Not Reinventing the Wheel - A UI Lesson
by Holly on November 29, 2018
Holly here with another art post!
UI is a tough nut to crack. It’s the best example I’ve found in game art of Einstein’s quote “The more I learn, the more I realize how much I don't know.”
One of the biggest learning moments of my career happened when I was working on a scrapped visual novel. The project had been behind schedule for a while, when the studio director came in, threw up his hands in exasperation, and said “it’s a dialogue system, we’re not re-inventing the wheel!”
I believe a lot of creatives are constantly seeking to reinvent the wheel, especially when it comes to indie developers. The issues arise when we start to see EVERY part of a game as a wheel. Unfortunately, there’s only so much reinventing before your car eventually becomes a cucumber. A cucumber isn’t always bad (unless you’re one of those cats on youtube), but a cucumber is not a bicycle, not a moped, and definitely not a car.



Not Reinventing the Wheel - A UI Lesson
by Holly on November 29, 2018
Holly here with another art post!
UI is a tough nut to crack. It’s the best example I’ve found in game art of Einstein’s quote “The more I learn, the more I realize how much I don't know.”
One of the biggest learning moments of my career happened when I was working on a scrapped visual novel. The project had been behind schedule for a while, when the studio director came in, threw up his hands in exasperation, and said “it’s a dialogue system, we’re not re-inventing the wheel!”
I believe a lot of creatives are constantly seeking to reinvent the wheel, especially when it comes to indie developers. The issues arise when we start to see EVERY part of a game as a wheel. Unfortunately, there’s only so much reinventing before your car eventually becomes a cucumber. A cucumber isn’t always bad (unless you’re one of those cats on youtube), but a cucumber is not a bicycle, not a moped, and definitely not a car.


