
The episode discusses the creative processes of solo game makers and artists, featuring insights from guest Sarah on her projects.
Creativity doesn’t come with a handbook, so we're building our own. We swap notes on how solo game makers and artists actually get things done: setting a three-influence pillar to keep ideas fresh, designing from mechanics without losing theme, and navigating the murky last 5 percent where projects stall. Sarah shares how Bluebeard’s Bride and Velvet Glove grew from triangulated influences, why a haunted hotel retreat unlocked a stuck chapter, and how tiny mint‑tin drawings rebuilt a drawing ...
Explore listener stats, chart rankings, contacts and more on the The Diceology Podcast podcast page.