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UID:pretalx-godotfest-26-DBRFQC@talks.godotfest.com
DTSTART;TZID=CET:20261103T113000
DTEND;TZID=CET:20261103T115500
DESCRIPTION:Preproduction should be the space where you experiment with mec
 hanics and figure out what game you're actually building. But if you never
  stop throwing out new ideas\, you can get stuck exploring forever without
  ever locking anything down. However\, finishing it with a lot of "we'll f
 igure out later\," and not measuring the impact of changing mechanics or l
 evels during production\, can be risky.\n This talk breaks down what rushi
 ng preproduction actually cost Vultures - Scavengers of Death.
DTSTAMP:20261026T201827Z
LOCATION:Italien
SUMMARY:The Price of Rushing Preproduction - Vultures: A "Turn-Based Reside
 nt Evil" Postmortem - Giovanni Beltran
URL:https://talks.godotfest.com/godotfest-26/talk/DBRFQC/
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