Getting the Job Done: Using Everything to Make Your Game
summary
A practical argument for “try everything”: teams prototype with paper prototypes, Unity + Encore prototypes and card and real-world prototypes to explore mechanics quickly; Inkle and Unity Learn supply narrative and engine plumbing; Brackeys and Game Maker’s Toolkit supply recipes. A year‑long project cancels and teaches to avoid being precious, and Battletoads ships in September after many prototype ideas hit the cutting room floor, proving mixed methods find what actually works.
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