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" "I'm obsessed with finishing as a skill. Over the years, I've realized that so many of the good things that have come my way are because I was able to finish what I started. [...] Irrespective of how big the project was, each one I finished gave something back to me, whether it was new fans, a new benchmark for what I could accomplish, or new friends [whom] I could work with and learn from.
Derek Yu (born July 2, 1982) is an American independent game designer, game artist, and blogger.
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I often compare the process of finding and working with teammates to dating. In any big project, you're not just looking for a set of artistic and technical skills to fit your own, you're also looking for someone who shares your creative vision, who communicates well, and who will be as passionate and dedicated about the project as you are in the long run. [...] Ultimately, if you're planning on releasing a commercial video game, you are looking for "marriage material"— a committed, stable partner you can get along with for a long time.
Spiky games are often thought of as "punishing", but the difficulty — while it's an important part of the design ethos — is in service of the goal, rather than the goal itself. The real goal is to put the player in a state of focus about the game— and to really care about what they're doing at any given moment. [...] Winning or finishing the game is not the main goal of a spiky game, even if that's ultimately what [the player is] working toward.
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I think my word is "flow" for game design, because I think you want your game to flow, and I think you want your game development process to flow. To me, that means everything starting from a central idea, and then layering on top of that to have a very coherent experience. I think if you develop games that way, [it'll come across] to the players, and they'll have a similar experience that's really smooth.