Learning to direct for Island Off Outer Darkness has been very hard.

Title says it all. I've never been a director for anything, ever, I've always purely worked alone, or worked under the purview of someone else. And... now I'm overseeing what Lambchopper and Calamity are doing, and actively guiding them, and synthesizing our ideas into a core, central idea. I've had to learn how to be more firm, in my ideas and my wants out of a project. I've had to learn how to be a much, much better communicator, which I'm quite bad at. I've had to learn how to be consistent with my ideas, which is, in fact, very hard! Because I am a very inconsistent person. The writing, which I am doing all myself, has been redone many a time, for many a character, and that's not something I can do with the music or the art. I have to decide what I want, and then communicate that to the other person, and we realize that thing. It's kind of scary, actually. And it makes me mighty uncomfortable! For example, for the main theme of Island Off Outer Darkness, Calamity sent me ten ostinato samples, and I had to choose just one of them to say "this is the vibe, this is good, develop on this". And that was VERY hard, and it made me feel VERY bad saying "you should not develop these other nine". But... that's what you do. That's what you gotta do. You gotta say "no" to some ideas, too, which is, like, it feels so bad! And I have to be good, and comfortable, with doing that.

So, it's been weird. And hard. And I've been kind of bad at it, Lambchopper's definitely seen the most of "me being kind of bad at committing to a singular idea", due to working with them a lot first (where I had to figure this out). But, uh, it's going well, right now. I think! The game will definitely be finished sometime this year, and I'm doing okay, and Lambchopper and Calamity are doing well.

2/1/25 3:19:55 AM CST