20 years of game dev mistakes in 12 minutes
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 …
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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 …
Tim Ruswick argues that most game dev frustration comes from process, not engine choice or raw discipline. He points to vague goals, bad task ranking, and avoidance of boring work …
MonoGame Foundation is building MonoGame Hub, a new launcher and project manager meant to cut the friction around starting and organizing MonoGame projects. It surfaces official templates, platform selection, resources, …
Godot is tightening contribution rules to reduce PR backlog and reviewer burnout, especially for engine programmers and other code contributors. New contributors (3 or fewer merged PRs) will need maintainer …
Ninja Theory has shelved Project Mara so the studio can put its full 85-person creative team behind Senua’s next chapter. For developers, it’s a familiar tradeoff: kill an experimental side …
In a bold move, a developer shares how quitting his dream game led to shipping a profitable title in under nine months. This decision, driven by personal circumstances, highlights the …
Bloober Team's CEO emphasizes the importance of diversifying projects to mitigate risks in today's volatile gaming market. This shift impacts various roles as the studio expands its leadership structure and …
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