First, I take a lot of time to just explain my vision of what the game should be to the team. Then I make all subsequent decisions based on how I want to feel when I buy the game, and what impressions I want to have of it. I then go about implementing the little points that will lead up to that finished product.

Movies are great fun and wonderful when they're good. But you never get to see them till six months after they're finished. So you never get a sense of whether they're really well liked or how good they are. And you don't really know what the finished product is going to be like, because it's a director's medium.

It's so easy to practice out of context. For example, if you're learning a scale, you take that scale and you sit in your room and you go up and down the fretboard, over and over. You've gotta do that, because you need to get that scale working. But you have to keep in mind that that's not the finished product. That's the starting point.

When I first have an idea, I'll spit-ball it with my husband: he's my beautiful ideas sounding board. I usually have a year deadline from start to finish, so I'll piss about for three months and pretend to get started. Then there's four to six months of actual writing and, after that, submissions, edits, and eventually a finished product.

You have to understand that when you're a voice actor on an animated film, you're really just a tiny little piece of this huge process. And when you finally get to see the finished product and see all of the wonderful work that the animators & the designers & the writers did to make your character stand out, it's just so touching, so humbling.

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