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<oembed><version>1.0</version><provider_name>The Escapist</provider_name><provider_url>https://www.escapistmagazine.com</provider_url><author_name>Logan Westbrook Legacy Author</author_name><author_url>https://www.escapistmagazine.com/author/loganwestbrook/</author_url><title>Making a Brilliantly Broken Videogame - The Escapist</title><type>rich</type><width>600</width><height>338</height><html>&lt;blockquote class="wp-embedded-content" data-secret="WqGIuHqnxX"&gt;&lt;a href="https://www.escapistmagazine.com/making-a-brilliantly-broken-videogame/"&gt;Making a Brilliantly Broken Videogame&lt;/a&gt;&lt;/blockquote&gt;&lt;iframe sandbox="allow-scripts" security="restricted" src="https://www.escapistmagazine.com/making-a-brilliantly-broken-videogame/embed/#?secret=WqGIuHqnxX" width="600" height="338" title="&#x201C;Making a Brilliantly Broken Videogame&#x201D; &#x2014; The Escapist" data-secret="WqGIuHqnxX" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" class="wp-embedded-content"&gt;&lt;/iframe&gt;&lt;script type="text/javascript"&gt;
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</html><description>When one indie developer let his ambition run away with him, what he ended up with was broken and glorious. Sometimes, what we learn from success is vastly outstripped by what we learn &#x2013; both technically and personally &#x2013; from failure, especially when that failure is especially grand. In Issue 285 of The Escapist Jonas Kyratzes talks about the grandest failure he ever made, built on the back of hubris and unfinished software tools. This was brought home with painful clarity when I tested a new game-making application called Construct. As someone who&#x2019;s always been more designer than programmer, game-making [&hellip;]</description><thumbnail_url>http://cdn.themis-media.com/media/global/images/library/deriv/35/35587.png</thumbnail_url></oembed>
