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One of the fascinating things about my time as a Dev at Paizo Inc. was how much I was looking at multiple different timeframes at once.

Pitching and planning things much more more than a year out. Outline things about a year out. Assigning and writing things a bit less than a year out. Developing and writing marketing text for things many months out. Going over edits for things a few months out. Copyfitting things a couple of months out. Writing blog posts for things about a month out. Hyping things and answering questions for what JUST came out.

It varied, of course. A whole new game system had more lead time, a 32-page softback had less. Playtesting had to get squeezed in as possible. Actual plays and AMAs whenever called for. Meetings whenever needed and however they could be squeezed in.

But I was never just focused on a single thing, and I really enjoyed that.

Comments

David Chart

I think that might be more to do with role than with whether you are on staff. I had much the same experience as the developer for Ars Magica, and I was a freelancer for that. The preparations for Ars Magica Definitive Edition began with outlining about three years ago, and now it's live on BackerKit (see what I did there? I'm so smooth), and that was the pattern even when we were producing one book a quarter.

Owen K.C. Stephens

I think you are exactly right... but I also think freelancing that role is much less common than freelance writing or editing. Even so, your point is valid. And... ah... what's the URL for that Backerkit campaign, David? :)

David Chart

I'm sure you're right about the relative frequency of freelance jobs. My position on Ars Magica is very definitely not standard. And I'm so glad you asked about the URL. It can't be spam if you ask me for it, right? https://atlas-games.com/backarsmagica