I had a space shooter as a kid that would read your directories and make your files float around the levels like asteroids -- you could get in trouble if you destroyed them.
It probably was a better idea back when you still *mostly* knew what the contents of your hard drive were
level designers say "don't use symmetry", but what they mean is "don't use symmetry as a shortcut"
it's a pattern, and patterns are a tool
The Paris palace, the Bangkok hotel, the Hokkaido hospital. If you've seen one half, you have a rough idea of the shape of the other half. You know where to find stairs and doors and exits in a pinch. But the way those spaces have been used? That's something else altogether.
Level designer, game critic, programmer, awkward online pal | Hair disaster | π³οΈβπ | he/him | I'm trying, okay?