The Last Mile is Hard. #Gamedev

Polish is mostly not for “New Ideas”

A polished weak idea is typically much better at this point in game production than a new good idea. The weaker idea has probably been tested, had a few bugs closed. Maybe focus groups have shared their opinion on how [weaker idea] impacted their gaming experience. You can polish a component you know well.

Debugging Is Not Ever Only Two Months’ Work

Polish tasks tend to set at high priority (because it’s way more fun to talk about improvements than bugs), but debug is what makes your game suck or not suck. Consistent player experience is produced by finding, tagging, and fixing thousands of bugs. The smaller and more trivial bugs become: the better for your players.

Trust Your Passion

As the project grinds towards the Last Mile, your team will be tired. People start looking forward to the end; they know it’s almost over. And just like running a race or crushing your workout: you should not quit until you’ve done everything you can.

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Game Director, WB Games Montréal. Video game nerd. Designer. Tech head. Views expressed here are my own.

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Geoff Ellenor

Geoff Ellenor

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Game Director, WB Games Montréal. Video game nerd. Designer. Tech head. Views expressed here are my own.