So uhm, this is basically just what has worked for me so far in all my projects (be it Latent, White Rose, my art, fangames, etc.) and how I function. It may seem a bit of a mess or nonsensical here and there, but oh well~
- What or who do you turn to for inspiration, whether that's for maps, music, art, concepts, sprites, story, dialogue or balancing?
Short answer: anything. Literally anything can end up being an inspiration for me. In many cases I have had a shadow spark an idea for some feature in a character, or a phrase in a song makes me think of some theme or plot point I'd like to expand on (i.e.:
True Faith's lyrics, 0:58-1:23, or
Not Your Kind of People's whole song). In the latter case, I end up listening to the song on repeat a couple of times as I note down ideas.
Long, more specific answer: Music,
weird or
made up words and
Hideo Kojima. And no, it's not
just my MGS obsession, though it is part of my inspiration.
Starting with music, here's a quick tip: If you see me on Discord playing something on Spotify, it's highly likely that I'm writing, drawing, mapping, etc. But if you pay attention and see me playing a single song on repeat three, four, five times or more, or scrolling back to listen to some specific point, first off;
why are you stalking me?, second off: it' highly likely something inspired me (even whilst writing this, I kept rewinding
Keep You to re-listen to a specific point).
True Faith and NYKoP are just two examples, but when developing Latent - Prologue, the first thing I did was decide the theme I wanted for it, made a playlist and listened to it on repeat as I made the game. It helped to keep me focused on the game's theme and both inspired and motivated to see it through!
As for words, short story: I always found myself curious about "
saudade" as a word to describe an emotion. How come this complex feeling is only described by a single word in a single language? Why doesn't English, Spanish, French or any other language have a direct translation of it? What other feelings am I unaware of their names? That's how I found out about "
hiraeth", "
fernweh" and "
ambedo" (though this last one is "made up).
Through the google search that allowed me to find such words and feelings, it sparked several plot ideas in my head, started noticing in other media and have taken notes of to further expand into my own projects.
Lastly, Hideo Kojima. One of my idols. Addressing the elephant in the room; Yes, Metal Gear Solid is a big influence and inspiration, anyone that has been with me for a while certainly know this, but there is so much more that I have been influenced by and inspired by other than MGS.
Having checked Hideo's twitter from time to time, have been linked stuff he has posted, heard about his interests and finding out his methodologies when creating something has shaped me. He too listens to a playlist on repeat when developing a game, he watches movies about a certain theme that he has in mind, and a lot of it inspires him (or so we're told).
He has shared a lot of what he is listening/watching on social medias and referenced a lot more in his works, and it made me curious. It made me want to read
1984,
Do Androids Dream of Electric Sheep, made me want to watch
2001: A Space Odyssey,
Dr. Strangelove and
Akira and a lot, lot more. I cannot say how much each of these pieces of media has inspired me over the years. I idolize the man and his work, so I know that whatever he has watched may be up my alley too and may give me new ideas on what to do.
(whew, this was a long one)
- How do you translate inspiration to a resulting product?
I try and always keep notes. It may not be much, it may not be a "product", but it helps me keep tabs on ideas I've had through time. Who knows when they'll come in handy later? Maybe when making a game I get the feeling that I've had X idea before, check a few notes and find that yes, I did! Time to expand and refine it! It has already happened a few times in the past, so it's surely to keep happening in the future.
Aside of that, if I am inspired
and motivated, I may draw something from it. I may make up a character, give it a story, personality, name and eventually use it in some media, be it a game, short story, drawing, etc.
- How do you deal with creative blocks, i.e. a total lack of inspiration or motivation to work on something?
I try and focus on something else. Normally my go-to is video-games; Fallout New Vegas, Stellaris,
MGS, Rimworld, Minecraft just to name a few, or something I haven't played much before (lately it's been Persona 2 or
Dawn of War). If I just want to remove that creative block, I just go for more "open" games, where creativity and inspiration can be found again. Eventually it'll all come back!
- Do you think creative blocks have any consequences on a project? For instance, is a creative block during a project a sign that something with the project is not ideal?
Creative blocks of course have an impact on any project. Delays, subpar implementations, development halts to a crawl or downright stops. All the negative traits that are like lack of passions for the project. But I don't believe it's necessarily because something in the project is not ideal (it can be though), but rather the cause of something not being ideal. You may have all the passion in the world for what you are making, but if you cannot find how to put that love in to a physical form at some point, then where's the problem? You have passion, you have ideas, you have references, inspirations, concept work, but just don't know how to put all of that into the project.
We can't focus on one single thing forever. We need distractions. We need to play a game, watch a movie, go out for a walk, enter a RelicCastle Game Jam™. Something to just let your mind rest, let it unwind, let it forget the project you were making for a bit so you may come back in to it with a fresh mind full of new ideas, able to criticise your previous work and find new ways to improve it.
Though, yes it may be a lack of passion as Marin has said. A work without passion won't go far.