Prototypes and pitfalls: Lessons from a year of jamming
summary
One year of making a new game every week produces 52 prototypes published on a personal website under strict rules: released weekly, never repeat ideas, and write a post‑mortem. Outcome: fast, repeatable prototyping and a few prototypes worth revisiting, but almost no finished products — only four to six ever get proper release — plus chronic issues: never learning polish or combining mechanics, repeatedly noting “start earlier” in 19 post‑mortems, and severe burnout that halts follow‑up.
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chapters (12)
- 0:00Introduction
- 0:49How I got started
- 2:38Game a week
- 4:53Prototype
- 7:12Scope
- 9:00Postmortems
- 10:27Lack of application
- 11:46Deadlines
- 12:51Transition
- 14:04Burnout
- 15:46Summary
- 16:42Questions








