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How Overshooting Killed a Gaming Studio
- karmakaze 8y ago> But we spent zero time designing a pipeline for content and league cycles. We only focused on the core product, which is very similar to feature creep. Because we never saw the entire lifespan of the product This is important at all scales. Whenever I undertake a new task no matter now big or small, I first exercise a full pipeline as soon as possible. That often means putting into 'production' something that might not actually do anything but touches the main parts that will be needed. After having made that 'null product', features and processes can be improved incrementally anywhere along the pipeline. Currently working on micro-services, I first deploy a version that has the right names, storage, auth, and a status endpoint. The first feature comes after that gets to prod. It also gets the tedium of setting up the CI/CD out of the way so it doesn't slow you down when you're rolling.