The following is an excerpt from Lucy Morris’ Medium article, Launch Day: The emotional cost of releasing a game, excerpted and republished with permission. Morris is the studio and creative director for Starcolt, the studio behind the August release, Best Friend Forever. The full article is linked at the bottom of this piece.
Launching a game is the direct opposite of the heady thrill of pre-production. When the concept is likely only known to you, your team (if you have one), and investors (if you have them), anything seems possible, and it’s easy to get lost in the warm bubble of creation, ideation and expression. This is probably why pre-production remains my favourite part of the development cycle — it’s safe. It feels welcoming and comforting, where failure and mistakes are accepted and experimentation is expected.