~/talk

Prototypes and pitfalls: Lessons from a year of jamming

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slides:none on file

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.

AI-written summary · about

  1. 0:00Introduction
  2. 0:49How I got started
  3. 2:38Game a week
  4. 4:53Prototype
  5. 7:12Scope
  6. 9:00Postmortems
  7. 10:27Lack of application
  8. 11:46Deadlines
  9. 12:51Transition
  10. 14:04Burnout
  11. 15:46Summary
  12. 16:42Questions
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