(...) Super Mario 64, the landmark 1996 game that used an unusual new technology: 3D graphics. You might think that Mario 64 was built with tickets and sprints, but, according to interviews, there was no master plan, only the principles that the game should feel good and be fun. They started with just Mario in a small room, and tuned his animations and physics until he felt nice and responsive. After that, the levels were also created as they went, with the designers, developers, and director going back and forth using sketches and prototypes.
The sheer volume of your work is what works as a signal of weirdness, because anyone can be do a one-off weird thing, but only volume can signal a consistently weird production sensibility that will inspire people betting on you. The energy evident in a body of work is the most honest signal about it that makes people trust you to do things for them.
— Venkatesh Rao - https://mailchi.mp/ribbonfarm/the-breaking-smart-ama-part-1
make tools (for learning, not for thought exactly), publish them, observe their use, distill insights, share
— Robert Cobb
- Understanding Through Building makes the most sense long term, if it impacts the next thing that will be built