Always be creating...New content!
It is easy to stop or pause after finishing a project and not move on to something else. If the last project was too stressful or demanding, then try something with less detail or scope, start experimenting with new brushwork building methods or different gameplay setups. Stop the dust from settling and dive right back into your next masterpiece!
There are many ways to keep momentum going between projects. Experiment with new themes or texture styles, try to build some architecture at an odd angle like at 30, 45 or 60 degrees or find some concept art you like and recreate it to scale!
Set yourself deadlines
It's easy to get distracted adding details and being absorbed with tangent ideas when you should be focusing on the end goal, finishing and releasing your map! Setting yourself goals will focus your time on what is really needed and make you think twice about adding stuff that is not really necessary for the final outcome.
A series of short deadlines are especially good if you are working with a limited time frame project because you can see progress much quicker and be more motivated to finish. Deadlines help to break a map down into smaller steps and more manageable tasks which can create a much better focused and rewarding map making experience.
Never stop iterating
I was once asked to create three different versions of the same encounter and at the time I could not understand why. It is impossible to know if your first version is going to be the best iteration if there is nothing for comparison. What may seem like a waste of time with duplication of work can be a useful validation of what design you have finally picked.
Always consider the iteration process if what you are creating is nothing special or remarkable. Some might say the downside to the iteration process is that you can create more work than is required, but that does not mean the process is worthless. Don't be afraid to iterate because of the extra work involved, just save the different versions as prefabs.
A real world example of iteration is city architecture, which often changes as people adapt places to suit their current needs. Expansions, extensions, extra routes and different styles of details can all work towards creating a better visual tapestry.
Be inspired by others
Hardly anyone can be creative in isolation without being influenced by something else around them. There are countless images, films and books that swim around our subconscious allowing us to come up with fresh ideas. If you are suffering from a creative block or not sure what to do next then search for concept art, go to the library or buy a coffee in a bookshop and browse some architecture books.
The Internet has a vast collection of concept images, architectural photos and plenty of other types of artwork (sculptures, videos etc.) that can be used as sources of inspiration. Even if you take a concept image literally and create something similar, it will still be your interpretation and be a useful exercise for building new content with the editor.
Try to avoid symmetry
It is so tempting to create symmetry in architecture or gameplay setups because we see mirrored structures around us all the time and think it is the right thing to do. You can easily find a church or modern day building with identical sides and matching facade features. Symmetry is something you should be aware of at all times and actively trying to break.
Try to use 90 degree rotation steps instead of mirroring functions when copying and pasting architecture (especially floor layouts) Move various facade elements vertically up or down to create an imbalance. Look for obvious vertical or horizontal lines and move elements around to break the pattern. Change the size of matching (size of flames) objects and change the style of identical pairs by removing/adding (boarding up windows with wood) something.
*Note: This article is published in accordance with Creative Commons Guidelines
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