: Fast-paced, non-violent action using inventive environmental interactions.
: A concise summary of what the feature is and how it feels.
: Add final models, textures, and sounds only after it is fun.
: Build a "grey box" version with no art.
To develop a feature using the principles from Richard Rouse III’s , you must move from a central vision (the Focus) to an iterative implementation process where "fun" is the only metric for success. 1. Establish the "Focus"
Before writing a single line of code, define the of the game. This is a single paragraph that serves as the "litmus test" for every feature. If a feature doesn't directly support this focus, it should be cut or revised.