littlebigdetails A Blog by Floris Dekker littlebigdetails.com Little Big Details is a curated collection of the finer details of design. As Charles & Ray Eames put it: “The details are not the details; they make the product.” This is intended to be a source of inspiration. Created and curated by Floris Dekker. Alumni: Andrew McCarthy. Essential vs. nice to have detailsmicrositeswhimsydesign
Building is never a straight line You might think that Mario 64 was built with tickets and sprints, but, according to interviews, there was no master plan, only the principles that the game should feel good and be fun. They started with just Mario in a small room, and tuned his animations and physics until he felt nice and responsive. After that, the levels were also created as they went, with the designers, developers, and director going back and forth using sketches and prototypes. Building like this is never a straight line. Ideas and code get left on the cutting room floor because part of innovation is questioning whether what you made should exist. The process is cyclical and iterative, looking something like this. Pirijan Ketheswaran, Why Software is Slow and Shitty pketh.org Follow the funEngineers who love their work agileiteration