Articles | The Run and Gun Developer

Over the years I have come to consider my development ethos as a strategy to ridicule during project review. However, in doing so I've only really been able to identify the correlations between more conventional mindset paradigms and my general ethics as a body. This analysis really bore fruit in understanding some conflicts of interest early into my D&D work, however, as it became clear the way in which I approach all forms of content development is entirely unalike nearly every other person I've ever spoken to, even in contexts that involve learning.

 

I am a Run and Gun developer.

 

As some of the fledgeling community members hoping to get into game design began to theorycraft their projects in the mid and early 2000's, the obsession with "game documents" became an unsung rage amidst their cliques. The idea of planning ahead and assembling your concepts into a cohesive article, sometimes accompanied by concept art - sometimes quite well-done concept art. Not a single one of these projects ever saw development time, as far as I have ever known. They were all abandoned without ever leaving the storyboard. Of course, back then I was somewhat similar. I wrote out concepts for projects containing gameplay ideas and setting concepts all the way up to Armageddon Onslaught 2, and thereafter the Apex scripts contained almost exclusively dialogue with bulletpoints for mission gameplay only.