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>have has many interactive environmental elements as possible such as doors, projectile launchers, swings, levers, elevators, cranes... and lots of things that characters can grab and fiddle with. do not underestimate the importance of vehicles
>dont waste too many resources on things that aren't focal or purely aesthetical to avoid diminishing returns, keep the scale symbolic, if an asset exists there must be a good reason for it
>set a scene that has the potential to generate multiple situations with lots of possible permutations and leave it to the player to chose how it goes
Anything else video game designers can learn from Lego sets?