Making the difficult decision of what to cut -- Owen Meyers
Near the end of every project, the question of what to finish and what to cut becomes more and more important. There is simply not enough time to finish everything that was in the original creative vision without extending the timelines. Other times, an idea may actually make the game worse if it were included, and must be cut. Near the end of Project [REDACTED]'s development, there were several features and concepts that had to be cut, despite the difficulty in doing so. The first feature to go was animation blending. As the one who would be doing development on that feature, I simply didn't have enough time to build it. Blending between animation states certainly would've helped with the smooth feel of the game, but not having it didn't detract from the gameplay, only the visuals. The time invested in building animation blending would've been far better spent on fixing the bugs and issues with current systems, rather than building and testing a new system.