within the first year of development we had the fun nailed down, we had the game nailed down. We're so good at that we were able to do way more at a higher quality in less time,' he says.
'What you're seeing is the product of a group of people working together really well, where we're able to discuss a feature, argue if necessary, move on to a resolution, and get it into a game and move onto the next one.