The Induction Blade

This project started off as a quick-lunch break test, that eventually evolved into a full game ready asset. It was a nice break from my environment piece [ which you can find here in which I learned and experimented with some new techniques.

So here is the original concept art by Fernando Correa. I suggest following him as his work is pretty damn cool. Great color palettes, line work, and compositions. Will probably end up recreating another one of his amazing pieces. You can follow his Artstation over here -> Fernando Correa 


As part of my pre-production steps I took the image and generated a color palette to later use in Substance Painter as a jumping off point. I ended up losing the original color palette through my light rig, post effects like AO, and the 50+ layers in substance painter that were used to recreate this piece. I completely forgot to check my palette throughout the process. It was a kind of use once and put away kinda mind-set and never came back until I realized I needed to generate the final comp palette. Definitely keeping note of this so that in future projects I will remember to always check back to the palette. With that, here are the side by side of the two. As you can see my rendition [bottom] is darker than the original.



My workflow for this piece was your standard process. It went from Block Out > High Poly > Low Poly > Bake > Paint > Render. With the most time spent in Zbrush and Substance Painter. Over all I went through 9 variations, as shown below. The transition is due mostly to the amazing feedback that I got from the Polycount, Level Up!, and various Game Industry discord communities.


For a quick breakdown, 1-3 was experimenting with colors and beefing up come components like the straps and handle. After that, 4-6 has very subtle changes but that bunch was working on roughness, emissive, and pushing the colors some more. Then 7-9 was adding gradients, pushing my metal map and emissive map, and finalizing my light rig.

Out of this I learned a new technique to push the stylization in my textures. Just as a word of caution don’t get to crazy with the filters as you can really ruin a piece and make it look over the top. [ Unless that is the style you are going for, then use as many filters as you want. ] 


The Oil filter in Photoshop is a very subtle filter that smooths out your colors, giving it well, an oil paint feel. The top image has the filter applied and the bottom does not. Again very subtle but helped smooth out the redness in the blade.

So here are the final renders!



Update : Also it made it to Polycount’s front page, which is a huge personal accomplishment.


The BOHM System: Organization Pt. 2

Here is the second instalment to the developmental BOHM System. Organization. [If you missed the first part check it out here.] Now for more experienced developers this will seem very straightforward and can easily be skimmed over, making this part aimed more for those starting off in development or those who need some extra guidance. For students it’s a good idea to get into these habits early, allowing you to then bring this grounded skill set where ever you go. So, what are some good organization habits?

  1. Naming Conventions
  2. Sensible Folder hierarchy
  3. Pipelines
  4. Forward Thinking

Again some of these my be redundant to consider, but during my time in the industry these continue to be the root of large project troubles and even personal project endeavors. I’m going to expand and break down each point, provide some personal examples, and some helpful links. Below are a few links to some recommended reading, that if you have the time should check out at your local library.

  1. Insane Productivity for Lazy People by Andrii Sedniev [Link]
  2. The 4-Hour Workweek by Tim Ferriss [Link]

Before we begin let’s briefly discuss the benefits to clean organization. The major perk to all of this is that it just makes your projects easier to manage. It may be a small habit to pick up, but man, it sure beats sifting through a five month old project trying to figure out where you left off or if the “NewNew_Final_v4.3_ffs” is really the final. Other perks included are quicker development time, easy access to files, easier handoff between team members, debugging, reading console errors and of course establishing and meeting deadlines.

download (1).jpg


Good Organization

Naming Conventions

This is by the far the most important habit to establish. Proper naming conventions. You would think this would be straightforward but to this day I am still handed projects in which a character or environment is broken up into “polysurface2508” and the associated material is “pasted_pasted_pasted^5…pasted_plastic_poly_a_lambert” [ Real Talk. I have received entire builds with 20 different iterations of pasted_lambert. I have been on teams that have spent more time and effort cleaning these types of messes than if we had done it from scratch.]

Good naming conventions describe,

  1. What an object is.
  2. Where an object goes.
  3. What an object does.

With that being said however, there is no universal standard naming convention. Three basic types of naming conventions can be Camel Case (camelCase), Pascal Case (PascalCase), or Hungarian Notation (strHungarianNotaion). The difference between the three are which letter gets capitalized and the last having an identifier before the name. However this is more on the programming side of things and naming conventions can differ from studio to studio but listed below is a general starting point. If you don’t have the 15 seconds to properly name your materials and static meshes, you can always automate the process. Either through scripts or plugins that activate either before or after you export out of your modeling software.

Environment Modeling

Quick tip; try to avoid naming conventions that locks an asset to a certain level, character, or folder. So that when a small prop is used for a desert environment it can also be placed in a savannah environment while the mesh is still easily accessible and updated for both levels.

  • Textures – Either stored in your Source Images [Maya], an auto generated Materials folder in Unity, or a designated Texture folder in Unreal.
    • T_Name = Texture
    • T_Name_D.tga = Diffuse / Albedo / Base Color
    • T_Name_N.tga = Normal Map / Bump / Displacement
    • T_Name_R.tga = Roughness
    • T_Name_S.tga = Specular
    • T_Name_M.tga = Metal
    • T_Name_H.tga = Height
    • T_Name_O.tga = Opacity / Transparency
    • T_Name_AO.tga = Ambient Occlusion
    • T_Name_RMA.tga = Channel Packing three maps
      • Red Channel = Metal
      • Green Channel = Roughness
      • Blue Channel = Ambient Occlusion
  • Environment – If you want to get more specific with your naming conventions then you can use the following naming convention to sort your assets. Stored in your Assets folder [Maya], and designated Model folder [later to be migrated to a Unity prefab folder] in Unreal and Unity.
    • Chr_Name = Character
    • Ske_Name = Skeleton
    • Env_Name = Environment
    • Prp_Name = Props
    • Str_Name =Large Structures
    • Veh_Name = Vehicles
    • Itm_Name = Interactable Items
  • General Assets – Basic bare bones naming convention for any exported mesh. Stored in your Assests folder [Maya], and designated Model folder in Unreal and Unity.
    • SM_Name.fbx = Static Mesh
    • ANIM_Name.fbx = Animated Mesh
    • M_Name = Material
    • Vfx_Name = Visual Effect
    • Gui_Name = HUD
    • Vid_Name = Videos / cinematic
  • Version Control – Ending prefix to differentiate between updated models. Helps with rollbacks and tracking changes. For a final build you can go back and remove this extension if you choose to do so.
    • SM_Name_A =  Different variations of a model. A being Clean and B being Dirty, this really helps with vertex data and shaders.
    • SM_Name_v2 = Second Version of an Asset
    • SM_Name_001= First Version of an Asset
    • SM_AS_Name = Included initials of the artist who generated the Asset. This helps to make sure that artist don’t accidentally use similar naming conventions.

Essentially it goes < ID – Set – Instance – Variation >

Some examples would include,

  • SM_Prp_BattleAxe_A_v1 with M_BattleAxe_v3
  • ANIM_Chr_Attack_Alt_v3
  • SM_Veh_Wagon_v1 with M_Wagon_v1


[Image Link]

Character Modeling

As I am not a character modeller I rely heavily on naming conventions found online. One source I like to use is a blog post by Ronald Fog [ Link ] in which they cover good character naming conventions using Camel Case. So check out their blog for additional information. In addition to that, listed below are more naming conventions to follow when creating characters. Since the most I do with characters is textures so here is a list of suggested texture names.

  • Textures – Either stored in your Source Images [Maya], an auto generated Materials folder in Unity, or a designated Texture folder in Unreal.
    • T_Name = Texture
    • T_Name_RMA.tga = Channel Packing three maps
      • Red Channel = Metallic
      • Green Channel = Roughness
      • Blue Channel = Subsurface Opacity
    • T_Name_Hair_RMA.tga = Channel Packing three maps for hair cards
      • Red Channel = Hair Alpha
      • Green Channel = Specular / Roughness
      • Blue Channel = Anisotropic Direction Map
  • Texture set up depends on the camera position and artistic style. Low poly assets can have a single diffuse texture map that includes a characters prop, face, and body.
  • Other options include breaking up hands and face, body, and additional accessories all into their own texture sets.


Folder Hierarchy

Now, after we create easily identifiable game ready assets the next step is to bring them into our game engine of choice. But where to put them? In all honesty you have really two options here. First option is to follow the established hierarchy or, second option, you can be a deranged psychiatric patient and export to a single large folder called “Final”. The second could lead to quick termination or a sharp decrease in your will power.

For hierarchy set up you can build your project folders by either Type or Relevance. Each has their own pros and cons, with Type being best for small projects and Relevance for large-scale projects. Again organizing your hierarchy will allow for quick searches and project updates.

Included hierarchy examples are Unity, Unreal, and Maya.


[ Unity Image from Rivello Link ]


[Unreal Image captured from my project]


[Default Maya Project hierarchy with a few added folders]

Unreal shows a very simple hierarchy that is used for personal projects, like my latest environment [Link], while Unity shows a hierarchy best suited for larger scale projects.



The bread and butter to any major and indie development team. The method behind turning raw data and vertice coordinates into glorious pixel filled entertainment. The process of creating 3D assets is supported by the backbone that is a production pipeline. Generally there is one large pipeline in which all aspects of production fall under, there is also individual pipelines that suit either character, environment, or vfx that are sub sets of the main pipeline.The one presented here is a typical 3D asset pipeline.

Blank Diagram.png

Out of Pre-Production the team general receives tasking or concept art. From that the concept art is thrown through the pipeline above. Generally there are some review periods sprinkled in between the steps to ensure that the asset is coming along, but this is how 3D assets are created. For most of my freelancing experience and in my current job this is the realm of the pipeline that I stay in. I hand of characters to animators and I hand off polished assets to the design team. If you want to learn more about the pipeline or if this pipeline doesn’t fall in with your speciality then check out the links below, that give a brief introduction.

  • Animation – [Link]
  • Level Designer – [Link]
  • Pre – Production – [Link]


Forward Thinking

In order to stay motivated and get shit done a little forward thinking really goes a long way. By planning and tasking out your work into bite sized chunks you will be able to visualize the end. If you are creating your own game then this is very important as you will be wearing many hats and seeing a project to completion will be even harder. Some great apps to use to help manage tasks are,

I use trello and enjoy their mobile app. It really helps to quickly generate a card when something pops in my head, then later fill it on the computer. So here is a brief look at my current set up in trello along with a task tracking method based off the mentioned books at the beginning.


So first things first is to create a card and give it a score or rating that signifies some sort of importance. I use the “Golden Task” scale, also referred to the 80/20 rule in which 80% of your progress comes from about 20% of the work you do. This involves a goal that gauges a task’s levels of importance towards a given goal. This helps keep the work you are doing relevant and helps trim off any excess distractions. For example if you set a goal to complete a prop by the end of the month then the highest ranked task would be given to the actual High Poly modeling of the prop, followed by lower numbers and moderate time to UVing, Texturing, and extremely low numbers (like 0-1) to rigging it.   Then of course we organize our trello board by putting the highest numbers at the top and working down.

The next part of my process is that I like to do things in two-week sprint increments. In which I set a goal at the end of a two-week period so that I dedicate all my free time towards it. At the end of the sprint I do a one week period of lower rated tasks. A planned break to slow things down, reexamine my current progress, and set up my next benchmark. This week also serves as a buffer in case I don’t finish my sprint and need a little extra time. At the end of a sprint I then generally publish my current progress to sites like Polycount, 10k Hours, and CG Society to get feedback to continue to push a piece.



As per my last post here is the TL;DR Recap for those out there.

  1. Name your work in a reasonable manner
  2. Organize your mess in a seasonable manner
  3. Look into pipelines and studio examples
  4. Set up your own method to get shit done and stay organized
  5. You can still be messy, just try to keep it to your desk



The BOHM System: Burnout Pt. 1

So what is the BOHM System, you might ask? Well if you didn’t ask, I’m going to tell you anyways. It is a system I designed for myself to help stay creative in my work and get shit done. As of this posting I am currently working in Simulation / ArchViz designing environments for the DoD, Aviation, and Medical Field. For about the last year or so my color palette options for projects have looked mostly like this. (DoD project being a nice break from plastic and coated metal.) 


In the few instances where we had a colorful prop or piece of equipment, I would go to town on texturing it. Only to later receive feedback to dial it back down to a more muted color. So for about a year now this has been my “creative outlet”. Various grey plastics and metals, and a few colorful props and fabrics. Not all that exciting and creatively flexible as our references are patents and mechanical blueprints. There is some wiggle room with choosing make and models but that’s where it ends.

This is followed by very monotonous work for a few months at a time. At the start of the project I would have high energy and excitement during our brainstorming sessions for the new project. Then after the first few weeks that excitement would decrease as we finished our sprints and the colorful reference photos gathered would be replaced with the rigid patent forms and greys that end up in the final project. Which most projects evolved into functionality over looks. This constant pattern of events started dragging on. So after some self-evaluation I managed to cobble together some habits to flex my creative muscles outside of work, continue to improve my artwork, and also my work and social life. So with that said, the BOHM system is that accumulation of notes, tutorials, and papers across the internet to help an artist to stay healthy and creative.

Now BOHM stands for,

  1. Burnout 
  2. Organization
  3. Health 
  4. Motivation

Other acronyms that were in the works were MOOH, HOB, MHO, and MOB. But BOHM has a certain ring to it that sounds like I might know what I am talking about. In the next few posts I’m going to cover each category of the system. Sharing information that I have gathered, personal stories, tips, and helpful links. As well as some motivation quotes and dog pictures. Because why not.

motivational quote is motivational.jpg


Occupational Burnout

In the last few years Game Art has been my main focus. Only recently have I taken the time to step back and analyze my personal life. The first step was putting art back in its spot, as this tunnel vision hasn’t always been the case. My personal list of priorities went Family, Health, and Art, but for the last few years, as I struggled to get into the game industry Family and Health suffered from neglect. Creating and learning art consumed all of my time. This is the one of the many early signs of Occupational Burnout. Now burnout can and will damage any healthy lifestyle. Your art will remain stagnate, while your skills don’t improve much. The first step is to constantly remind yourself that there is no glory in celebrating long working hours or tolerating it. The second thing to learn is the difference between resting and procrastinating. If you’re thinking to yourself that your procrastinating, odds are you’re really just resting and you need that rest.

So what is the scientifical definition of Occupational Burnout? Burnout is a very common mental health related risk that occurs when you become overworked and overstressed in your career. As stated by the Mayo Clinic Staff and many others (I went with this quote cause I get to quote an establishment referred to as Mayo) [Link]

Job burnout is a special type of job stress — a state of physical, emotional or mental exhaustion combined with doubts about your competence and the value of your work – Mayo

Basically it is 3v1 PVP, with friendly fire on. You’re playing by yourself and loosing. This happens to a lot of artists in the game industry. Especially during or after finishing a long “crunch” period. However for a lot of people, creating art was a hobby that they got paid to do. It’s the perfect dream! So most individuals don’t catch on to the early signs of burnout. Myself included. It wasn’t brought to my attention until my very supportive fiance began to notice the few early signs. I was coming home more stressed out then I did the day before, I slept in way longer than I should, and was fatigued way to often, given the amount of sleeping I did.

Many factors can feed into the mental spiraling inferno that is Burnout, including your personal life. So it is quite possible to experience burnout not from your career but from your personal life and habits. This I found interesting as many individual immediately point the finger at work being the prime reason, but an unbalanced personal life may really be the cause for your occupational burnout. So take the time to sit down and examine both ends of the spectrum.


Causes of Occupational Burnout

The first place to look at is within your office culture and how you view your work environment. So here are a few identifiable causes for burnout within your workspace.

  1. Unclear Job Expectations – Not knowing the full extent of your voice within a team environment, which can lead to an uncomfortable feeling at work.
  2. Under or Overstimulated – This refers to the challenge of the work being done. Understimulating work is mind numbing, repetitive and all around boring. Overstimulating work is the opposite. It could be large tasks that you don’t have experience in (like having an environment artist rig a character), or tight dead lines with a short amount of time to do it. Anything that is high stress inducing on a single person.
    • Bonus: When people refer to being “In the Zone”or “In the flow of things” (whatever the kids say these days) They are referring to being just challenged enough in their immediate work. Imagine the carrot on the end of the stick. To finish your task you just need a little more effort to reach it. However being in the zone for too long can lead to mental exhaustion. You are so focused on that carrot that you are completely unaware to your health or others around you. You may forget to eat or drink for the entire day even. So take the time to step back and get “out of the zone” once in a while.
  3. Dysfunctional Workplace – You feel undermined by your colleagues or are micro managed by your boss.
  4. Mismatched Values – When your values don’t align with the company’s on how they handle projects or other employees.

Essentially most causes boil down to events, people, and processes that cause you to contribute a lot of personal energy towards and in return get over stressed, tired, and a negative feedback. For me it was the Understimulating work. Muted colors, basic props, blueprints. It got to the point that staring at Maya all day then coming home to work on my own projects was mentally painful as I was back in Maya. Honestly the people in the commercial aviation design industry, need to use some stronger colors, other than the 200 different shades of grey. Let’s break open the crayon box and use some of those fancy named colors.

Related image

(Like seriously. It looks like you’re flying an expensive cubicle.) 

The second place to look is within your personal life. Sometimes work wont be the true cause for burnout, it may serve as a fuel but the goal here is to find the root of the problem. So we must also examine our personal lives.

  1. Work – Life Imbalance – This is when work becomes your life, and you find yourself not having the time for other passions and family.
  2. Lack of Social Support – This can easily effect those who work remotely. Being isolated at work can cause stress and a lack of confidence for most.
  3. Lack of Control – Not feeling that you have a voice in decision-making or that your input isn’t taken seriously.

If these continue to influence your stress and energy levels without being confronted they can come at a huge personal cost. It’s best to think of yourself as a plant. You need water, sun, and a nice little breeze of air. Make sure you go outside once in a while, open the blinds, and drinks lots of water.

Image result for plant meme

Symptoms of Occupational Burnout

So what are the early detections of Burnout? All the stressors mentioned above will lead to the following symptoms if gone unaddressed or ignored. Burnout will keep you from working well, it will (oddly enough) make you feel lazy and untalented. People suffering from burnout could have the following symptoms. So if you see a coworker or friend dealing with these emotions, talk to them about it. Give them an ear to vent to.

  • Fatigue [First sign of burnout]
  • Excessive Stress
  • Insomnia
  • Depression
  • Recently Developed Anxiety
  • Inability to concentrate
  • Lack of motivation
  • An increased sense of forcing yourself to finish tasks
  • Detachment from your work and social life
  • Caught in a Cycle feeling, not having enough time.
  • Emotional instability
  • Irritability
  • Dissatisfaction in your work
  • Drop in work quality and performance
  • Suicidal Thoughts [Link] [1-800-273-8255]
  • Imposter Syndrome [Link]
  • Dreading to go to work [Very big Red Flag]

These will all lead to consequences in the form of :

  • Heavy Relationship Stress
  • Weakened Immune System
  • Heart Disease
  • High Cholesterol
  • Substance Abuse (very rare causes but is possible) 
  • Type 2 Diabetes
  • Stroke
  • Obesity

If any of these symptoms hit a bit close to home you can take the test below to determine if you are suffering from burnout.  I actually scored a 47 the first time I took it and is what motivated me to start looking into burnout. As I thought to myself that I was way to young to be experiencing this! (I’m only 23 years young after all.)

Burnout Test


Burnout Recovery

If any of the above sounds similar or if you manage to score high on the burnout test, then what are the routes to recovery and finding joy in your work again? To start off the process of recovery is very unique to each person. I can only provide general solutions and what is currently working for myself. This process can take months of reprogramming how you think, act, and diet. The majority of these changes wont be massive overhauls, just minor tweaks and corrections. So what is the first step to recovery?

  1. Resting – Take the necessary time from work to relax and sleep. You wont be able to accomplish change if you’re still mentally and physically tired. For those who are doing game art as a second job or hobby this is even more important to do. You can take your time on projects cause it’s a hobby, and you should have fun with your hobby.
  2. Find the Cause – Just as important as resting is identifying the cause to your stress. Don’t hesitate to be open and talking about it. It’s good to vent to people who are willing to listen. Learn to manage those stressors and come up with a plan to address the issues.
  3. Creating Goals – When handling work related stress and projects, it’s best to break it up into what you can actually achieve first. Breaking tasks down into bite sized goals will help you manage your time better as well as keeping the stress down. Plus it’s fun to take a pen and slash through tasks as you finish them. It gives you a quick shot of dopamine and energy to finish the next goal.
  4. Eat Right – Now this one can be very hard for people and isn’t always accessible for individuals. Eating healthy can be expensive at times. From personal experience I went from a college food bill of $40 a week just living off top ramen, peanut butter sandwiches, fast food, and tuna fish. To now feeding three mouths a “Keto” diet at about $180 a week. Eating carb free cardboard, meal prepping, and cooking every night. (I really miss french fries dudes.) But it is for the better. Cooking every night has become my mini ritual of unwinding and thinking about something other than work or whats do tomorrow. This mental break is something that this diet has allowed for. If you don’t have the ability to do so at least try to cook once a week, even a small mental break is a small step to recovering from burnout.
  5. Mindfulness – Now this one probably the most difficult to accomplish. It’s about changing your thought on how you perceive yourself and overcoming self-doubt. It boils down to how you handle situations and how you treat yourself mentally. First rule to remember is this : Any amount of progress is still progress. I struggled a lot thinking that I wasn’t producing enough art or I was to slow. (Still working on it too) Seeing other artist produce such high quality work in a matter of weeks can be mentally defeating. (Like seriously, just open the first page of Arstation. Like damn, that’s who I am competing with to stand out? Insane amounts of talent in one spot man.) Next is to AVOID Self-destruction. Try to keep yourself from putting your own self down. As well as taking the time to try to rediscover the enjoyable aspects of the work that you do.
  6. Being Self Aware – Being self-aware of your attitude, mental, and physical health. Make sure you take time to rest, sleep, and hydrate yourself.
  7. Alternative Releases – This can be in the form of another hobby or outlet, anything that is the opposite of what you do from day-to-day is generally a good direction to take. This could be cooking, exercising a few times a week, or just something new you want to get into. My creative outlet has been learning Python through the Raspberry Pi and being the Dungeon Master for a Dungeons and Dragons game I run with a few friends. It helps flex the creative muscles in trying to stump other players and coming up with Quests and Worlds. [Art LinkImage result for d&d dog
  8. Building Support – All these changes and steps become 100% easier when you have a friend or loved one helping you out. I’m so lucky to have a supportive fiance and friend to vent to basically everyday. If this is something that is not available to you, there are therapists out there that can help, you can call family up and talk with them, even reach out to similar disgruntled coworkers, or find an unexpecting person on a train as your target and just let it all out to this wandering confidant. (You might get kicked off for harassment, but now you are walking and outdoors! That’s good for you!) 
  9. Mental Breaks – Take short breaks through out the day as well as changing positions. For every hour you sit it’s recommended to stand for half an hour. Also take time every hour to rest your eyes for 10 minutes, hands for 10 minutes, and stand for 10 minutes. Which is about a 30 minute breaks every hour.

Since every case of occupational burnout is different to each person all of these are good first steps in the right direction. You could start off with small steps by just taking mental breaks every hour (just make sure to rest your eyes and hands at the same time.) You can also start of with switching up your diet as well. To each their own, just make sure you do so at your own comfortable pace. Recovering from burnout shouldn’t cause stress that you are trying to prevent.

Burnout Prevention

So far we have identified the sources of our stress, have shown the consequences of not confronting our stressors, and listing off the first few steps in recovering from burnout. The next logical step is preventing burnout from resurfacing. For those who have yet to experience burnout or managed to score low on the burnout test, the following are a few ways to prevent Occupational Burnout from happening.

  1. Shake it Up – Doing different stuff everyday and breaking away from the same routine. Being spontaneous and the likes. Although it’s good to get into positive habits and routines, doing something different occasionally is just as equally healthy. For me this would be jumping between writing, modeling, video games, and going out with my fiance after work. Instead of my previous routine of Work 7am-4pm, Come Home, Cook, Clean, Work 8pm-11pm, Sleep, Repeat.
  2. Break – I don’t think I have stressed this enough throughout this post but take breaks throughout the work day. Could be to shitpost on twitter, browsing instagram, or even getting up to walk around the building. Short physical and mental breaks are key here.
  3. Avoid Multiple Projects – Taking on more concurrent projects than you are able to handle, or taking on roles that your are uncomfortable with.  It is okay to Say NO to people. It’s been a slow process for myself, but it is worth developing the habit. It is advised to only accept projects that you know you can finish, or have the time to decitate. This ability will develop over time as you start gauging your own capabilities and working ability. But with most skills their will be trial an error.
  4. Emotional Spot Checks – As proposed by Ashley Godbold [Senior Programmer with GameSmart] during your breaks reflect upon your current state and compare it to your normal state. Gauge yourself throughout the day.
  5. Working Socially – This one is more for those who work remotely, working or freelance. This would be hanging out in an online environment like google hangouts, Skype, or discord. Don’t be alone. Talk with your team, discuss upcoming deadlines, and express any stress that you are feeling. My fiance works from home and at times when I get home she immediately want to go to Target or grab coffee. Just to get out of the apartment to avoid catching Cabin Fever. Also getting to see what the outside world has become while she was away.  Image result for don't go alone



So yeah that’s the skinny to Occupational Burnout. Pretty spooky stuff. Not as spooky as allowing it to continue though. Going unaddressed will just lead you pass the point of no return [Phantom of the Opera reference here]. It will cost you serious time to restructure your life and habits. In extreme cases it may even cost you a relationship or even changing your whole personality, tacking on years to your recovery time.

To Recap and the TL;DR for those few out there.

  1. You’re basically a creative plant. Drink Water, Get Sun, Go Outside.
  2. Confront your issues.
  3. Sleep, relax, and take breaks.
  4. Check your mental state often.
  5. Pet your furbaby, or pet a friends.

(Cause who makes a check list with only 4 items?)