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Producer Bootcamp: How Saying 'No' Can Help You Make a Better Game
Most game developers try to do more than is actually possible: either because they have a lot of great feature ideas, or because their stakeholders ask for too much. As John Carmack says, focus is a matter of deciding what you're not going to do. This talk will cover how to decide what not to do, and then how to not do those things: When do you say no? How do you say no? How do you deal with the fallout from saying no? What do you do when saying no isn't an option?
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