Feb 262010
 

Given that I have now finished a month of work (well, not really, as I started on the 10th, but c’mon — polka with me, here), I thought I’d write a bit about it. After all, defining what a Game Designer does can actually be rather difficult at times.

Currently, however, it’s quite easy: I do a lot of writing.

I mean, a truckload of writing. A busload — wait! A speeding busload that will explode if it goes under 55 mph! And has to jump a bridge! Yeah!

You get the drift.

Pretty much since I started, I having been hammering away at the keyboard, building up the Game Design Document (GDD). This lovely clump of text describes, at a high level, how the entire game operates. It needs to basically be the equivalent to a TV series Bible. Every question needs to have an answer within; every detail needs to be cataloged; every nook filled with a delicious butter.

This is not as simple as it sounds, because what always winds up happening is that as you start writing up the details of one aspect of the game, you begin to discover ten new elements of the game that need to be addressed, ranging from the programming, to the networking, to the UI, to the actual game mechanics, themselves. And, of course, each of those elements leads to yet another ten things to sort out and settle, at which point you realize that having figured them out, now half of your original statements need to be revised and/or updated to keep everything in line, and so on.

Furthermore, when you write the GDD, you also have to keep in mind that probably about 25% – 50% of what you write is going to need to be adjusted and revised once Q&A starts, and people actually start interacting with the entire system. That’s when you get the explosions of bugs and features that need/should be added, and you suddenly understand why pretty much every piece of software made these days needs a series of patches and updates.

That said, I should note that I’m actually having a ball. I’m pretty much in charge of developing the system; there was some ground work in place when I started, but there has been a lot that has been since added and expanded. Others have been sounding boards and have definitely helped, but still, there are large chunks of the game which, as it currently stands, I can point to as pretty much my idea. That’s both really cool, and really scary. The game’s development time means it will be a while before we complete it, but I’m really interested in seeing this thing developed. It’s a really big project — not so big that it’s overwhelming, but definitely something that is honestly right in the sweet spot of “difficulty.”

This upcoming Thursday is my next big deadline; I’m feeling pretty confident about it, but just need to make sure I don’t get to self-assured. As I mentioned, a lot of new questions might need to be answered as we continue to pour over the GDD for completeness.

By the end of March, we should actually see some of the game in action, and I have this feeling that it’s going to be like when you work for days on a 2-second animation piece, and then see it for the first time. So much time spent for such a brief moment, but that moment is so incredibly awesome that you can’t wipe that idiotic grin off your face.

Well, that’s my gut feeling, anyway. Check back in about a month, and we’ll see!

Feb 262010
 

Last night, coming back from basketball, I lost my winter hat. This is disappointing, but given that the last two times I lost something after basketball, it was $50 and my backpack with a number of writing projects, losing the hat isn’t as much of a problem.

Naturally, though, today it snowed something fierce, and apparently shall continue well into the weekend.

But despite the missing ski cap (which will be replaced soon, I promise you that), I still can’t quite lose my wonder at a beautiful winter’s day. No joke, man. This morning when I stepped outside, I was honestly stunned are how beautiful it looked: big, thick, fluffy white flakes, and that gorgeous white lining on the tops of all tree branches, bushes, and railings, throwing the whole world in a sharply defined high-contrast setting. I was half-tempted to run back in for my good camera, but since I was running late for me train, I just moseyed on into the painterly quality of the day.

And, coming home, I arrived just after a fresh snowfall, and could not help but grin — again, despite the cold wind and lack of a hat — for there is something undeniably joyous about being the first person to walk across an untouched sheet of snow on the ground. As if you are the first person in human history to ever stride across that parcel of land.

I’m showing my Midwestern roots, aren’t I?

Oh, and although I did not have a hat, I did use the hood on my jacket. The hood is actually quite large, with a generous amount of drop to the front brim. If you think about those monks from “Monty Python and the Holy Grail” who kept hitting themselves in the head with planks of wood, that’s pretty much what I looked like. Minus the head-banging.

 Posted by at 12:13 am
Feb 222010
 

As I was washing dishes tonight (chores — oboy!), the classic track “Introduction – Manor” from the renown album “An Introduction to AD&D” came on, and as I listened to the adult actor attempting to be a 14-year old boy, the following line caught my fancy: “..you quickly tire of the safe life here in town. Just over the next hill must be danger, wealth, and fame.”

This brought to mind a discussion I had with Mark a little while ago about some of the difficulities I’ve had dating:

“A lot of the girls that I had an interest in, I would lose that, because it seems that they are more concerned with my job status and income,” I explained. Keep in mind that this discussion was happening during my unemployment phase, so I was rather sensitive to a potential date’s money-grubbing tendencies. “And it bothers me to think that this girl, who otherwise seems really cool, would then dump a guy should he lose his job or something.”

“But,” Mark countered, “remember that what a lot of girls are looking for is the stability of a guy with a steady, secure job. Someone who is settled into their career and will be there for years.”

“well, then,” I muttered, “I’m pretty much screwed.”

See, working as a Game Designer is not something that anyone could consider to be a “safe” profession. Not even counting to risk of being in small start-ups (like my last and now current job), even larger studios can be merge and shed jobs, and beyond that, often people, upon completing a long project, will move on to something else. Pretty much straight freelance/contract work, and there’s no guarantee of continued work via that model.

Now, personally, I’m fine with the uncertainty of being a Game Designer. But now I do have to think that maybe in the world of D&D, I would most likely be an adventurer, roaming from gig to gig, never entirely sure where my next meal is coming from, and accept that a path such as mine is fraught with peril and the knowledge that I walk it alone.

The dangers of cramps in my WASD hand are my sole burden to bear.

 Posted by at 3:37 am  Tagged with:
Feb 212010
 

So, a few days ago, I was riding the subway down to my job, and as I’m standing in the car, I’m taking the time to check out the art that they have currently up:

Actually art on the subway for a change.

Hmm... interesting....

Given where I am standing, I can see that this piece has the name of the artist, and so I look closer:

I think I know that name....

Andrea--wait, Andrea?!?

And then I realize — I know the girl who made this! She was a fellow classmate in my days at Parsons, and extremely talented in world of information design; I had completely forgotten that her skills also extended to illustration. What really made this an ironic moment is that only reason I recognized the name is because just a few days prior, I had actually gotten a Friend request from her on Facebook. It was the first time that I ever really saw her last name spelled out, so it had stuck in my mind.

Ah, the wacky small-town life of NYC.

Feb 212010
 
The "new game"

I'm pretty sure this is a Street Fighter game, but the cabinet says it's called "New Game," so obviously I must be mistaken.

The camera isn't important enough yet to have it's own installation.

So if you just turned the camera to face the other way, would you be in trouble for defeating security measures?

Feb 092010
 

So I have a job now. Mind you, not completely, as we still have to sign all the papers and the like, but the offer was extended, and I accepted.

In the truly ironic twist, I had to really think over it, as I actually had 2 job offers competing for my attention. Both were for great companies, with people that I had a good vibe with, and for projects that I thought were really, really cool. But, in the end, I had to choose one, and after a weekend of deliberation and some chatting with various folks in the industry (and the family) I settled with the guys at OneNine Studios. A small group of around 5 or so veterans from the industry, I think I’ll have a bit of a better chance to work on a number of different types of games.

Oh, and yes, the job title is Game Designer, so it is offically a “FTW!” moment.

Tomorrow I am supposed to start, assuming that the city is not paralyzed by the approaching snowstorm. Good thing I have my new boots, jacket, and scarf, eh?

Otherwise, I just feel like it will actually take a little while for me to settle in fully; after the rollercoaster ride of the past 6 months, I’m not taking anything for granted. And, let’s also remember, that I won’t be getting paid until the end of the month, either. But I think that once we are into March, I just might start to get giddy.

 Posted by at 10:22 pm  Tagged with:
Feb 022010
 

I just want to note that things are happening on the job front.

Naturally, we have to wait and see how everything is going to play out, but regardless, it almost — almost — feels like a watershed moment.

So far the past couple of weeks have been a dramatic departure from what was going on most of last year. Whereas things in 2009, particularly the last three months, seemed to be mainly stagnant or, at best, just a slow, agonizing crawl over salt-coated glass shards spread through a wading pool filled with lemon juice, 2010 has shown a bit more hustle, both on my part, as well as “outside forces.” Now, I have significantly upped my own drive, making an average of 50-75 “approaches” (resumes, cover letters, phone calls, interviews) over the past 2 weeks, but beyond that, there appear to be forces at work beyond my understanding. I have been hearing from companies and people that I had contacted months ago — in one case, all the way back in August.

Again, I want to stress that I’m not taking anything for granted; I still have to make sure I do the proper follow-up work to keep as many possibilities alive as possible.

Still, this is basically a level of weird-good comparable to suddenly getting a number of calls from girls that had only dated you once, and are now asking if you’re up for some brunch.

Feast or famine.

So heck, let’s eat!

 Posted by at 6:18 pm  Tagged with: