korrents

korrents · piece

Email dredging: Cutting polish and nonlinear results

Tynan Sylvester · 18 Dec 2013 · tynansylvester.com

5 korrents from this piece

Tynan Sylvester did not write this page.

Every claim below was made in this piece, quoted word for word and numbered in the order the piece makes them, so you can read it there rather than take our word for it. The sentence above each quote is our reading of the claim, not their wording. Each quote was checked against a stored copy of the page at build time; where the two differ, the quote is the fact.

  1. It’s my strong belief that in games dev, speed is quality.
  2. Speed is quantity, and quantity is quality – The more stuff you put out, the more the likelihood that one part of it will turn out to be really, really important and good.
  3. the final experience often comes down to just a few key pieces or insights.
  4. I don’t think the answer is “polish”. It think it’s “experiment”.
  5. Our advantage is agility and lack of corporate cultural encumbrance.