Fire, again.

So, two houses down, facing the house, on the left caught fire. Reports are that the residents of the house behind them heard an explosion, and by the time they looked out the window, the entire rear of the house was alight. Strangely, I didn’t even realize anything was going on until I saw the lights from the fire engines, by which point most of the neighborhood had gathered. Such is the power of Guitar Hero, I suppose.

I hope Mrs. Oliver is ok. She’s a sweet old lady who never seems to remember me. They found her, and took her out on a stretcher. I couldn’t tell whether she was alive or not, but she had clearly been near the fire, as most of her hair had been burned off. Not all, and her face looked ok, so… I hope she’s alright.

V and Y

V: Saw V for Vendetta last night, and was blown away by how incredible it was. I hadn’t read it before seeing the film (I know, blashphemy), and I think one of the things I really loved about it was how relevant and engaged in the times it is. I started reading it last night, and was really surprised by how much the Wachowskis appear to have updated the content to really fit the current day. Hugo Weaving is absolutely incredible, and Natalie Portman does an excellent, excellent job as well. I loved it – probably the best movie I’ve seen since Memento.

Y: Joined the local YMCA today. I really desperately want a place I can swim regularly, and this looks to fit the bill. I’m pretty psyched, and need to run out this afternoon and pick up some new goggles and some trunks. Woo!

The Beat

So, I was incredibly frustrated about stuff a couple days ago. I came home from work so wound up, and so incredibly agitated I was having trouble focusing on anything at all. I ended up searching through iTunes, looking for Big Beat – Crystal Method, Chemical Brothers, Fatboy Slim – stuff like that.

I wondered, after a little while, why I was looking for that particular genre of music – I didn’t even find Vegas, the only other Crystal Method album I own, to be particularly exceptional. But there’s something very … I dunno – not really soothing – but sort of comforting about the regularity, the repetition, and the loudness of it all. I suppose maybe the reason is that essentially, the beat tells you what to do – you don’t have to really think about it, or contemplate the meaning of it all, or wonder how it’s going to upend itself from one minute to the next.

boom-chik-a-boom-ba-boom-chika, for six minutes on end, you can just turn your brain off, and feel the beat.

When I’m anything other than mentally beat, I find most Big Beat kind of boring – because there’s really not much to latch onto. But like Gatorade, it only tastes good when you need it.

Braindump

It’s been an interesting couple of weeks. Issues at work, coupled with a weekend with people who I’ve known forever and really, really care about, have just made me really think about what I want out of life, work, and what makes me happy.

Obviously, the thoughts have ranged the happy-miserable spectrum, but for a change, I’ll focus on the positive.

I love making games. I love the creative process, and I love designing things. The high concept phase is obviously fun – are we going to make a game about eating ice cream, or giant robotic gorillas? Usually, it’s relatively constrained, but really, this is where the really wild ideas come from – can we actually make a compelling game about ice-cream eating robotic gorillas? Wouldn’t it be weird if we could?

Still, that gives way to a more detail-oriented process. Once the concept is found, it’s a matter of trying to figure out what it’d actually be in practice. This is a very, “What if?” sort of process, but not an unfocused one. To me, this is where a designer really shines, because anyone can find the obvious answers – it takes hard work and some measure of creative talent to find the odd solutions, the ones that really truly explore the core of the idea, and turn it into something that’s got the potential to be fun.

After that, another drill-down into the ideas – here’s where the weird little details emerge – the aspects of the game’s personality. In the same way that while writing a novel, the characters almost autonomously act without input from the author, this part of the process is where you find what the game has developed. It’s often surprising – the details simply emerge from the decisions you’ve made before and really fundamentally internalized.

Once the drill-down’s complete, it’s almost as though the scale is reversed, as the design goes out to the rest of the team. Engineers have to worry about implmentation, artists have to figure out the visual style of both the large scale, and the individual items in the world. This is where the design process becomes really large-scale collaborative in a way that encompasses every aspect of game development. Other people in varied disciplines add their input on how a particular aspect of the game might function, or how it might be implmented more efficiently. Obviously, many of these people have been involved in the process at every stage, but this is really the first time parts of the design “go public.”

A designer, in some sense, has to be fearless. Showing the team an idea that you’ve worked on for a week, or a month, or longer, is scary. People tear into it, find the holes, wonder about the implementation, the resources that are available, and begin to cut away at it. Sometimes, the response is good, sometimes it’s not. When you’ve got a good team, the end product is always stronger.

A good designer has no ego. Good ideas come from everywhere, and it’s a good designer’s job to harness that energy and turn it into something positive. Finding someone who’s excited about a concept, and really wants to make it happen is a happy moment. Sometimes, the idea emerges, fully formed and considered, nigh-ready for implementation. Other times, the idea comes out raw, and the person may have little experience taking that idea and shaping it.

Teaching someone to design, rather than simply speculate, is a really satisfying process. What is the core of the idea? How does this work with the rest of the game? How do you think a player will interact with this? What is necessary to create the feeling you’re looking for? Being able to quantify these things, to look at an idea critically, and where appropriate, mock it up or prototype it is so immensely fun and satisfying, I can think of few other things I’d rather spend my time doing.

Then, there’s watching the game come to life. Little bits of art, animation, gameplay… all functioning together – creating weird little moments where what’s on screen matches the vision in your head – or better yet, surprises you. Being surprised by a game you know every little detail of is … well, it’s genuinely surprising. It’s happened a couple times, simply because systems that are in place are complex enough that they’re generally not predictable. So, when Seaman asks “Do you like your job?” at just the right moment, as you’re having a conversation in real life about work… what other medium can do that? Serendipity, sure, but it’s so eerie, so perfect, and something that’s really unique to videogames.

I love it. I can hardly imagine doing anything else but building giant robots and taking over the world.

Break the Habit

It’s pretty impressive how able I am to be ok with the status quo. By and large, if something isn’t actively irritating me at any particular moment, I’m pretty much fine with it. It’s one of those things that’s come into relatively plain focus in the last few months. Whether it’s dealing with people in my personal life, or issues at work, or what have you, it definitely takes constant agitation for me to enact change.

Sometimes, that agitation comes from within – there are some things that I can’t “put aside” – things like the windows that leak require constant and vigilant attention. As a result, it’s extremely difficult for me to ignore them, and they get changed because they constantly bother me. Still, come the summer, for a few months at that point, they get put aside, until I remember that once it rains again, we’re screwed. The windows, thankfully, look to be mostly fixed. Hard to say without rain, but fortunately, we’ve got the acid test in action right now. We’ll see how it turns out.

Personal life’s good, too. Definitely some stress re: wedding planning, but it looks to be mostly coming together. Still, there are definitely people I end up ignoring for long stretches of time, simply because once they stop being a regular part of my life, I’m not “agitated” by their presence, or lack thereof. Kind of a lame way to put it, but true.

Work, recently, has been a constant pressure. For a few months, I really felt like the agitation could be used to enact change. I could present the issues I had, in a well-thought out manner, and hope that my experience could help the new management gel better with the team, or understand why certain relatively odd situations kept cropping up.

Anyway – nothing really in particular more to say here – just that I’m surprised by how accepting I am of the status quo when the agitation isn’t a constant pressure.

*shrugs*

seppo

Incredible Coincidences

So, a while ago at Home Depot, I ran into a classmate of mine from MIT, who’d married someone I was in a wind symphony with when I was in high school. There are reasons that that isn’t as strange as it might initially seem, but my mind almost blew up when I recognized the guy.

There was also that time when my ex-girlfriend’s friend was my friend’s roommate at a small college in the middle of more-or-less nowhere.

Had a moment like that today, where I got an e-mail from someone I had met a few years ago, in a capacity that I had no idea I could have even begun to expect. Fortuitous coincidence, small world, and even smaller industry.

Quite odd.

Dick Cheney, the Vice President of the United States of America, Shot a 78 Year Old Man in the Face.

The Daily Show had a segment where Ed Helms basically just repeated the above sentence over and over, while discussing the recent event. Rather than making it sound harmless, or trivial, they made it clear that exactly what happened is that Dick Cheney shot a 78 year old man in the face. With a shotgun. A couple things struck me: 1.) It’s a phrase worth repeating, just to push back against the media’s tendency towards Orwellian NewSpeak, and 2.) That’s pretty indicative of how careless and moronic the VP really is.

You know, it’s pretty easy to avoid shooting someone in the face. It may be somewhat more difficult to avoid actually *being* shot in the face, but I think we can all agree that it’s quite trivial to go an entire lifetime without accidentally shooting someone in the face.

I mean, how does a man accidentally shoot his friend, a 78-year old man, in the face? Maybe he’s drunk? High?

This isn’t the kind of thing that happens, you know, on a regular basis. I don’t wake up in the morning, and think, “I might shoot my friend, a 78-year old man, in the face, like the Vice President of the US, Dick Cheney.” Mostly, because I avoid such obviously risky behaviour. I don’t wave a shotgun around near my friends. Or at all, in fact. In large part because I understand the risks of gun use – that I might, like the Vice President, shoot a 78-year old man in the face.

So, you’ve really got to say, that this is quite irresponsible behaviour, on Dick Cheney’s part. He didn’t have to pick up the gun, or go out hunting with it. So he assumes some measure of risk, there. He also could have taken the time to assess the situation – to have spent the resources to make an accurate assessment of whether what he saw was a quail, or his 78 year old friend, who he had not yet shot in the face.

Of course, this isn’t really inconsistent with his previous actions. As the Daily Show segment pointed out, there are obvious and quite hilarious (sad) comparisons between the way Cheney ran us into Iraq, and how he shot his 78 year old fundraising companion in the face. It’s just so strange, that this man is still basically second-in-command of our country, if not first-in-command, really.

Here’s a guy who can’t even take enough precautions, or have sound enough judgement to avoid shooting a 78 year old man in the face. Something I’ve managed to avoid, barely thinking about it, every day of my god damned life.

I dunno – no point, really, other than if you engage in obviously risky and stupid behaviour, your day is likely to end in obviously idiotic tragedy. And, frankly, I hope that the sentence, “Dick Cheney, the Vice President of the United States of America, shot a 78 year old man in the face,” really becomes widely understood to be an accurate description of what happened. He didn’t “pepper” him with “pellets,” he shot him in the god damned face becuase he was a careless fucking idiot.

Nemesis Complex

I have no idea whether that’s an official psychological term, or not. I’ve been using it for a couple years, to try to describe a sense of persistent, focused negativity I feel towards a particular person. Thing is, the focus of that negativity is quite variable – it’s something I almost always feel in either an explicitly cooperative, *or* competitive setting. The competitive one is pretty straightforward – I’m trying to beat you, therefore, it’s not in my interests to think well of you.

The other one’s a bit stranger, but I have to admit that it’s a pretty consistent factor in most work environments I’ve been in. I’ve almost always found *someone* in my day-to-day work interactions that I can basically focus on as the cause of the majority of the various things that are wrong with the work environment. Thing is, when that “problem has been solved,” it just shifts to the next person – the reason it feels like a “complex,” and not just disgruntlement with a particular coworker.

I think the problem is that I expect a lot out of people I work with. I don’t want this to sound egotistical, but what I *want* out of a coworker is someone who’s on my level. They’ve got to both care about, or be as into the thing as me, and they’ve got to be as smart, or as fast as I am. In some sense, maybe it’s part of the competitive aspect of the feeling – if you’re not an asset, in some sense, you’re an enemy, and must be excised.

It’s a difficult situation, because I wonder if I’ll ever be satisfied. Of course, I know that’s not the case, because I *have* had work arrangements where I lost the nemesis – where I respected, and enjoyed working with everyone on the team. Those teams are usually ones where I’m a junior member, though, because the people that are more experienced teach me – they have value to me. I wonder what happens when/if I surpass them… what then? Are they then baggage that needs to be cast aside?

I think the problem is that I’ve never been someone who goes to work from 9 to 5, and doesn’t really give a shit about the outcome of my work day. I expect people to be as good or better than me – of course, that introduces the question, what do *they* then think about *me*? I dunno. I dunno if it’s a thing, or something I really need to *deal* with, or whether it’s just a matter of channelling that energy into something productive, or if even the whole thing *is* productive, because it’s really focused strongly on excising what I feel is “dead weight” on a project.

The thing that’s bad about it is that it makes it very hard to work with people I feel are inferior. In a sense, it all becomes personal – by not being an asset to the team, I find them personally offensive.

Yes, this is my current attitude at work, and if you’re reading this, no, it’s not you. 🙂

Ultraviolet

http://www.apple.com/trailers/sony_pictures/ultraviolet/

Yatz! I loved me some Equilibrium, and this is the same writer/director. The trailer looks pretty damn cool. Not quite as snappy with the dialog, but that’s just Milla Jovovich, I think. The visual style is this weird over-saturated, brightly colored craziness which I think looks awesome.

Is this going to be a good movie? Hell if I know. Am I going to go see it? You’re damned right.