I love eye pencils. I just love to turn things upside down and make drawings that are so easy and easy to write It’s an amazing hobby that has made me so happy.
How much time were you willing to spend with your team
I would say over six months. I worked with my team on the new features in the game because I was able to do a lot of stuff that really has helped my team immensely.
What was your main focus during your time at CIG
I work a few weekends a week so I like to do more than just work on the team. I also like to spend more time with my family and friends than just working in various studios.
In your new interview you mentioned a couple days before what you said about how important it is to be a team player on your game. Was that ever a motivating factor for you
I actually said I was still a team player to this day and it still has a lot of value to me to help other development teams make more games.
When did you notice that your own team player was getting less and less like an important component to your game
Yeah, a lot of that has to do with my own lack of success as an artist. I like getting the most out of my own work. I don’t need to get the most out of myself for no reason.
As well as your team and the game, what has been most challenging about doing your game with other artists to begin with
I thought if I were an artist who needed to be the same or a better version of myself, it would be hard working to improve my craft and not be a better player.
Did that come from you wanting the best performance and not necessarily the worst quality of work
I’m quite confident in my own ability to be the best. It’s very rare that I would give my all and not try to deliver my highest quality work.
What skills and experiences did you have along the way that led you to get those qualities in question
With the game design process in my head, I was able to identify what was good about my work to be used in real-time (as well as working out how to get your work into the right time to get it right). For example, I could have gotten my work into space quickly by using my design skills. I could have taken a game that was already in the alpha state
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