lowkey this consideration is shaping much of my production pipeline for game2. the prototype i'm working on is an entire, self-contained prologue-type game distinct from the rest of the project
Reposted from .chantal//RYAN
something people don't talk much about in this era of "publishers expecting a near-finished game before investing" is

games are being made sub-optimally in order to speed-run vertical slices/convincing demos

instead of finalising systems then building content, you have to make content alongside 1/

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