Pre-Production: The Issue with Timelines

At face value, production timelines seem relatively simple. You start with an idea and create a proof of concept or vertical slice. Once an investor greenlights your prototype, you have funding to flesh out a complete alpha. Then, with lots of testing, bug fixing, and polishing, you complete a beta. There’s only one problem with … More Pre-Production: The Issue with Timelines

Focus: How To Burn Brightly Without Burning Out

I mentioned in a previous article that I believe work is the opposite of depression. But what about people who are depressed because of their work? It’s not uncommon for people burned out from their work over long periods to suffer from depression, anxiety, and other mental illnesses. Because we strain ourselves so hard over … More Focus: How To Burn Brightly Without Burning Out

Ambiguity is the Enemy, Constraints are the Ally

Game Design and Development is naturally ambiguous work. We use vision to innovate new ideas and learn new things. However, vision requires a lot of ambiguity to work and maybe difficult with constraints. To complete your game, you have to turn your vision into executable tasks. These tasks are impossible with ambiguity and require a … More Ambiguity is the Enemy, Constraints are the Ally

The Opposite of Work Is Not Play, It’s Depression

In recent years, I’ve received a lot of comments about “working too hard.” I find this incredibly hilarious because of how frequently I would welcome comments for being “lazy” when I was younger. At first, I had trouble understanding how wanting to work hard and do your best could be a bad thing. Denzel Washington … More The Opposite of Work Is Not Play, It’s Depression