Devil’s Advocate

September 16th, 2008

As an engineer, I am compelled to constantly question my own beliefs, in order to achieve truth. This leads me to do the same with others. I must find the truth, by examining every statement from every possible angle. This has lead to some unexpected situations, where when I take the principle too far, and find myself in an argument, arguing for a side I disagree with strongly. Nevertheless, I argue as strongly as I am able, as my ultimate goal is the truth, whatever that truth may be. Whether it’s scientific truth, or historical truth, or personal truth.

Or maybe I just like to argue.

That is all.

Lessons Learned

September 13th, 2008

Just a few gems I’ve picked up recently.

  • It is not possible to convince people that something cannot be done by continually forcing them to fail. As a corollary, people will always try to improve at something if there is hope for improvement.
  • No task is so repetitive that it cannot be accomplished.
  • Waiting is the least fun activity in existence.
  • The review of Spore which says “The first four stages are great for the 45 seconds you spend in each one and then you can’t do anything in space because you keep getting attacked” is surprisingly accurate, though hyperbolic.
  • DVD Commentary is not a cure for boredom, it is a symptom.

That is all.

Jumping off of Buildings

August 1st, 2008

What did the man who jumped off of the ten story building say as he passed each floor? So far, so good.

Well, not quite. We will finish the game we set out to make this summer, but only barely. Fortunately, it still qualifies (according to the man in the big chair) as a success (at the make two sellable games this summer goal), because it is a set of minigames, so there are really five (four and a half) games done. In either case, it will prove the effectiveness of the Schwartz doctrine, that a studio made up of a small core of permanent people supported by swarms of helpful interns can in fact make games. Also, we’ve got the green light to continue into the fall, based on our progress so far, which means we have kept the interns that wanted to be kept, picked up those who have graduated full time, and are looking to replace the ones that are leaving. This means, once again, we are in need of a graphics progammer (and another general programmer), so, if you are one or know one, speak up.

That is all.

Culture Shock

April 4th, 2008

The other big issue I foresee us having this summer is trying to maintain the culture that we have developed so far when all the new people arrive. It will not be able to remain exactly the same, but I would at least like to keep the feel similar. One thing that will have to change will be the amount of structure and organization, as with just two of us, we could pretty much do whatever we wanted, whenever we wanted. With 10 people, we will need to have a schedule, and, gasp, deadlines. Also, it is likely will be expected to actually accomplish things and get finished programs ready for production.

The part of it that I hope to keep, is the feeling that we are more or less in charge of what we are doing. The idea that, because we’re doing completely new things, we’re using our creativity and it is up to us where the development proceeds. That sense of ownership of our own destinies is extremely valuable. Jay, my boss, expects that this will last roughly until the end of the summer, and then the secret will be out, and people will cotton on to the fact that we’re actually expected to make money. Once that happens, people will want to control it, and that will be the end of that.

The Future

March 30th, 2008

“We’re not living in the past or the present anymore. This is the future.” – Ted Striker

I’ve been thinking about the future quite a bit recently, mostly because the past couple of weeks have been a whirlwind of interviews and evaluations of potential interns and permanent employees for the game studio that will grow over the summer. At current estimate, there will be about ten people at Made for Motion Studio making motion games. This compares favorably with the current population of one. Needless to say (although, as with every use of that phrase, I’m going to say it anyway) I am very excited about how much we will be able to get done. We’ve got some game concepts made up, and I’m sure each of the interns will be bringing some of their own, so there will be no lack of work to do (that would be kind of a cool problem to have, too). I do have a nagging doubt or two. First, I fear my job will become wrangling all of these people, and I will not have as much time to do the coding-type work that I’m doing now. That is not necessarily a bad thing (I do know a thing or two about leadership and organization), but it is a change, and change is scary. The other nagging doubt deserves its own post, and will get one in a day or two, after I talk about it with the people with whom I need to talk about it (using a blog to say things which are better said in person is lower than I care to slip).

Oh, we also still need a graphics programmer, someone who can make the GPU do interesting things, and can make the lighting not suck in all of our 3D demos (I blame the engine). I guess I’ll need to do a little more recruiting, but that’s ok, because going out to various college and university game programs and talking is fun, as I get to deliver good news to good people, and educate the future game giants of the world about motion.

One more thing that all of this success and these plans mean is the following: There is but one true Schwartz, and I am his prophet. His dream is coming true through me, right now. The interviews and job offers that I have been making in the last two weeks are the confirmation that we are creating a truly intern-fed, growing, local game company with strong ties to the local academic game programs. We are on the road to awesome town, baby.