FiringSquad: In terms of level design, how hard is it to create levels that really take advantage of the player's abilities in Shadowrun? Mitch Gitelman: It required a new way of thinking about level design. Because players can combo the glider tech with the teleport magic they can move through the environment in ways unseen in other FPS games. You can jump off a building, glide across a street and then teleport through a wall into the atrium of another. Your glider gives you some lift so you can glide up, then teleport up and then glide forward and teleport behind an enemy to get the drop on him. To give players a cool playing field to exploit these abilities, our levels need verticality and interesting "teleport lines". They’re kind of like trick lines in Tony Hawk. A good player can move from point to point to point to point to point and do this cool thing. Some we planned for and some we found during testing. The coolest part was when we found them by following our bots through the environment. They chose ways of moving the team didn’t know about.