Colon Semicolon, on 13 July 2013 - 03:16 PM, said:
1. how well defined the original work is and how well you need to stick to it to not become alienating.
2. tools that are limited and how far you can push the limits of the toolset (this is significantly less of an issue these days, but it still factors in quite a bit when you figure in budgets to the equation.)
Yeah, item two is one of the key issues, it's like: We have the technology have you got the staff ...
@ Radar - you can call me anything but a fan of one specific corporation or team or game. But, I am an arrogant old fart, I give you that.

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