Production Hell, Prototyping Heaven?

Inexperienced people, absent hierarchy, doubtful team constitution, loose working hours, crummy machines, “almost-original” software running here and there, and of course, nobody gets paid… Many would say this is a recipe for disaster if you plan to make a game, or anything else for that matter.

And yet I think you could not craft a better environment to the creation of an innovative game prototype. No, really!

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