10 thoughts on “Game dev jamming in a nutshell

  1. Yup, quite sure :) When you’re in a pro team, there’s producers, milestones, release dates that must be respected (think about delivering the new Iron-Man game 5 months after the Iron-Man movie hits the market).
    On a micro scale, you could say some stuff goes back&forth, like unit balancing or fine tuning a game mechanic (I had to increase and decrease the armor on a plane about 6 or 7 times until we got it right).
    But on a macro scale everything goes forward, you can see progress. If you compare today’s build with the one from last week, there will be changes. Anything like less crashes, 2 new missions, removed that annoying bug that caused your name to appear green instead of white.
    You never experience that “going in circles” feeling in a pro team…

  2. Changed article title (added word “jamming”). How about now? :)

  3. You mean game development at home with no clear purpose, plan or motivation. When you start doing this in a professional environment, it’s very different.