When you're chipping away at your next script, exporter, framework, or just really anything that requires you to do some work, it's tempting to get sucked in and just write code for its own sake. You can even go as far as finding excuses to build systems simply because you're interested in finding out how they work, almost regardless of whether you can justify their cost. This is often an easy trap to fall into, because often, these systems do carry value in the mid-to-long term. When it comes to Tech Art, long-term solutions are generally not the thing we work on most. The average lifetime of a given solution Tech Art builds tends to be a subset of the total production time. As project needs change, Tech Art adapts and builds solutions for problems the project encounters, almost always on an as-needed basis. It can be tempting, then, to chase the next solution as it comes up: artists are having trouble constructing levels quickly? Work on placement tools. Lots of buildings...
A space where I dump my Tech Art Brainwaves into a somewhat structured shape.