Why We Don't Do Daily Stand-Ups at Supercede An Article by Jezen Thomas jezenthomas.com Yesterday I worked on the widget. Today I will work on the widget. I have no blockers. Are you asleep yet? The developers are. You promise them an intellectually stimulating work environment and what they end up with is drudgery. What value can be had from these meetings anyway? Using “alignment” for justification is so nebulous that it is essentially meaningless. Engineers align themselves. They talk. Especially if you hire good ones (which, you know, you’ll struggle to if you have a culture of coercing them into this kind of busywork). Where does the real discussion happen? It’s written down. Why we stopped breaking down stories into tasks agile
Game feel An Article by Dave Rupert daverupert.com How do you make a game that’s fun? ...You have to focus on gameplay. In order for the final product to be fun and exciting, the core game play needs to be fun and exciting. The creator of Mario calls this 手応え (tegotae), which is often translated as “game feel”. To find this game feel, you need to build small prototypes around a single idea, play test them, and then follow the fun. Nintendo does this, indie game devs do this; this is the not-so-secret of the gaming industry. Follow the funFollow the brush prototypesmakinggames