Some of the internal programming and debugging tools we use to make video games
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Like, if you want to iterate on the design of something quickly, you may be better off figuring out how to define it as something you can type in or draw, rather than introduce a whole set of concepts to master so that you can stay close to the running gameplay loop. If you don't know what game you're making then of course you want to do huge iterations on it quickly, but then the mode of iteration probably shouldn't be tied to anything resembling final assets, because those are a miserable pile of dependencies.
Sure they could get dumps and debug those to try and understand how the game got in that state, but these tools are incredibly useful for a small dev team.