GI Sprint | The art of failing fast

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Continuing our GI Sprint editorial special - a series of guides on how to make games cheaper, faster and better - this panel looks at the art and importance of failing fast. Prototyping and iterating is a crucial stage of any game's development, but if something isn't quite clicking how much time and effort do you put in before moving on to your next idea? Indie dev Rami Ismail, FreeLives managing director Dominique Gawlowski and Ant Workshop managing director Tony Gowland discuss
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GI Sprint | The art of failing fast

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GI Sprint | The art of failing fast
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