Art
Where the habits came from.
I hold a BFA in Illustration and Animation from San Jose State University, and I worked as an illustrator and concept artist before I designed software. The subjects changed completely. The working method did not.
Thumbnails before rendering. Silhouettes before detail. The same subject painted three times under three different constraints, because the constraint is what tells you which parts actually matter. Every one of those is something I still do, just with interfaces now instead of paint.
Architectural studies
Graphite, drawn from observation. Slow, and useful for exactly that reason.
Still life under constraint
The same setup painted three times, each under a different palette restriction, with progress states kept alongside. This is the series I think about most in product work. The constraint is not a limitation to work around, it is what forces a decision about what actually matters in the image.
Character development
Three characters from Browning's My Last Duchess and two from Bradbury's The Veldt. Each sheet works the same way: silhouettes first to test whether the character reads at a glance, then structure, then one rendered pass. The silhouette row is the real work. If the shape does not read in black, no amount of rendering saves it.
Environment concepts
Environments for A Day in the Life of Beethoven. Every sheet runs the same sequence: ten thumbnails to find the composition, four color keys to find the mood, then one resolved painting. Cheap exploration first, expensive rendering last, and only after the decision is already made.
Observational drawing
Animals from life. No composition to hide behind, no rendering to fall back on. Just whether the structure underneath is right, drawn enough times that the shapes become known rather than copied.
Where it meets the product work
One artifact that belongs to both practices.
Cheap exploration first. Expensive rendering last. Never the other way around.