Ze Weekend

Lots of gaming this weekend. After finishing COD4, I started it again on Veteran, which I’m not actually likely to finish, played some online, and then hit up Assassin’s Creed for a good bit of time. All good stuff.

We spent part of the time idly today looking at potential new cars, in case the Civic’s repair bill is higher than the car’s worth. Looks like the Honda Fit is #1, with the Scion xD and Mazda 3 in the running somewhere. As much as I like the new Subaru WRX, and as much more as I like the 300HP WRX STi, I don’t think we could reasonably justify $33K (or thereabouts) and the gas mileage. Alas, ’cause it looks much nicer than the standard WRX, and hell, it’s a beast. The Fit? Not a beast.

On a completely different note, I picked up an album – Flag, by Yello. You might remember Yello’s one big hit, “Oh Yeah” – if you don’t, think “Duffman.” For some reason, this album *really* evokes memories of spending time in Canada with my cousin. Between this and The Barenaked Ladies’ “Gordon,” and Icehouse’s “Man of Colours,” that’s middle and high school.

The album holds up surprisingly well. With the exception of maybe two songs which feel explicitly dated, the songs actually feel almost … modern? Worth checking out, even if just to hear what the state of electronica was in 1989.

Rock Band tomorrow. woot.

Call of Duty 4 & Assassin’s Creed

Just finished Call of Duty 4, and am suitably impressed. While the single-player campaign’s relatively short, it’s very, very highly polished, and a really spectacular experience. Where most games would introduce something, run with it for a little while, then re-do it over three or four times throughout the game making it tired and boring, COD4 has entire levels that are specialized mechanics, and they don’t feel wasted or boring in the slightest.

Instead of 15 hours of “meh,” it’s 5 hours of BOOM! and it works really well. “All Ghillied Up” is one of the best single levels of a game I’ve ever played, and the whole sequence, which includes two more levels afterwards, is one of the best game sequences and examples of interesting character building I’ve seen in a game in a long damn time.

One thing: If you play to the end, watch the credits through to the end, and there’s a surprise after it’s done. This shocked me for two reasons: 1.) it’s a buttload of content to put after the credits roll, and 2.) when I interviewed at Lucasarts a couple years ago (and got rejected), one of the interview questions was to design a level that might be interesting, and the thing after the credits is, almost detail-for-detail, EXACTLY what I’d proposed, to the point where I laughed out loud at one point during the level.

Crazy. Awesome game, though. I liked Call of Duty 2, but this, to me, really puts Infinity Ward on the map. The whole game, from the single-player to the multiplayer is so well done, I can’t wait for their next game. Until then, the multiplayer will provide me with additional hours of entertainment, I’m sure.

Assassin’s Creed holds up to expectations well, as well. The character movement is spectacular – something you really have to see to believe, and the scope of the areas in the game is ridiculous. They’ve basically modeled stuff that amounts to three cities, almost all of which can be traversed fluidly using their insane free running.

The game does suffer from some measure of repetition, but I don’t mind all that much. The story’s intriguing, it’s a great world to just wander around in, and the mechanics are so fun that you can just lose yourself in the world for a couple hours at a stretch. I’m really interested to see what they’re doing with the … uh… part I can’t talk all that much about without spoiling stuff, but it’s good, because I’m intrigued. The thing about it is that it feels like the spoiler-related stuff… I could have skipped all of what’s happened so far, and the game would still go on. It makes that side of things feel like a discovery. Weird stuff, but very cool.

This “season” for games has just been ridiculous. There’s still Super Mario Galaxy, Mass Effect, Rock Band, and I’ve still gotta knock down all the rest of the content in the Orange Box, spend some time with Virtua Fighter 5, Sega Rally Revo, and I’m sure there’s even more. There’s a couple factors leading to this ridiculous glut of games coming out this season, but I don’t think we’re gonna see another like it for at least a couple years – certainly not holiday 08 or 09. Why you would release so many AAA games in the span of two months, I have absolutely no idea. No one’s gonna be able to keep up with it all.

Oh – in non-game-related news, the Civic’s transmission looks to have freaked out. Had to call AAA to drag the car to service. I don’t know what we’ll do if the repair’s too expensive. The car’s got 160K miles on it, and while it IS a Honda, there’s a point where more repairs is just not going to be worth it. We’ll see, I suppose.

Haircut Picture


Right. I’d been unable to upload the picture last time, so here’s another go:

Consensus seems to be that I look a lot more like my dad with this haircut, which makes sense, since it’s almost identical to his haircut. Fortunately, it’s utterly, totally impossible for me to grow a beard, though he’s kept clean-shaven-ish the last few times we’ve seen him. Still! I look different! Really! Mostly.

Also ended up sending my glasses out to get resurfaced. I’d scratched the living hell out of ’em one day while building the path in the back. My shirt had gotten covered in granite dust, and my glasses were covered in sweat. When I needed to see something, I wiped my glasses off with my shirt, which was effectively like wiping them off with a beltsander. Alas!

Rock Band

So, this afternoon, on the way back to the office from lunch, we stopped off at the nearby Best Buy to play the Rock Band demo kiosk. It’s exactly as fun as you’d expect. You get all the entertainment of something like Guitar Hero, but cooperatively, it’s just a really awesome experience.

The drum kit felt good – almost as good as a generic practice kit. It’ll certainly get you to learn how to play drums in a really, really basic way. But tone and dynamics haven’t really been too much of a problem for me to pick up with instruments, so who knows – the introduction to hand-foot coordination will probably go a reasonable way toward a real lesson in drumming. Might be interesting.

The guitar controller is quite different than the Guitar Hero controller. A lot less noisy. Everything actually feels a little spongy, but in a good way. You’re not “click-click-click”ing along with the song anymore, which is nice. I’m *really* looking forward to this coming out. The song list is incredible, the variety is awesome, and with the DLC, longevity doesn’t look like it’s going to be a problem. With online play, count me all the way in.

On a slightly different note, the first couple days of eating sensibly again have gone pretty well. Been avoiding all the snacks I’d been picking up recently, and eating mostly reasonably-sized meals, which is good. Worked out properly on Tuesday, and will be going to the Y for a swim again tomorrow. Been taking Mobius on longer walks, and more brisk ones at that, so it’s been a bit more exercise, for sure. Call of Duty 4? Yes, please.

The only “bad” thing – tonight, I made some fried garlic plantains. A Puerto Rican restaurant called Sol Food has some awesome fried plantains, and I’ve been meaning to try to make them since I first had them there. The plantains we got weren’t as green as the ones they use (I’d guess), so they were a little sweeter. But with a bit of salt, and some garlic that’s been simmered in olive oil… man, they were good. Sweet, salty, crunchy, chewy… yum.

Games of November

So… in the last post, I said I’d probably end up with COD4, Super Mario Galaxy, COD3 (as a result of buying COD4 with a special deal at Circuit City), and Rock Band. I’d forgotten about Assassin’s Creed. I hadn’t forgotten about Mass Effect. While I’m excited about it, no question, it can wait. Assassin’s Creed *can’t* wait. In part because it’s relevant to work, but in part because I’m ridiculously excited about the game.

So, it’s a tossup:

  • Must-gets: Rock Band, Assassin’s Creed
  • Will get for sure, eventually: Super Mario Galaxy, Call of Duty 4, Mass Effect

Thing is, Super Mario Galaxy has a deal this week – buy it and get a $25 gift card to TRU. COD4 has a “Buy COD4, get COD3 free” deal at Circuit City. Mario Galaxy, honestly, can wait, except for the fact that it’s effectively half price. COD4’s a bit more… timely, ’cause it’s a very focused Live game, and getting in on the ground floor is useful. A lot of people from work will be getting it as well.

Gah! On top of that, COD4 and AC both have collector’s editions, which have cool things packaged in with them. AC’s CE is a lock for me, but COD4 is a bit of a toss-up. I’ll probably pass, just to save the $10.

Thing is, there’s also a *ridiculous* number of second-tier games that go along with these:

  • Scene It (good party game)
  • Blacksite: Area 51 (a game from one of the Deus Ex folks, heavily politically relevant, apparently)
  • Kane and Lynch: Dead Men (one of the first in the next wave of cooperative games, and by the guys who did Hitman, which is pretty crazy)
  • Need for Speed: ProStreet (the demo’s actually a LOT better than the last couple NFS games)

Yeah, it’s not a *ridiculous* number of games, except YES IT TOTALLY IS. Good grief. All those, $60/pop + Rock Band ($170) + $70 (AC:CE) + $50 (Mario) = $580. For ONE MONTH.

What I’m likely to get is: Rock Band, AC:CE, COD4 for November, with a good chance of Mario. So… $350? That’s over my budget for the month for EVERYTHING I need, but fortunately, Ei-Nyung’s way looking forward to Rock Band, so hopefully that’ll fall out of my budget. We’ll see. 😀

😐

Changing Direction

So, this year, I think I’m bowing out of NaNoWriMo. I started with a concept I hadn’t really thought all that much through, and while I think the start of it was sort of interesting, I wasn’t really invested in it, and can’t seem to get motivated to write.

What I *CAN* get motivated to do is get back on the weight-loss horse. Since starting my new job, months and months ago, I’ve been unable to create a routine I can stick with, where I’m eating controlled amounts and getting enough exercise to keep the weight off.

So… time to start again. I know I’ve tried a couple times, but it’s pretty strange. At the beginning of the year, it was actually pretty trivial to maintain a routine, and the willpower necessary to eat regular amounts and get some decent exercise. Now…? Gotta start over, and some external motivation is always a good help.

So, here’s how I’m gonna roll:

  • Gonna end up tending toward larger lunches, and smaller dinners (I generally don’t eat much in the way of breakfast)
  • Count calories, like I did at the beginning of the year, maintaining a lower intake than expenditure
  • Exercise regularly – swimming twice a week at lunch, and taking Mobius on longer walks – ramping up exertion levels more after losing the weight than before

If I can maintain a lower calorie intake than expenditure for the week, and swim twice a week, then I’m going for a weekly reward:

  • Week 1: Call of Duty 4: Modern Warfare CE
  • Week 2: Call of Duty 3 (free with COD4)
  • Week 3: Super Mario Galaxy
  • Week 4: Rock Band

Good times.

The goal is 210 by the end of the month and 200 by the end of the year.

I Should Just Quit Now…

Yesterday, I had the best day of work ever. In part, the actual day of work was largely pleasant, with work itself a good mix of pleasant and creative. We ended up getting trapped at lunch waiting for a friend to pick up something he needed, and sitting out in the sun, just hanging out was really good.

In the afternoon, I finally had a chance to pitch a concept that a bunch of coworkers and I had collaborated on a couple months earlier. The CEO had been out of town for a number of weeks, and had been really busy with the business end of things, so getting hold of his time had been no small task. But I finally nailed him down, ran him through the presentation, and it went as well as it could possibly have gone.

Like a good interview, you never really know if you got the job, but when you’ve done a good enough job that you know there’s nothing more you could have done, you just have to be satisfied with the result of your end of the process. This pitch was like that. I think the concept is excellent – the result of a broad group of ideas really gelling in the right environment – and I had been really stressed that the presentation would let down the concept due to my inexperience actually *giving* these sorts of presentations.

It all went off beautifully, it was received well, and the fact that I feel like there was nothing I could have done to illustrate the concept better is a really damn good feeling to have. On top of that, the whole process of developing the pitch had been a really fun, exciting time, and if we have the chance to continue to develop it further, I have no doubt that I’d really, really enjoy working on it.

So, yeah – good day.

eingy meme

So… from eingy, what I do at my job:

On a project-wide basis, it’s my job to guide the development of a game’s design. This is a mix of solo and collaborative work. On the solo side, it entails figuring out, at a high level, what the heck we’re going to make. This is often best accomplished by walking the dog, gardening, cooking, driving, or lying in a bathtub. This is where the fact that I’ve basically internalized a couple decades worth of gaming, a bunch of wacky engineering experience, and a lifetime of reading, interacting with a wide variety of art, and a whole lot of random knowledge come into play.

Still, all that stuff happens, by and large, outside work, and it only happens at very rare stages of a project.

On some projects, you start with a design written by someone else. In those cases, it’s my job to make sure the design works. This means reading through the document with an eye for the underlying behaviors, making an attempt to try to understand what the player is going through while playing the game, and determining whether the experience as I envision it is fun or not. It also often involves reading for consistency – if something behaves one way in one part of the design document, does it behave that way all the time? If not, is it clear when some sort of shift happens?

This sort of consistency checking and concept review is probably the thing I’m best at. I tend to read with an extremely critical and skeptical eye – generally coming at a document like the game is absolute garbage, and it’s up to the document to convince me otherwise.

Once inconsistencies have been spotted, it’s then a problem of trying to figure out where inconsistencies occur, what the overall *goal* of any part of the design is, and trying to rectify any problems while keeping the overall goal in mind. That’s a big part of the early stage of working on a game where you’re working from someone else’s design pitch. It’s the same if it’s your own pitch, but it’s much, much harder to do that sort of editing on something that lives in your head.

If it’s not a pre-existing design, or if there are areas that need to be substantially fleshed out, I’ll spend some time doing a personal brainstorm on the subject, and try to come up with interesting ideas. Generally, this involves sitting at a computer with an open Notepad window, putting on some music, and then typing in a sort of stream-of-consciousness way until I’m happy with the results. Generally, about a 10 minute process on a good day.

Once I have a starting point, there’s a point where you have to decide who else to involve. If it’s a small thing, it’s often better to write a design spec for the feature on your own, then take it to the rest of the designers for review. However, for larger features, I’ll then organize a meeting with the rest of the designers for a brainstorm. Even if I’ve got some ideas from my personal brainstorm, I’ll generally start the meeting with a blank slate, giving the other designers a quick rundown on the subject, and let them go to town. Sometimes the process requires a bit of a kickstart, which is where the personal brainstorm comes in handy – I can throw out some starting points, and people can build off that.

Once the brainstorm’s done, I’ll either then use those ideas to write a spec, or I’ll delegate the task to one of the other designers. Once a spec is written, whether I wrote it or not, it gets reviewed by the design team as a whole. After it’s reviewed by the design team, and the idea’s been okayed, that spec then goes out to the other team leads, where artists, animators, modelers and engineers have their say. We’ll meet together and break down the feature into each team’s relevant tasks, and talk about implementation details. Sometimes, a concept artist will over the next couple days, generate a few concepts, which can then be reviewed.

Hm. This is sort of deviating from the idea of the meme. I’m just walking through the day-to-day process, and not saying necessarily what *I* do on a day to day basis.

  • Concept Generation: I’ll generally spent an hour or so a day writing stuff on the project Wiki, detailing desired features, filling in gaps where detail was missing, or reviewing existing designs.
  • Meetings: Each day, I attend between one and five hours worth of meetings. In the early stages of a project, there are a lot more meetings – brainstorms, reviews, etc. Takes up a lot of time.
  • Scheduling: Right now, I’m doing a lot of task generation and scheduling using the company’s nigh-incompetent tracking tool. This is sort of an odd situation to be in, because it really isn’t my job to track the schedule. But fixing that requires:
  • Putting out fires: This is a combination of seeing problems, trying to figure out how to resolve them, then resolving them. This can vary from someone wondering about a feature that’s missing to a personality clash between team members, or any variety of miscommunication from minor to horrific. This involves a lot of talking to people, making sure exactly *what* they’re having a problem with, figuring out a solution, and then talking to more people to make sure that solution gets implemented.
  • Walking through minefields: Unfortunately, this job also requires a lot of navigating weird personality issues, ego, company history, and the like. In most creative processes, the various people who have a stake in the result are defensive or protective of their ideas. My job is to make all this stuff *work*. If someone likes an idea, but it’s unworkable, my job is to either make it work, find an alternate solution, or kill the feature.
  • Dealing with people throwing bombs: A lot of people in this industry seem to think that anyone can be a designer. As a result, everyone offers design suggestions. Some are good, some are bad. Often, the good ideas come from the same people, and the bad ideas come from the same people. I have to work to incorporate the good ideas where possible, and deflect the bad ideas where possible. Unfortunately, bad ideas often seem to come from above. This means that as much as I’d like to sensibly deflect an idea, I’m often required to incorporate it to some degree. I’ve been getting better about effectively deflecting bad input from wherever it’s coming, but it’s often the most stressful part of the day.

Most of this happens with me sitting in front of the computer, either staring at the Wiki, making diagrams in Keynote (not the right tool for the job, but the rightest tool for the job that I have), looking at the schedule, reading or writing e-mails, or listening to music with my keyboard in my lap, writing.

The rest of it happens with me talking to various other people on the team either informally, or in meetings.

This isn’t a very good description of what I do, but honestly, it’s what you get at 1:50 on a Saturday morning. So F off. I’ll write a better summary of it all later. 😛

Treacherous Waters

Today was exhausting. One of the most oddball aspects of my new position at work is that I end up talking to people to try to resolve problems, instead of just stewing in my own. This morning was the beginning of a festival – no – a carnival of misunderstanding, miscommunication, and confusion. It took almost all day to sort through, on top of a regular sort of workday workload, and though it only involved five conversations, working through it spanned about six hours, and wore me out.

It’s a strange thing. I had a lot of the same sort of tiredness, back when I was working at Maxis, simply because of the strain of the work. At the time, again, the actual *content* of the work wasn’t all that impressive. Mostly involved poking around in the develoment tools and Excel, and making sure all the edge cases for a couple systems worked properly. The kicker was that I was working on three completely different, completely unrelated systems at once, and keeping them all sorted was such a mindfuck that by about 2pm every day, I was completely blown out. Yeah – on a good day, I was good for about four hours of solid work before my brain just completely shut down in protest.

Sounds lame, I know. Talking to a couple people, navigating some hairy politically charged situations – more or less anyone’s normal workday. Bleah. Ah, well. Suck it up, learn to deal, move on. On the positive side, it looks like by the end of the day, confusion was largely clarified, the individuals involved dealt with the issues at hand, and most is well heading into a new day.

Definitely learning a lot, which is fun.