The premium game model of development has a general cadence: pre-production, production, alpha, beta, and certification. There are variants of course, but that tends to be the gist of it. Alpha, beta, and cert are, of course, where we divert our attention from making features to the grueling task of fixing bugs. And, dear lord are those weeks painful. One house of cards to the next. But that’s just how it’s done, right? Yes that’s how it’s done. But it’s also incredibly inefficient. This model of delayed quality assurance means we fix bugs when it is maximally expensive to do so: at the end. After they’ve been buried under other bits of code that rely on those bugs being broken in exactly the way they are broken.
