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iteration

7 items across game development

7 results

News

23 abandoned prototypes (and their game design lessons)

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 ·
game design prototyping indie iteration scope +1
News

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 …

Tim Ruswick ·
indie prototyping iteration tools playtesting +1
News

How you (yes, you) can benefit from 1-on-1 synchronous playtesting

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 …

Danielle Riendeau ·
playtesting game design user research gdc iteration
News

Game Dev Mistake - not ignoring feedback

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. …

Tim Ruswick ·
game-design player-feedback iteration earlyaccess production
News

Mistake: Wrong feedback is wrong

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. …

Tim Ruswick ·
feedback game design playtesting production iteration
News

Tip #5 Overfocus on graphic fidelity in game dev

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 …

Tim Ruswick ·
art direction production scope visual fidelity iteration
News

Mistake: Not starting with a prototype!

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 …

Tim Ruswick ·
prototyping game-design iteration indie pre-production