When I look back at the difference between my professional projects and my personal projects, the gap is always in the planning.
Whether it’s because work is planning-heavy and I want spontaneity in my personal projects, or because I hold some deep-seated paranoia about not destroying the creative process of making games by imposing deadlines and constraints, I’m not sure.
All I know is that for the last decade, I’ve been working instinctively, following rules I never really codified. Last night, I started to change that, by planning out how to take my Windows Phone game prototype for Node.Hack all the way to a finished product.
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Failures don’t wait until you’re grown up. For me, failing goes back a lot further in my history. You and I might be a bit alike; I tend to have a limited memory stack for my disappointments, but the right song, the right barometric pressure, and I start to think back to early days, to realize there are lessons still to be learned.
