Ways Being On-Staff At a Game Company Are Different from Freelancing (Patreon)
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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.