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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