The summary.
PRE-PRODUCTION DETERMINES WHETHER PRODUCTION IS EFFICIENT OR WASTEFUL
Prove the mechanics, demonstrate the art direction, get the pipelines working, and build a vertical slice — before producing content at volume. Content made before the approach is settled gets remade.
POLISH IS FREQUENTLY AS LONG AS EVERYTHING BEFORE IT
Resist adding features during it; each addition brings its own unfinished edges. Prioritise the first fifteen minutes, because that is where most departing players leave.
SEVERITY SHOULD REFLECT IMPACT ON THE PLAYER, NOT DIFFICULTY OF FIXING
Fix crashes, progress blockers and anything losing progress. Accept shipping with known cosmetic defects.
GIVE FEEDBACK AS A PROBLEM, NOT A SOLUTION
The person who owns the area usually has a better answer. And everyone should play a current build regularly — discussion about a game is far less useful than playing it.
MARKETING CANNOT BE LEFT TO THE END
Awareness takes months, and a release into silence sells nothing. Most discovery happens through watching someone else play, so being interesting to watch matters more than any campaign.
ESTABLISH INTELLECTUAL PROPERTY OWNERSHIP IN ANY PUBLISHING AGREEMENT
It determines whether you can build on your own work.