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> "You know you're going fast enough if there's a low-level discomfort, people feeling stretched. But if you're going too fast, you'll see it on their faces, and that's important to spot too"

Most people can't tell the difference here, and failing to do that is deadly. You can lose a lot of good engineers by forcing too much crunch, and that can kill or significantly delay projects.

This happens not rarely in game development.




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