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#33 - Iterative Prototyping and Tabletop Transposition With Charlie Cleveland

Game Developer Podcast

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How to Manage Scope Creep and Identifying Necessary Changes to Solve Gameplays

The easiest way I know is basically just to lower the quality bar and lower the time. So you basically say how quickly, like we have one week to make something crappy and just make, like, make something, make it crappy and release it. But there's no way that you can make something great and fast. There's so many ways to work on this. And it's like, well, if we just had to play something this Friday, like how could we do that? What is the crappiest possible version that basically moves this forward and creates, you know, and helps us learn about what we're making? That doesn't really make it. We could workshop it.

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