~/talk

Efficient Programmer++: Examples and Anti-Examples

TalkinSpanishat Gamelab Barcelona 2020 Live · 2020-06-23..06-25· [developer-experience]
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slides:none on file

Concrete engineering practices for game development: use Python scripting for game logic, use Jira or a bug tracker to prioritize A/B bugs, and build an early vertical slice to validate fun. Concrete examples include refactoring a naive linear search to return early to reduce time and memory, and fixing console memory fragmentation by locking pools during level loads; also a warning that waterfall planning caused multi‑year delays on a project (1996–2001).

AI-written summary · about

  1. 0:00Introduction
  2. 3:05Goals of this talk
  3. 3:45My journey
  4. 5:23Bad engineering vs good engineering
  5. 7:17Feature creep
  6. 10:22Waterfall development
  7. 11:39Hofstadter’s Law / Pareto’s Law
  8. 16:02Broken Windows Principle (Pragmatic Programming)
  9. 19:45Console memory management
  10. 25:10Bugs and their tracking flow
  11. 28:14Tools
  12. 29:24Level states / sequences
  13. 32:39Proof of Concept (PoC)
  14. 33:53Vertical Slice (VS)
  15. 36:04Pre-production vs production
  16. 37:22Ownership
  17. 42:38High-level planning
  18. 43:56Finalizing projects Polish: less is more
  19. 44:35Features and pillars
  20. 45:07Acknowledgments
  21. 45:43Mentioned books (and others)
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