Iteration News
The latest Iteration coverage curated for game developers.
Tim Ruswick walks through 23 abandoned prototypes from the last decade, turning each one into a compact lesson in what did and didn’t work. For developers, the value is in …
Tim Ruswick distills 20 years of game dev mistakes into seven recurring traps that can quietly kill projects. The biggest lessons: stop overbuilding tools, avoid secret solo work, and know …
One-on-one synchronous playtesting is getting renewed attention as a practical way to surface problems fast, especially in the early and mid stages of development. Brian Cronin is set to make …
Ignoring player feedback can be a bigger mistake than taking it too seriously. The practical challenge is filtering signal from noise, then deciding which complaints point to real design friction. …
Wrong feedback can push teams toward the wrong fix, wasting time and muddying decisions. The practical risk is especially high when feedback is vague, biased, or detached from player goals. …
Overinvesting in visual fidelity can quietly drain time, budget, and iteration speed without improving the game itself. For teams still early in production, the bigger risk is polishing assets before …
Starting with a prototype can change the entire shape of a game. Tim Ruswick says he initially treated prototypes like a rough demo to build after the “real” idea was …