Judging an idea without knowing how it'll work out
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//How To Polish The Art for Non-Artists with Homework
"Moreover, I want to point out to those developers who, like me, have a difficult time envisioning a polished end product, how unnecessary that detailed final vision is for the purpose of making your work more attractive. I had an idea of what I wanted this game to feel like, and at each step I identified something existing that I could improve and made that improvement. If it brought it closer to the feeling I was seeking, I kept it; otherwise, I tried again. If lack of a detailed vision of a finished product keeps you from trying to improve your game or art, I recommend identifying something that feels lacking, or which hints at but doesn't quite achieve a nice effect, and working at improving that aspect only. Move on when you feel you've made a true improvement. Repeat this a few times. See if you don't feel like the result is better than the original."
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Split up a level between all departments - anim/cinematic, char, env/vfx destruction, env, vfx (overdraw), UI. See it from each's perspective, but above all the player's angle.
Now evaluate that budget VS a game's pillars.
Q: How to keep it fun?
A: Deliver on the avatar/fantasy!
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