One of the big issues in working on a comic is in figuring out where and when script, layout and illustration are done, because usually those all start fragmented: you have an idea for a cool image and certain things the story needs, but they are not a fully-formed gestalt that fits into the specified page or panel count.
My latest strategy for this is to start by collecting a lot of reference images, then to go ahead and make a 4"x4" panel with a t-square ruler, and sketch in one of the references using some colored pens...and then continue the story from that point, drawing more outside the panel boundaries and just adding text wherever. If I want to try an image multiple times, I have permission to do so.
The rationale is that at the end of this process, I pick up the tracing paper and sample the best stuff into it at any position or angle, then copy it using the "cover the back side in graphite and trace again" technique, ending up with clean pencils that can be inked over directly with little erasing.
Because I started with a certain scale of panel, the relative proportions of the other drawings stay in line with what's needed without resorting to digital edits(although I still use digital to composite). And it acts as a first pass on the drawing that is thumbnail-like and can apply any kind of materials or techniques, which adds fluidity - if the drawing needs a lot of development it can be gone over with different passes of color, and small elements that need a rework can be broken out. At the end of the process, the story has been gotten through(an important milestone) and the remainder of the work is more editorial in nature.
#comics
Some of my own thoughts, which rebut the article in parts:
The author's bio says that they have been doing this as a professional for about 5 years, which, face value, actually means that they haven't seen the kinds of transitions that have taken place in the past and how widely game scope can vary. The way Godot does things has some wisdom-of-age in it, and even in its years as a proprietary engine(which you can learn something of by looking at Juan's Mobygames credits the games it was shipping were aiming for the bottom of the market in scope and hardware spec: a PSP game, a Wii game, an Android game. The luxury of small scope is that you never end up in a place where optimization is some broad problem that needs to be solved globally; it's always one specific thing that needs to be fast. Optimizing for something bigger needs production scenes to provide profiling data. It's not something you want to approach by saying "I know what the best practice is" and immediately architecting for based on a shot in the dark. Being in a space where your engine just does the simple thing every time instead means it's easy to make the changes needed to ship.