A: 
I'm kind of an insane person who has been writing and devving for a very long time, and as a result, I have a feeling the way I work would not be optimal for most people. Still, I will share because it's fun but it'll probably be all over!!
I tend to come up with a concept over a long period of time and sometimes I expand on old concepts. Like for Meat Girl, I was interested in meat and played lots of meat games and read meat stories. So I knew I wanted to tell a story about meat, but well, I wasn't sure what I wanted to make so I made random drawings of a red haired lolita with meat everywhere and eventually I began to formulate.. Maya and Sera were older characters I drew for a zine called S1M, but people Really like Sera so I wanted to expand upon her story. That series of drawings was focused on radio towers and a lot of denpa concepts, so I extrapolated from that.
But, well, RehAIbilitation was done in a similar way but all the characters were completely new and so was the setting (sort of), but it's still based on things interesting me at the time. RehAIbilitation was made/developed around the birth of things like characterAI and it explored my thoughts on it a bit. Eleanor was drawn a few times before I made the game, but AMA and Calliope were drawn for the game specifically, along with the bunnies. RehAIbilitation was planned super carefully because I was studying abroad during a large chunk of it, and I wanted to provide the backgrounds to Zed as early as possible. I wanted to have fun abroad and jamming. I did have struggles though.Originally, RehAI had a different ending, and Calliope did not appear at all outside of flashbacks.
For What Is It Like to Taste, I.. had a lot of it my head.The vision for that VN was very clear to methough things did develop as I wrote too.Originally, there was no sidestory, but I fell in love with Eva and Adelaide. Eva and Adelaide were designed prior to the VN existing, but the story I made for them just wasn't working. So now they're in To Taste and I love how they exist. Emma and Aiyana were designed while concepting.. I knew their personalities and the vibes I wanted.
My character design process.. I usually have a shape of the OC in my mind. Like, I knew vaguely what I wanted Emma to look like.. Curvy anime catgirl inspired by 2000s anime aesthetics. And for Aiyana, I struggled a bit.I wanted to make hera lolita, but I just kept thinking she'd wear clothes that went downwards.. Her design to me.. It's like a tear drop almost.. But it didn't take long when I finally gaveup my lolita ideals lol
I do design random characters though just off cuff. Maya from Meat Girl.. She was drawn in her meat form for the first time as a sprite/portrait lol.And in Ommatophilia, Mercy was designed off cuff too and some other characters. It's just easier to me because my vision is clearest in the early days, and if I draw a perfect concept, then it might as well just be the sprite.
Also, lastly, I mentioned briefly my idea book. I have a golden journal that I write everything in. I buy this journal from the same brand every time, and I love them. I fill them with concepts which is important for longer term games or concepts I know I won't immediately work on. A lot of old Omma and RehAI concepts are in there. I even have RPG Maker map designs sketched in it.
And the strat is. I... immediately put things in engine. I hate editing. I used to love it, but I despise it now because I get migraines.Like I'll write in GDOCs in a while for VNs but then immediately go in engine to seee everything. So I make sprites at the beginning of devprocess or I try to (which imageparts help a lot because I can just add things I want over time). Putting things in engine after everything is written just doesn't workfor me because I'm not just writng- I'm also directing if that makes sense. And I like to direct and write at the same time. For To Taste, I added music as I went, I added SEs as I went, etc etc. I didn't always do this but I had a sneaking suspicion To Taste would be terrible to edit (and it WAS because 20K words is a LOT especially for a GAME JAM). I stil had a lot of editing to do. Sound effects that wen tontoo long, music to change, and the latter half was written without a lot of in engine testing until after it was written because I had entered Pure Flow State.
Sorry this is soo all over. It's hard. Writing feels really organic and bendy to me, game dev generally. I attack everything at once too and build on old works a lot which makes it even harder JAJA. And my writing and game dev process changes as I figure out what works and what doesn't. Meat Girl and To Taste is what I consider to be almost optimal performance though.
