Si il y en a qui parle trés bien anglais s´il pourrait traduire ça, sa m´intrigue:
Question: It’s a pretty big map with a lot of smaller, tighter combat spaces, how do art and design create those spaces and make sure they play nicely?
CB: A lot of testing and iteration. We also wanted to give a nice balance to larger open spaces where big battles can occur with vehicles and also allow some close quarters combat. The combination really worked great.
The first part of this question makes me feel weird. I’m not sure why.