{"id":108728,"date":"2020-02-05T21:46:00","date_gmt":"2020-02-05T21:46:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/357596"},"modified":"2020-02-05T21:46:00","modified_gmt":"2020-02-05T21:46:00","slug":"dont-miss-talking-burnout-making-art-with-drinkboxs-gabby-darienzo","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/02\/05\/dont-miss-talking-burnout-making-art-with-drinkboxs-gabby-darienzo\/","title":{"rendered":"Don&#8217;t Miss: Talking burnout, making art with Drinkbox&#8217;s Gabby DaRienzo"},"content":{"rendered":"<p dir=\"ltr\"><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\">Gabby DaRienzo is sr. artist at <\/span><em>Guacamelee <\/em>developer Drinkbox Studios, was art director on the Independent Games Festival finalist <em>A Mortician&#8217;s Tale<\/em>, and worked on games including <em>Super Crush KO<\/em>, <em>Parkitect<\/em>, and <em>Celeste<\/em>. On the latest episode of the GDC Podcast, this fabulous goth-adjacent&nbsp;Forbes 30 under 30 game developer talked about art, creativity, burnout, and of course, <em>death<\/em>.<\/p>\n<p dir=\"ltr\"><strong><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\">Listen now on<\/span><a href=\"https:\/\/podcasts.apple.com\/us\/podcast\/gdc-podcast\/id1476405424\"> iTunes<\/a>,<a href=\"https:\/\/play.google.com\/music\/m\/D4zwsodszhq4zc6f4dlvztw4jle?t=6_-_Dealing_with_Burnout_and_Making_Art_with_Drinkboxs_Gabby_DaRienzo-GDC_Podcast\"> Google Play Music<\/a>, and<a href=\"https:\/\/open.spotify.com\/episode\/3cuIhSPQRK1g2GftbCkP7O\"> Spotify<\/a><\/strong><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\">DaRienzo joined Gamasutra&#8217;s Kris Graft and a mysterious temporary co-host known only as &#8220;Alex&#8221; to educate us on all things art, the life of a (former) freelancer, and if you listen closely, you can hear her cats Bastion and Meredith aggressively agreeing with everything she says. Here are a few highlights.<\/span><\/p>\n<p><em>GDC Podcast music by <a href=\"http:\/\/www.meemanmusic.com\/about\">Mike Meehan<\/a>.<\/em><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\"><strong>&#8220;I think creative work&#8211;any work in general, there&#8217;s only so much you can do before you get burnt out&#8211;but creative work, whether it&#8217;s art or writing or even thinking of concepts for games&#8211;is especially tiring<\/strong>. [You] have to context-switch constantly, and I think that burnt me out. The team I was working with [no one] was pushing me to do this. This was just entirely self-imposed.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\">&#8220;&#8230;In hindsight it was very clear. I was getting frustrated and just was making a lot of really bad decisions. A lot of it was I felt the pressure to have to get it right, that I didn&#8217;t have time to concept and think of ideas, that I just had to get it right immediately. And we know that&#8217;s not the way anything works. Games especially are a very iterative process. They change so much, they evolve so much over the development. And setting up this expectation to get it right the first time&#8211;not realistic.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\"><strong>&#8220;And I was pushing myself to do it not just for one game, but for two games [at once], and that really messed me up because I was like, &#8216;If I don&#8217;t get this right if this art isn&#8217;t completely unique then these games won&#8217;t sell and these companies will go under!&#8217;<\/strong> That sounds really so bizarre and so huge but when I talk to a lot of game developers, that&#8217;s kind of how they feel. A lot of it is that the indie space in general is very&#8230;there&#8217;s a lot going on right now and a lot of people are just kind of panicking. So that panicking on top of thinking about art, working on two things at once and just coming off of a game that was very personal just all added up to burnout.&#8221;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\">&#8220;&#8230;A lot of the signs are just <strong>feeling really frustrated, feeling really unmotivated&#8211;I really did not want to work on these games at all.<\/strong> In my headspace I was really excited about these two projects, but when came down to sitting down and doing the work, I just didn&#8217;t want to do it; I just could not push myself to do it.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\">&#8220;It&#8217;s also things like I got really defensive. <strong>I got very defensive about my own art.<\/strong> Which is something I&#8217;m embarrassed to talk about, embarrassed to admit, but is kind of important to speak about because I see a lot of other artists go through the same thing. My cofounder [at her studio Laundry Bear] would be like &#8216;oh I think <\/span>this art would be good&#8217; and I&#8217;d like &#8216;WHAT?! What&#8217;s wrong with my art?!'&#8221; (laughs)<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\">&#8220;&#8230;If you&#8217;re a person who thinks you might be burnt out or you know someone who might be burnt out, I think that&#8217;s a huge sign, someone getting very defensive about the work that they&#8217;re doing.&#8221;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\">&#8220;Burnout is such a big deal. When we think about burnout and we hear the term &#8216;burnout,&#8217; especially in games, we often think about triple-A: big studios forcing their employees to work&#8230;But <strong>a lot of people, especially indie devs, we need to consider that a lot of it is self-imposed. We&#8217;re putting it on ourselves without even realizing it&#8230;I know a lot of indie devs that don&#8217;t notice they&#8217;re doing it or they&#8217;re doing it because [they think] you can&#8217;t be indie unless you work 16-hour days. And that&#8217;s just not true.&#8221;<\/strong><\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\">&#8220;I think the biggest thing is&#8211;a lot of people don&#8217;t think about this when they want to do freelance&#8211;but<strong> it&#8217;s like 20 percent just admin and accounting.<\/strong> You&#8217;re not just 100 percent of the time doing art or game design or programming or writing or whatever it is that you&#8217;re doing freelance. You&#8217;re basically running a business. So a lot of your time is spent responding to emails, doing accounting.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\">&#8220;But it&#8217;s also things like self-marketing, putting yourself out there on social media, going to events, making sure your portfolio is always stocked with pieces, and if you have a slow period with work, making sure you use that time to find more work or fill your portfolio with pieces that will help you get more work. It&#8217;s a lot of that kind of stuff.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\">&#8220;If you&#8217;re a person who&#8217;s maybe not keen on that, then freelancing might not be a thing that you&#8217;re interested in doing. But I love that stuff (laughs).&#8221;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\">&#8220;&#8230;<strong>A lot of it too is networking. I hate the term &#8216;networking.&#8217; It feels really business-professional and seems like a contrast to what we do in games. But essentially [what I mean is] making friends<\/strong>; going to events, being social on the internet and just making friends. And when people are like &#8216;oh, we need an extra artist on a thing&#8217; or &#8216;we need to hire someone to do a logo,&#8217; they think of you.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\">&#8220;And that&#8217;s how I got a lot of my work when I was freelancing&#8230;You don&#8217;t have to go to events and shove business cards in peoples&#8217; faces, necessarily (laughs), I advise against that, probably. But making friends and putting yourself out there goes a long way if that&#8217;s something you&#8217;re comfortable with doing.&#8221;<\/span><\/p>\n<h3><strong><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\">Listen to the full episode on<\/span><a href=\"https:\/\/podcasts.apple.com\/us\/podcast\/2-choice-design-with-zachtronics-matthew-burns\/id1476405424?i=1000449400732\"> iTunes<\/a>,<a href=\"https:\/\/play.google.com\/music\/listen#\/ps\/Icjco5xks4yxfj3e6bshd5nrziy\"> Google Play Music<\/a>, and<a href=\"https:\/\/open.spotify.com\/episode\/3cuIhSPQRK1g2GftbCkP7O\"> Spotify<\/a><\/strong><\/h3>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\"><a href=\"https:\/\/gdconf.com\/attend\/passes?_mc=blog_x_gama_le_x_gdcsf_x_x-2-gdc20\">Register now GDC 2020<\/a><\/span>, which takes place March 16-20 in San Francisco. Subscribe to regular updates via<a href=\"http:\/\/www.facebook.com\/GameDevelopersConference\"> Facebook<\/a>,<a href=\"https:\/\/twitter.com\/Official_GDC\"> Twitter<\/a>, or<a href=\"http:\/\/feeds.feedburner.com\/GameDevelopersConference\"> RSS<\/a>.<\/p>\n<p dir=\"ltr\"><em><strong><span id=\"docs-internal-guid-0b02f4ce-7fff-6346-30e7-5be25137b0b1\">Gamasutra and GDC are sibling organizations under parent Informa Tech<\/span><\/strong><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Gabby DaRienzo is sr. artist at Guacamelee developer Drinkbox Studios, was art director on the Independent Games Festival finalist A Mortician&#8217;s Tale, and worked on games including Super Crush KO, Parkitect, and Celeste. On the latest episode of the GDC Podcast, this fabulous goth-adjacent&nbsp;Forbes 30 under 30 game developer talked about art, creativity, burnout, and [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":108729,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-108728","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/108728","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=108728"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/108728\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/108729"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=108728"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=108728"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=108728"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}