4.8 • 743 Ratings
🗓️ 29 October 2021
⏱️ 35 minutes
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0:00.0 | I'm not pulling out of my driveway. We all know what that means. It's time for other drive to work. |
0:05.9 | Coronavirus edition. So using my time at home to do interviews, and today I have Yanni, who is the lead designer of Strick-Saven. |
0:15.2 | Hey, Yanni. Yanni, Skullnick. Hey. Hey, Mark. Thanks for having me on. |
0:19.9 | Okay, so this isn't interesting. |
0:22.2 | I actually had a podcast with Ari. |
0:25.3 | Ari Me, we were talking about the vision design of this set, and I had it with Taylor, |
0:31.4 | and we talked about the art design of the set. |
0:33.3 | So you're on to talk about the set design. |
0:35.3 | So the audience, if they really want to get a sense of all the different parts, |
0:39.1 | this one set I've had a lot of different people on. |
0:41.3 | So you can get a lot of facets of what different people are doing. |
0:45.3 | So let's talk a little bit about set design. |
0:47.5 | So I finished this set. |
0:49.7 | I led the vision, and I handed you a file and a document. |
0:53.4 | So let's pick up the story from there. |
0:56.5 | Yeah. So Eric Lauer led the first month of set design as kind of a transition period. Our biggest |
1:05.0 | focus there was looking at what would be the mechanic that added casting more spells to the game. |
1:12.1 | We decided that flashback, which you handed off, didn't make a lot of sense. |
1:16.9 | We wanted to save it for Inestrade, and we felt like doing it in both sets, |
1:21.4 | wasn't something that felt right. |
1:23.5 | So we kind of got right away to looking for a thing to replace a flashback with, |
1:29.7 | which ended up being learned lesson. Okay. How did you get to learn lesson? How did, how did you get |
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