We are not a game studio.
A game is the hardest kind of software to fool yourself about. It runs at sixty
frames or it does not. The thing you built is on screen or it is not. There is
no partial credit and no writing your way out of it.
That is exactly why we build them. It is a gauntlet, and the gauntlet is the
point. Making these runs one loop over and over: build it, render it,
look at it, measure it, fix it.
More than twenty times in one of these games, something was written, believed,
and never drew a single pixel. Rags on an enemy ten centimetres wide that put
three pixels outside its silhouette. A gunsight modelled inside solid metal. A
weapon so swallowed by its own muzzle flash you could not see the gun you were
holding. Every one was found by looking at the artifact rather than reading the
code that made it. Several were in the tests themselves, including one that
could never have passed on any build ever made.
What comes out the other side is not really a game. It is a way of working that
transfers to everything else we do here: build the thing, prove it exists, and
never trust a green check you cannot deliberately make fail.