Creative output is based on inspired thought, and you can’t force inspired thought (at least for me). It’s one of the things I’ve learned while working in a creative industry, which focuses a lot on concepts and ideas and whether they would be fun or not. Since entering game development in 2006, I’ve learned to cope with the deadlines and milestones of projects that come my way, which are sometimes a bit unrealistic. But out of the frustrations of scheduling blunders and development hurdles, a realization emerged about my own creative workflow. It’s something I’ve been doing for the past 5 years in game development, whether consciously or subconsciously, that somehow worked for me, so far.
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