Broken is far easier to solve than almost there. In one, your patient’s leg is gone. Easy. In the latter, you have to be House.
— Grant Rodiek (@HyperboleGrant)
Set deadlines for your projects and stick to them. Deadlines sharpen the mind and hasten decisions you’ve already really made.
— Grant Rodiek (@HyperboleGrant)
Iteration is the heart of design. Constant cycles of playtesting and tweaking sessions between each cycle are the best way to home in on something that is both balanced and fun.
— Kevin G. Nunn (@kgnunn)
The soul of a designer when a game is pitched, self-published, or on a shelf, should be at peace.
— Grant Rodiek (@HyperboleGrant)
Knowing when something is good enough is about recognizing missed opportunities. If those opportunities exist, and they haven’t been explored, you may not know it’s good enough.
— Grant Rodiek (@HyperboleGrant)
When you can look at the needs of the market and not just your own personal tastes, your games go much further. You gotta still like and be proud of what you’re designing, of course, or what’s the point?
— Kevin Wilson (@KevinWilson42)