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Game Design Sketchbook: Perfectionism

Jason Rohrer writes:

It was 10:30 p.m. on February 29, 2008. I had just finished building *Gravitation* Version 1 for all platforms, packaging each build, posting the builds on SourceForge, and composing the web site. That process -- the very tail end of my software development cycle -- takes me about an hour. At that point, I was finished with the release and feeling good.

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