Recognizing Constraints An Article by Jeremy Wagner css-tricks.com Super Nintendo games were the flavor of the decade when I was younger, and there’s no better example of building incredible things within comparably meager constraints. Developers on SNES titles were limited to, among other things: 16-bit color. 8 channel stereo output. Cartridges with storage capacities measured in megabits, not megabytes. Limited 3D rendering capabilities on select titles which embedded a special chip in the cartridge. Despite these constraints, game developers cranked out incredible and memorable titles that will endure beyond our lifetimes. Yet, the constraints SNES developers faced were static. You had a single platform with a single set of capabilities. If you could stay within those capabilities and maximize their potential, your game could be played—and adored—by anyone with an SNES console. PC games, on the other hand, had to be developed within a more flexible set of constraints. I remember one of my first PC games had its range of system requirements displayed on the side of the box: Have at least a 386 processor—but Pentium is preferred. Ad Lib or PC speaker supported—but Sound Blaster is best. Show up to the party with at least 4 megabytes of RAM—but more is better. constraints
What to learn An Essay by Dan Luu danluu.com While being an extremely broad generalist can work, it's gotten much harder to "know a bit of everything" and be effective because there's more of everything over time (in terms of both breadth and depth). ...If you watch an anime or a TV series "about" fighting, people often improve by increasing the number of techniques they know because that's an easy thing to depict but, in real life, getting better at techniques you already know is often more effective than having a portfolio of hundreds of "moves". I've personally found this to be true in a variety of disciplines. Managing Oneself learningskill