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In terms of whats required from the class: 

1. We mostly engaged with brainstorming and writing things down as we went along - yes-anding each other, and setting a timelimit for 'blue-sky' thinking. We pushed for weird and out there ideas, and drilled into what we found interesting, and then drilled back out when we felt we were going too deep. 

2. Constraints discovered:

- Scope: we end up really big a lot of the time, with grandiose ideas that might not be possible within the timeframe of capabilities or the abilities we have at the current moment

- - We did our priority assessment as a way of assessing whats possible: again, as we go along, we often don't think about scope as a constraint, just thinking about what we want out of a game, in terms of feelings, mechanics, what-have-you. When we go through processes like the spreadsheeting we do, we're forced to think through things a little more analytically, and allows us to say what is and what isn't possible. 


3. We're fundamentally interested in a lot of different things - I tend to go more fantasy based, and JC grounds his in reality and sci-fi. However, our differences tend to compliment each other and our passion for game-making ends up intertwining extremely well. We both end up with more interesting and more complete ideas than we could make alone, even if what we make isn't what the other had in terms of "grand vision" - we end up with something that's more realized.