But is making the art first really that different to doing the writing first? She still needs to begin by deciding what scenes she wants, and if you're making several drawings that are supposed to form a complete scene, you do kind of construct the story, if maybe not as detailed as if it's done the other way round.
I would argue that it is, without necessarily wishing to imply that doing it that way is
wrong.
I think the real issue that Eva is facing isn't that her way of creation doesn't work any more, but rather that the scale of her product has grown bigger than what one person can reliably output casually (at least within the time frame that she is used to keeping). A story is about more than stitched-together instances after all, so I think it's sensible to make a planned overview of where you want your story to go and what elements are essential at some point.
I see myself as a writer first for example so while I'd start a story like this in a similar way, with some concepts I want to bring together somehow, I don't think I would formulate them fully before I had an idea of how the wider narrative is supposed to work first. Eva's way of working seems sort of uncompromising to me, and I'm not saying that as a point of
criticism. It's just that, now she works with an external colourist for her art, there is very little she can do to change scenes if her story structure proves complicated to fit it all into, except scrap it or reuse it later.
The thing is, Eva isn't a
single creator any more, for better or for worse she's a games developer that is putting together many elements, some of which aren't only hers to create, so I think it is sensible that she realise now that her old work-ethic doesn't work completely any more. I think Eva's real issue is that she's passed from being a lone creator to being something closer to a projects manager and she has to learn to cope with that, that takes revising your writing structure too.