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.