![]() ![]() ![]() Two is easier, although you may not think so at the time. Mix these factors in with the usual chaos surrounding a game company on her maiden voyage and you have a situation often referred to generously as "challenging." Figuring out both how to work around long-expected pieces that don't pan out and how to capitalize on unexpected miracles is a big part of the job. ![]() Without an experienced team, much of your schedule operates at dartboard-level accuracy. Without a prior success (or even a prior failure) for comparison, much of your design relies on instinct. There are a lot of things to attempt and reject, a lot of mistakes to make, a lot of lessons to learn.
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