Comments: 4
uncle-bilbo [2017-05-05 17:23:43 +0000 UTC]
I remember a college instructor I had whose motto what 'The enemy of good if better' as a warning against over-thinking a problem. But he was not an engineer.
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graFXmachiniac In reply to uncle-bilbo [2017-05-06 01:33:18 +0000 UTC]
Yes, there are many variations on the same idea,...stop trying to make it perfect, just make a lot of them. We always drove the production people crazy because they were required to produce --- LOTS of whatever it was we were making -- and we (engineers) were always trying to perfect everything we did.
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uncle-bilbo In reply to graFXmachiniac [2017-05-06 17:12:26 +0000 UTC]
Knowing when to let it go is a problem. I expect that there must be something of a balance between wanting the perfect design and wanting to see it made into something real. I have my own practical concerns in game design (which was an accidental rather than intentional career choice) On one hand I have an entire team of 2D and 3D artists and programmers to smooth and teak my concepts into perfection, balanced against the reality that the production cost of a high-end game can run as high as 5000US a day
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graFXmachiniac In reply to uncle-bilbo [2017-05-06 19:58:26 +0000 UTC]
My first real confrontation with the good vs perfect conflict was my first engineering career job -- in a steel mill. The production people had to produce a minimum of 14,000 tons of ingots every 24 hours -- with several quality criteria being met. While the engineers wanted to make every ingot (about 12 to 14 tons each) perfect, completely defect free - an impossible ideal. Needless to say we didn't exactly get along on the best of terms all the time.
The mill was making ingots for structural steel and tool steel parts. We wanted to make ultra-clean steel as if every gram were to be machined into a fine Swiss watch part.
I learned a great deal in that place -- far beyond what any classroom can convey.
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