{"id":1730,"date":"2021-04-12T08:57:25","date_gmt":"2021-04-12T06:57:25","guid":{"rendered":"http:\/\/escapelab.net\/?p=1730"},"modified":"2021-04-12T08:57:28","modified_gmt":"2021-04-12T06:57:28","slug":"sometimes-the-simplest-objects-are-the-most-difficult-to-design","status":"publish","type":"post","link":"https:\/\/lecad.arch.uth.gr\/escapelab\/?p=1730","title":{"rendered":"&#8220;Sometimes the simplest objects are the most difficult to design&#8221;"},"content":{"rendered":"\n<p> <br>&#8220;The\u00a0best kind of door in a video game is the one no one remembers. Sure, everyone can appreciate a big, beautiful door with great animations, says Owlchemy Labs developer Pete Galbraith. But in a video game, doors are often synonymous with a massive design headache. Forgettable means a developer has done their job well. \u201cIf it fits into the environment, makes sense for its context, and works exactly how the player expects, then in that instant it was simply a door as real as any other in the player\u2019s real life,\u201d says Galbraith. \u201cI can\u2019t imagine higher praise for a door in a game.\u201d &#8220;<\/p>\n\n\n\n<p><\/p>\n\n\n\n<p>Read the entire article: <a href=\"https:\/\/www.theverge.com\/22328169\/game-development-doors-design-difficult\">TheVerge<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8220;The\u00a0best kind of door in a video game is the one no one remembers. Sure, everyone can appreciate a big, beautiful door with great animations, says Owlchemy Labs&#8230;<\/p>\n","protected":false},"author":6,"featured_media":1731,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[24],"tags":[],"_links":{"self":[{"href":"https:\/\/lecad.arch.uth.gr\/escapelab\/index.php?rest_route=\/wp\/v2\/posts\/1730"}],"collection":[{"href":"https:\/\/lecad.arch.uth.gr\/escapelab\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/lecad.arch.uth.gr\/escapelab\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/lecad.arch.uth.gr\/escapelab\/index.php?rest_route=\/wp\/v2\/users\/6"}],"replies":[{"embeddable":true,"href":"https:\/\/lecad.arch.uth.gr\/escapelab\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1730"}],"version-history":[{"count":1,"href":"https:\/\/lecad.arch.uth.gr\/escapelab\/index.php?rest_route=\/wp\/v2\/posts\/1730\/revisions"}],"predecessor-version":[{"id":1732,"href":"https:\/\/lecad.arch.uth.gr\/escapelab\/index.php?rest_route=\/wp\/v2\/posts\/1730\/revisions\/1732"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/lecad.arch.uth.gr\/escapelab\/index.php?rest_route=\/wp\/v2\/media\/1731"}],"wp:attachment":[{"href":"https:\/\/lecad.arch.uth.gr\/escapelab\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1730"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/lecad.arch.uth.gr\/escapelab\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=1730"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/lecad.arch.uth.gr\/escapelab\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=1730"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}