
in that I was contracted to write a blog about making a game rather than "complete a fully functional game."
So it fucking up wasn't a major problem.
The real fuck up was that I lost loads of animation we'd made for another client and we had to spend weeks redoing that.
( ,
Fri 6 Mar 2009, 12:47,
archived)
So it fucking up wasn't a major problem.
The real fuck up was that I lost loads of animation we'd made for another client and we had to spend weeks redoing that.

I enjoyed designing some levels and playing other B3tards levels.
( ,
Fri 6 Mar 2009, 12:50,
archived)