#life #quote #quotes #wise #wisdom #insight #wonder #philosophy #improve #improvement #growth #inspirational #inspiring #inspire #enlightening #enlightenment #learning #learn #perception #mindful #mindfulness #awareness #fear #fears #anxiety #afraid #dreams

Embracing uncertainty in creative work

I have no idea if what I’m working on is right, more than half the time.

Arguably, it’s the same for any of the creative individuals we look-up to as well. Austin Kleon is an artist and writer I admire, and it seems that lately almost everything he does is golden, but I’m willing to bet he’s simply doing things he enjoys doing, without any preconception of whether or not they’re “creative” or going to be “successful” or not.

Just look at the lives led by Picasso, Einstein, Jobs, Chanel, O’Keeffe, and others; they never pursued creating something like they did. Rather, they focused their efforts on the things they felt drawn to: right or wrong, path to fame or not.

And really this is worth repeating endlessly: creativity (and creative success) requires that we embrace the notion of uncertainty, that we pursue endeavors because we feel drawn to do so. Little else can do us as well as remembering this point.

You don’t need to know if what you’re doing is right, to be creative. You just have to do.

Pursuing creativity for the sake of being creative is like chasing a ball down a steep hill. Your better making your way down the hill at your own pace and meeting the ball at the bottom.

Read this next: At the heart of creativity: curiosity and uncertainty

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Courage outweighs originality and perfection in creativity

You don’t have to be right, or best, or entirely original.

But the myths we hear around those who are right, or who create the best or most unique work, are prominent enough to scare us into thinking we need to be those things in order to succeed.

The telephone was not, for all its glory, an original idea. Nor was what Alexander Graham Bell created in his laboratory in 1876 the best possible solution for what the telephone could be, or would later become.

We know this, of course, because we have remarkably more powerful telephones today. Telephones that can reach across the entire world in a matter of seconds with just a flick of a finger.

But did that stop Bell from creating the telephone? Of course not. Bell didn’t set out to create the absolute best, nor original, version of what a telephone could be. He set out to create something that worked. And it took him many tries to get it right. What he landed on – and ended-up submitting a patent for – was ultimately different than what his company, The Bell Company, later invested in.

The idea of the telephone itself wasn’t original either. Before Bell came along, there were many inventors who were working on the exact same concept of a telephone. Some were certainly more radical than others, and some of the ideas would never feasibly work, but there were a surprising number of people looking to create a telephone using nearly identical technologies and solutions as Bell. What set Bell’s telephone apart from the rest was that it worked well (and he was fortunate enough to make it to the patent office before other inventors).

Yet we still tell ourselves that the invention of the telephone belongs solely to Bell and his assistant Watson. That they were fortunate enough to be right, to create the absolute best concept of a telephone, and to stumble on the most original and insightful concept. What a farce!

No, the reality is much different than what we commonly believe.

To be creative and to do the worthwhile work: you don’t need to worry much about being entirely right (though, to some degree you do). You don’t need to create the absolute best solution, artwork, music, or idea, either. And you certainly don’t have to create the most original work the world has ever seen.

That’s not how creativity works.

Creativity thrives when existing ideas are connected, thrown about in a mental stew. It’s ok if the ideas you have aren’t entirely original; you shouldn’t expect them to be. Everything that has ever been created was done so as a result of working on existing ideas or objects.

It’s not your job to show up and be right all the time, or to do the absolute best work, or to do something nobody has ever seen before. Instead, focus on showing up and doing the work as best you can.

To quote author Seth Godin:

“No one is asking you to be original. We’re asking you to be generous and brave.”

Read this next: Creativity requires that you keep coming back for more

  • Insight
  • Joy Division
  • Unknown Pleasures

Joy Division - Unknown Pleasures (1979)

4- Insight

Guess your dreams always end.
They don’t rise up just descend,
But I don’t care anymore,
I’ve lost the will to want more,
I’m not afraid not at all,
I watch them all as they fall,
But I remember when we were young.

Those with habits of waste,
Their sense of style and good taste,
Of making sure you were right,
Hey don’t you know you were right?
I’m not afraid anymore,
I keep my eyes on the door,
But I remember…

Tears of sadness for you,
More upheaval for you,
Reflects a moment in time,
A special moment in time,
Yeah we wasted our time,
We didn’t really have time,
But we remember when we were young.

And all God’s angels beware,
And all you judges beware,
Sons of chance, take good care,
For all the people not there,
I’m not afraid anymore,
I’m not afraid anymore,
I’m not afraid anymore,
Oh, I’m not afraid anymore.

Champion Insights: We are the Spear of Vengeance

Champion Insights: We are the Spear of Vengeance


Baby Steps

Kalista began development just as the smoke cleared from Jinx’s launch. The champion team faced a new challenge. Years of female marks(wo)men featured similar shape language and gobs of guns, bows and even bow-guns. A consensus formed: the time had come for a different approach to a female marksman.

Most champions begin life as an amorphous idea blob. Someone’s inspired and does what inspired people do: bring their thoughts to life and share them like crazy. If that idea resonates, artists draw, designers noodle and storytellers write. When that happens, a new champion is on the way to becoming an identifiable embryo.

Concept artist Larry “TheBravoRay” tackled the post-Jinx conundrum. Inspired by Zeus and his lightning bolts, he imagined a tall, athletic woman throwing a spear over and over again. But given that marksmen attack repeatedly all game, every game, he needed a conceit that kept her spears supplied.


Larry spoke about his approach to the issue, “I wanted to do the archetype of the fallen warrior.” He sketched a few undead representations of martial females to explore the idea. “I wanted players to think, why is she in this state? Why does she look like a wraith and how’d those spears get in her back? What’s the major momentum for this character going forward? From there I think we kinda knew. Brad ‘CertainlyT’, the champion designer, started talking and throwing ideas in and that helped drive the concept as well.”

In early days, in-development champions earn codenames by what makes them stand out. Shortly after Larry’s concepts began making the rounds, Spectral Legionnaire entered active development.

Teams in teams

Champions spring from tight-knit teams of craft-experts, where two people rarely have the same skills and expertise. Within the broader champion team, there are multiple, fully-functional teams and each is focused on one particular new champion at a time.

Even if these teams carry the responsibility to understand exactly who, what and why the champion should be in the game, they share their work widely, soliciting opinions and expertise

Defining Kalista

Kalista was still taking her first steps when Anthony “Ant in Oz” joined Riot’s narrative team. She’d be his first project and he leapt right onto a charging train. “We sort of knew she was betrayed and that was like a quarter of who she was. So my first task was to try and write a few stories to flesh out some ideas and see which of those stories resonated with everybody working on the champ. You can see very quickly when people get excited about a story and that gets them re-enthused about the champ… That’s when you know you’ve hit a good mark.”

On Brad’s (design) side of things, he’d been prototyping cooperative gameplay designs with the hope they’d find their home in Kalista’s kit. In co-op, the fun’s in accomplishing objectives together, not simply doing similar things while standing near each other. This rule of thumb meant the relationship between Kalista and another champion required shared purpose and an even footing. The idea thematically lined up with Kalista’s martial bearing. Soldiers train to fight as a unit with common objectives—similar to the peer relationship in duo lanes.

When Anthony saw the early designs, he jumped. “This was a good example of the background and the story getting inspired by the gameplay direction. I think that goes back and forth between gameplay, narrative and all the different artists. We all feed off each other. I think that’s a really healthy, natural way for things to work.”

What began with Brad’s exploration of how players could cooperate evolved into The Pledge that allows another champion to yield their soul to Kalista. With a thematic and narrative conceit in place for Kalista, Brad solidified how duo lane players could best work together to farm, score kills and save each other’s butts.

Problem Child

One particular problem still hovered over Kalista’s gestation. There was consensus that she would be a wraith, but striking the balance between who Kalista once was, a proud warrior, and who she is, the Spear of Vengeance, proved difficult.

Larry talked about a particularly dark time, “There was a lot of feedback when people (internally) started seeing the character…they said, ‘She looks too much like a zombie.’ And that was the key word, ‘zombie, zombie, zombie.’ It was okay that she was undead, because that was the point, but the non-intelligent zombie was not what we wanted.” The artists on Kalista’s pod cooperated with illustrators on the splash team to rejigger her face, helping her become the purposeful, relentless hunter they imagined.


Anthony spoke about another breakthrough on the identity front. During VO (voiceover) development, “There was a realization that she wouldn’t say ‘I’ very much because she’s more than one entity, really. So it became, ‘We are the Spear of Vengeance.’” This shift allowed the team to make a clearer statement about who she is and explore the relationship between Kalista and the souls she bonds with. In seldom instances, when she remembers her past life, she still says “I”, providing a small glimpse into her harrowed past.

Fate’s Call

Brad emphasized trust as the key to navigating Kalista through difficult challenges and into the game. “We were constantly faced with problems. Solvable problems that we worked through together, but meetings were less jokey. There was more spit-balling, more discussion on how to solve things…If I list the things that I’m proud of this team for, it’d be a long list for this champion in particular.”

Larry continued the line of thought, “It’s all a bunch of professionals collaborating together… Every guy and gal is a pro at what they do and when we get tough feedback we trust. Like if it’s gameplay feedback, I trust Brad is gonna understand and act and do things properly. Same thing with stories, or art or animation…” Offering a final comment, Brad said, “It’s just something you have to be really excited about, you know? Not making a champion, but making this champion.”

Share your take on Champion Insights and give Kalista a shot during her debut on the free champion rotation.


My coming out was supposed to be about me, it was supposed to be a time to cry and experience the first moments of finding out you have a new daughter, a happy one, who is going to do great things. But instead I’m met with immediate personal attacks and name calling from my own blood family. It was immediately portrayed in a financial sense and seen as a drain… So, my happiness is a drain? I’m just supposed to live unhappy and deal? Then do what? Save up and then one day be come the person I want when I retire? Wtf kinda logic is that… The same logic my family is using in the arguments against my transition. My generation isn’t even going to get a chance to retire because the last two have TAKEN everything. I’m just supposed to stay silent, do what I’m told and produce to help a society that neither understands me or cares for me.

I’m so done.