I am currently working on the third version of Karma in the Dark:
One of my core editing goals at this point is to create a cohesive, streamlined system for the rules. The rules will have some crunch to them, but I want it to all fit together tightly and make both mechanical and conceptual sense.
This is probably the hardest part of the design process for me. Before games, I studied architecture. My process was predictable: get a design problem, come up with some off-the-wall radical twist, create the super complicated version of my design . . . then spend 90% of my time editing: refining, streamlining, simplifying. Creative ideas are easy; elegant execution requires blood, sweat, tears, and many sleep-deprived work sessions.
I'm known for going on tangents. The only consistent thing in my life is that I spend most of it creating things: novels, games, graphics. I love taking apart how art and games work, then reconstructing my own version from the pieces. I'm also enough of a layout perfectionist to adore eraser shields.