Last week, an interesting discussion happened on Twitter following Cuphead’s win at the DICE awards. The executive producer talked about the challenges of designing the game and how they went all in; taking a second mortgage out on their house to finish the game. Many indie developers talked about how this is not the norm of what it means to develop a game over a long period of time.

For today’s post, I want to talk about something that no game designer wants to hear: How do you know when to stop working on your game?

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