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Oh neat, thanks. Which video was that?

Stump's avatar

Thanks for the reply! In your own projects, have you ever worked in a timeboxed fashion, and how ratios of prototyping/production play into that? As an example, deciding beforehand "I want to dedicate a month of fulltime work to this project", and moving on to production after half of that time has passed. I think about this in terms of game jams as well - when you have a very limited number of hours with a deadline, at what point do you decide "If I'm going to make a fulfilling amount of content, I need to stop with the features I've implemented so far."

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