Devlog: the reference library routine
Every week I go through the animation and game-dev clips I saved and file the keepers into a reference library, tagged by what they actually teach: a magic effect’s timing, a ragdoll that sells weight, a destructible wall that reads clearly at small size.
The library is the studio’s visual memory. When a scene in the game needs a feeling, I do not start from a blank page — I start from twenty clips of people who already solved a piece of it.