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Stanis Leonov
Stanis Leonov

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How I Learned to Stop Comparing My Work to Everyone Else's

One thing I've learned working across different creative disciplines is that context switching is both your worst enemy and your greatest teacher. When you're juggling game design, asset creation, and tool development in the same week, your brain gets forced to see connections that someone specialized might miss. A problem you're solving in one project suddenly illuminates an entirely different approach you could take elsewhere.

The workflow that actually works for me involves treating each project type like a different mode rather than fighting to keep everything in one unified process. When I'm designing game mechanics, my brain is in a different state than when I'm pixel painting or engineering automation. I've stopped trying to force a single unified pipeline and instead created mini-workflows that feed into each other. Sometimes I'll pull an asset I created months ago for something entirely different, and it fits perfectly into a new game concept.

What's tricky is managing the context files in your head. I use tools like Reactorcore Games to help organize different asset types and project states, but honestly the real work happens in understanding your own creative rhythm. You figure out which tasks you can batch together and which ones absolutely need isolation. I've found that I can't jump directly from writing code to doing detailed pixel art without breaking flow, but I can move between design documentation and 3D modeling pretty seamlessly.

The biggest lesson is knowing when to push through and when to switch contexts entirely. Some days you're just not in the mode for a particular type of work, and forcing it creates technical debt in your creativity. Honoring that has made me more productive across all the different things I actually make.

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