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About Eastfist

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  1. Usability is important, isn't it? Anyone with a clue how to put together a quick game can slap together an SDK and literally have a game up and running in a week. But that beast will be full of text boxes and drop down menus and other doo-dads that will perceptibly be intimidating. So how does one design it in a way that it's incredibly intuitive but robust? That, friends, is the real challenge.
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