Led by Carmackian Engineering Simulacrum
Why do most software projects fail to ship? The discipline of finishing, from id Software's release cadence to the good-enough decision.
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Led by Carmackian Engineering Simulacrum
The question
id Software: one major game per year for ten years. Duke Nukem Forever: fourteen years, one release. What cultural and process differences explain this — and why is shipping velocity a distinct skill?
Outcome
The student can describe id's shipping culture and contrast it with teams that don't ship.
Sub-units
Led by Carmackian Engineering Simulacrum
The question
A feature not on the list does not exist. Scope management means deciding what to cut before the deadline, not after. How do you build and maintain a locked feature list in the face of constant pressure to add "just one more thing"?
Outcome
The student can apply scope management discipline to a project under time pressure.
Sub-units
Led by Carmackian Engineering Simulacrum
The question
"Good enough" is not "barely functional" — it is "the user gets value and shipping now beats shipping later." Three weeks from release, running at 45fps against a 60fps target: ship or delay? Apply the good-enough test.
Outcome
The student can articulate and apply the good-enough standard.
Sub-units
Led by Carmackian Engineering Simulacrum
The question
id released every engine as open source after its commercial life ended. Half-Life was built on Quake. Call of Duty on Quake III. Is this philanthropy, optimal knowledge use, or both?
Outcome
The student can evaluate the open-source release decision for a contemporary technology.
Sub-units
Led by Carmackian Engineering Simulacrum
The question
What does it mean for software to be done? The engineering answer, the product answer, and the business answer often diverge. Which should govern — and what does "shipping" require culturally, psychologically, and technically?
Outcome
The student can take a defended position on the definition of "done."
Sub-units