ame developers tend to shy away from using a formal software engi-
neering process (perhaps because they are afraid of stifling the creative
energy on the team) and instead jump right into production without
making a clear decision on how to manage the development cycle. This worked
fine 25 years ago when the teams were small and everyone clearly understood
their development responsibilities. The games were also much simpler to
create—fewer assets, fewer lines of code, and fewer features. Today, ...
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