Before the big world, get the small interaction right.
A good game starts with a moment that feels good to repeat.
Before a game has a large world, a long story, or a finished art direction, it has an interaction. A tap. A turn. A choice. That small moment is where we start.
Early prototypes give us space to question the mechanic. Is the result clear? Does the feedback arrive at the right moment? Does the player want another try? These are useful questions before production becomes expensive.
Art and engineering then develop together around the experience. Animation, sound, pacing, and interface feedback all contribute to the same thing: how it feels to play.
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