hmmm, what do I think I care about when making my own projects hmmm
solid foundations? production costs? solid tricks that always work / guardrail design / design guardrails? having at least 1-2 -ideally actually- clever or tasty elements? doing my themes justice? hmmm
certitudes & doubts I guess

I care about coming up with convincing stuff, for myself mostly I guess
that& #39;s the whole creative process ain& #39;t it x)

going from "I have no idea what I& #39;ll be doing" to "here, it& #39;s made, and I approve this result"
I want to know what all the chains of cause and effect going through my work are, so I can actually have lucidity over my work
but a lot of how I *learn* what those chains of cause-effect are, is by fucking around and *not* controlling my work super closely

shooting in a particular direction and seeing where the damage lands helps to map boundaries pretty fast!

monte carlo learning is legit x)
real talk though: that& #39;s my *perception*, is it even correct?
tbh I think I& #39;ll need an audience eventually to gain some feedback and improve from that

but also, I gotta learn what I like for my own sake too, putting audience enjoyment first isn& #39;t always the best route hm
the problem is like "what /would/ I like?", and not just selecting from ideas I already have available to me

requires imagination hm & #39;x)
procgen is kinda central to that to some extent? making stuff flow in in front of you to pick out the parts you like and don& #39;t, to kinda build a mental map of where you want to be exploring
scouting I guess

procgen helps with scouting
yeah it makes sense actually, the guardrails, foundations etc.

I don& #39;t want to be blind, so I want some guides to help me do my work, and aggressively mapping boundaries kinda does that :>
I& #39;ve royally fucked up one important project before, I don& #39;t wanna be repeating that, so I kinda go overkill with the theory and preparation I guess o_o
being afraid of mediocrity does things to your brain x)
but also, exploring mediocrity kinda helps me find an exit hm :3

like, what are the /boundaries/ of mediocrity, and where does that boundary intersect with the boundary of greatness! :D
what switches can you flip to enable awesomeness from any random crap y& #39;know? x)
finding a solid middleground between mediocrity and awesomeness might help with production costs too!
if you know the /minimum/ necessary ingredients for awesomeness, you can save aggressively on everything else :D
what kinda prompted this thread is a video from le fossoyeur de films (ofc lol) where he talks about war of the planet of the apes, and he mentions how the story& #39;s overall setup has been done before, it& #39;s a struggle between factions for supremacy
and I suddenly wondered, what generic patterns would people expect from my NX projects y& #39;know? what existing patterns would my work be judged against and compared to?
I have a teaser project atm, and I& #39;m wondering what references people might end up projecting onto it, and which refs I should /choose/ to aim to evoke or not evoke ?
what /exercise/ am I performing in?

"ok let& #39;s see how meteo does fantasy"

"let& #39;s see how meteo does action"

"let& #39;s see how meteo does philosophy"

who knows
and then, how do I move /past/ academic little boxes ?
how do I make sure not to attempt everything at once like a dumbass?
do I have a way to dodge the entire academic versus alternative dichotomy ?
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