Speed: Moving Fast Towards What Matters
Sep 22, 2026 · 34 min · 10 segments
In this episode of *Speed*, Matt Curtis joins host Keith Lucas to redefine what speed actually means: not raw execution velocity, but the time between a decision and the evidence that validates it. He…
Matt CurtisGuest
Keith LucasHost

Yeah, I think generally speed is extremely important, obviously, but a lot of people miscategorize it.

Not everyone, but what I've seen where the most missteps are is defining speed as purely execution velocity.


In gaming, especially, there's an aspect of passion, right? A lot of people are in the gaming space because they love games.

But creating a process that is objective in nature, that allows you to iterate quickly, get answers quickly, and then make improvements to improve quality is really important.

I'm distilling this down to something that's more simplistic, but I've realized there's three ways that have helped me that I think could be applicable, not just to games, but just startups in general.

And it's extremely important to continue to improve upon this and try to make it as best as it can be.

Because it's, quite frankly, the main way you can get from implementing something, validating it, and then moving on to make it better.

Another way to do this is to make errors or make being wrong cheap, right? Like it does kind of hurt your ego a little bit when you're wrong.

It's less about this ego-driven exercise and more about getting information to make things better.

Some ways to do this, right? Feature flags, having kill switches, doing experimentation, ABs, having reversible bets, making sure that you're doing little things versus one big thing.


Yeah, I think generally speed is extremely important, obviously, but a lot of people miscategorize it.

Not everyone, but what I've seen where the most missteps are is defining speed as purely execution velocity.


In gaming, especially, there's an aspect of passion, right? A lot of people are in the gaming space because they love games.

But creating a process that is objective in nature, that allows you to iterate quickly, get answers quickly, and then make improvements to improve quality is really important.

I'm distilling this down to something that's more simplistic, but I've realized there's three ways that have helped me that I think could be applicable, not just to games, but just startups in general.

And it's extremely important to continue to improve upon this and try to make it as best as it can be.

Because it's, quite frankly, the main way you can get from implementing something, validating it, and then moving on to make it better.

Another way to do this is to make errors or make being wrong cheap, right? Like it does kind of hurt your ego a little bit when you're wrong.

It's less about this ego-driven exercise and more about getting information to make things better.

Some ways to do this, right? Feature flags, having kill switches, doing experimentation, ABs, having reversible bets, making sure that you're doing little things versus one big thing.
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