Andre (Senior Game Designer, Warhorse Studios)

speaker
306 appearances 1 recordings 1 series first heard Jul 2026 last heard 17 Jul

Andre (Senior Game Designer, Warhorse Studios)’s voice in public audio — every appearance, attributed to the second.

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recordings per month · last 12 months
1 · Jul OctJan 26AprJulnow

Recordings per month over the last 12 months — 1 in all, peaking in Jul 2026 with 1.

Appearances

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And so you have to be more, I guess, attuned to be like, I really don't need the journal or the objectives.
I need to think for my own.
And it doesn't really matter that the, like a lot of the stories have one ending, you know, like all the main quest is like just main ending.
There's like a teeny tiny like decisions there and there, but the journey is different and that's like, exactly.
So you all see the same cut scene, but you get there a different, different way.
So we ended discovery, you know, we always say that if you have to, you know, if, if there's a marker, it doesn't really feel like you explore.
Like if I have a magical radar, it's, and also if something is always there, something is always around the corner, then I kind of get to this like rhythm of like, oh, I discovered that data.
So it's a fine tuning of like how many things you can, cause you want to cram as many things as you can in the map.
But you don't want to overdo it.
Because if you overdo it, you're in the Disney World sort of.
Yeah.
Go and everywhere is something that's overwhelming.
The map looks ridiculous.
It doesn't have the feeling of like, I'm there.
You know you're playing a game.
So this is a fine edge.
And I don't even know how we did that.
Like.
I don't know what was the formula.
I want to know it because I want to repeat it, but I'm not sure what we did and how we did it.
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