joelvanderveen blogspot.com

Joel van der Veen

Thursday, June 26, 2014. Knowing next to nothing of the video game design process, Im often curious about the work that goes into creating a new release. And this has never been more true than in the case of Hatris. I imagine Alexey Pajitnov sitting at his desk, circa 1989, drawing up a list of objects whose names end in -et, -at or -it, thus making them potential subjects for his next falling-block puzzle game. 8220;Batris, Catris, Fatris, he writes. To be fair, Fatris. Sign me up. 8217; fame.

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Joel van der Veen

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Thursday, June 26, 2014. Knowing next to nothing of the video game design process, Im often curious about the work that goes into creating a new release. And this has never been more true than in the case of Hatris. I imagine Alexey Pajitnov sitting at his desk, circa 1989, drawing up a list of objects whose names end in -et, -at or -it, thus making them potential subjects for his next falling-block puzzle game. 8220;Batris, Catris, Fatris, he writes. To be fair, Fatris. Sign me up. 8217; fame.

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This web page joelvanderveen.blogspot.com states the following, "Thursday, June 26, 2014." We saw that the webpage said " Knowing next to nothing of the video game design process, Im often curious about the work that goes into creating a new release." It also said " And this has never been more true than in the case of Hatris. I imagine Alexey Pajitnov sitting at his desk, circa 1989, drawing up a list of objects whose names end in -et, -at or -it, thus making them potential subjects for his next falling-block puzzle game. 8220;Batris, Catris, Fatris, he writes. To be fair, Fatris."

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