Starfield's lead quest designer had 'absolutely no time' and had to hit the 'panic button' so the game would have a satisfying final quest - eviltoast
  • gerryflap@feddit.nl
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    8 months ago

    This also goes for many things in general, not just gamedev. I used to be a teaching assistant at the University that I was studying at, and this was the main thing people seemed to get wrong in their projects. Instead of going for the basics and building from there, they just went for all the fancy cool features, or the most optimal algorithm. Then, when the deadline inevitably came around, they would have basically nothing working correctly. Sometimes I even warned them, and yet it still went wrong.