One of my most productive days was throwing away 1,000 lines of code.
I would play games long enough to discover what games were doing and how they were doing it. And then I'd spend the rest of my time building.
Game development is very difficult. Nobody sets out to create a game that's not fun. It's all of the challenges and difficulties that happen throughout development that determine whether a game is a failure or a success. I think playing those thousands of games is the single best and easiest way to learn from my predecessors.
During my tenure with Nintendo, we've pushed back development a number of times on key games - in the end, it's always worth it - because our focus on quality is so strong.
I think movies are overdeveloped in Hollywood. There's a big benefit to not overdeveloping and not being so precious about what you're doing. I think you lose a kind of vitality if you develop something into the ground.
Tom [Cargil]s suggestion with a further idea: Propsers of new [C++] features should be required to donate a kidney. That would - Jim [Waldo] pointed out - make people think hard before proposing, and even people without any sense would propose at most two extensions.
In Hollywood, a lot of times when something is in development, it just takes a lot of time.
When I read commentary about suggestions for where C should go, I often think back and give thanks that it wasn't developed under the advice of a worldwide crowd.
Listening, Testing, Coding, Designing. That's all there is to software. Anyone who tells you different is selling something.
It's always different when a guy gets drafted and developed and comes up in his first organization and makes an impact. There's something special and timeless about it.
If we want the world to be a better place to live, we have to treat it as one unit. If we want economic growth to be pervasive, we have to make people its partners. If we want the process of development to be sustainable, we have to work with the environment.
40% of what I've done was a mistake. I now call it R&D.
Marketing is the obverse of programming.
Nothing great is created suddenly, any more than a bunch of grapes or a fig. If you tell me that you desire a fig. I answer you that there must be time. Let it first blossom, then bear fruit, then ripen.
I like the creative aspect of developing a project.
Failed weapons tests are necessary components of the weapons development process.
There's a lot of labor involved in the birth of a new town.
You're not born with certain skills; you have to acquire them.
The dynamic drives of modern economic growth, in the countries that entered the process ahead of others, meant a reaching out geographically; and the sequential spread of the process, facilitated by major changes in transport and communication, meant a continuous expansion to the less developed areas.
Complexity control is the central problem of writing software in the real world
It takes nine months for a baby to develop, it takes nine months to develop a character.
'Deadpool' feels like it exploded out of nowhere, but it was a ten-year development process on that movie. I think it was honed over those ten years.
Well, I mean, we are developing the other parts, and we can't give quite all our attention to the upper part, but soon the lower parts will be developed, and the upper part and the lower part will become partners, that will be wonderful.
This whole thing's about development. Not only are we trying to develop players, we're trying to develop ourselves.
You can't put out projects that you don't use yourself.