Archive for the ‘Project Management’ Category
The Distracted Programmer
Sunday, November 21st, 2010
On Friday I jokingly posted on twitter that I was going to write my #iDevBlogADay post on “How to code with a baby in your arms”. A whole bunch of people responded saying they’d love to see a post on “The Distracted Programmer”, so here I sit typing.
With a baby born over five weeks ago, I took several weeks off work entirely. But about two weeks ago I started trying to get back into doing little bits of work. Working from home with a baby in the house is proving to be quite difficult, but I’ve already learned a few things that are helping me get at least some work done. Just keep in mind, I’m still new to this. I don’t pretend to have all the answers, just some tips that work for me.
1) Start Small
When I first decided to start coding again, I set a goal of writing one hour of code per day. The first few days I failed miserably. I’m glad I hadn’t decided to work full days or I might have been very discouraged. However, after a few days I found I was able to get even up to two hours of work done, just in 20 minute increments. My main point here is don’t expect too much from yourself at first. Getting used to having a baby is a huge change, trying to work at the same time is a massive challenge. Accept that it’s going to be hard and don’t beat yourself up if you’re not working full days right away.
2) Learn to Work in Small Increments
If you haven’t read this excellent article called “The Interruptable Programmer“, do so now. All of his tips apply to working at home with a baby in the house. I’ll wait. Done? Good. The biggest take-away there is that you need to get used to working in small chunks. Always be aware of what you’re working on. Make notes about what needs to happen next. If you need to stop coding because the baby starts screaming, jot down something quick about what you were doing; put it right in the code if you have to. Personally, I bought a little Mac app called ShoveBox that allows you to take very quick notes just by pressing a key combination on your keyboard.
If you’re a programmer who likes to really dig deep into code and do marathon coding sessions (like I used to), this is going to be a huge adjustment, but it’s a necessary one. If the choice is between coding 30 minutes at a time and not coding at all, I’m going to try to code 30 minutes at a time.
3) Staying Motivated
One of the most difficult things for me over the last couple of weeks has been staying motivated when I can only code in short bursts. It’s easy to get side tracked. It’s really easy to get distracted with reading blogs posts [cough] after each break in coding. This will kill your time. You need to find ways to keep motivated and keep working. I’ve completely stopped reading RSS feeds during the last two weeks. It means I’m not as aware of what’s going on in the world of gaming, but I’ve got a contract to deliver on, so that takes priority. I try to limit my time on twitter when I’m starting a work chunk. I limit what links I click on to avoid being distracted.
The goal is to get right back in where you left off after you’ve been away from the computer for a chunk of time. This will help you stay motivated. Avoid the distractions, and you’ll find a new flow.
4) Talk to Your Partner
This is the most important point. Seriously. Make sure you do this.
If you’re a single parent, you’re amazing. I honestly don’t know how people do it on their own. A baby is a huge amount of work, even spread over two people. Single parents, I’m in awe of you.
But, if you’ve got a partner who is also at home (on maternity or paternity leave, or as a stay-at-home mom or dad), talk to them. Make sure they’re on board with you going back to work. You will need their support. You will need them to look after the baby while you’re at work. You will need them to understand that you’re going to need some time to code/design/draw/create. At the same time, make sure they understand that you’re not disappearing. If the baby won’t stop screaming and they need a break, let them know it’s OK to interrupt you and ask you for help. But also make sure they’re OK with you shouldering them with more responsibility while you’re working. As the baby gets older, and you establish more of a routine, hopefully you’ll be able to spend more time working each day.
Having an amazing wife who understands all of this has made it much easier to get back to working. I’m still only working half-days, but without her support I wouldn’t be doing even that.
5) Working With the Baby
There are times when I need to look after the baby and do work. If (and this is a big if) the baby is in the right mood, sometimes he’ll let me put him into a baby carrier and he’ll happily sleep while I sit and do some coding. It doesn’t always work, and it’s not ideal, but it is a way to look after the baby and do some work at the same time.
6) Family Comes First
Yes, I’m talking about working with a baby in the home, but the final thing I wanted to say is to remember that your baby and your family come first. If your partner needs you, be there for them. If the baby needs you, look after him/her. Yes, we need to get work done, but work isn’t everything.
Conclusion
Working at home with a baby in the house is possible, but it is very challenging. The thing I keep reminding myself is that it’s an amazing opportunity most people don’t get. Most people don’t get to go back to work yet still see their child grow up before their eyes. We’re very lucky that we get to do this. Don’t take it for granted. Enjoy it.
What about you? As a mom or dad programmer/designer/artist/creator, what are your tips for working from home?
Owen
LandFormer Update
Monday, May 31st, 2010
It’s been over a month since my last post and I’ve been working hard on LandFormer. I was shooting to submit the game to Apple by the end of May, but seeing as today’s the last day of May and the game’s not ready, that’s not going to happen. I apologize to those of you who are waiting to play the game.
The good news is that I’ve had my testers playing the game and I’ve received a tonne of great feedback and bug reports. I’ve decided that a lot of the feedback was worth implementing to make the game easier to learn and nicer to use, so it’s been taking a bit longer than I thought to wrap up. The good news is that I should be ready to declare Alpha (feature complete) by the end of the day! I’m working on the last major feature today, and I should be able to wrap it up by this afternoon. After that it’s all small improvements and bug fixing until I ship the game.
So the game is coming along. It’s taken much longer than I originally planned, but I’ve put in a lot of really cool features that I hadn’t originally planned on; things like: in-game level editor, the ability to send levels to your friends, and an in-game store so you can download more levels and game themes. All of these things take time, but the end result is a game that I’m extremely proud of and very excited to get into your hands once it’s ready.
With this game I’ve taken an “it’s done when it’s great” kind of approach. I hope it’s worth the wait.
Owen
Update: At 12:25pm today I officially declared Alpha! Just tuning, tweaks, improvements, and bug fixing now. “Just”…
LandFormer Status Update
Monday, April 26th, 2010
If you read the LandFormer preview on Touch Arcade back in March, the article mentioned that I was hoping to release the game in late April. At the time I did the interview that really seemed like a realistic goal. That’s not looking likely anymore.
I thought I should post an update since I’d received a lot of questions recently about how the game is coming along and was I still planning to release in April. As often happens, life and some technical challenges got in the way of me finishing the game on time. My gut tells me that I’ve got about 3 weeks of work left on the game at this point. I want to make sure the game is as awesome as possible for when it launches, so I hope you’ll understand that I’m taking this time to make sure the game is the best it can be.
Since my last post about the game, I’ve implemented some pretty major changes to the game. One of which was a complete overhaul of the artwork in the game. I liked the theme of the game, but the artwork seemed a bit dark and drab, so I’ve worked to brighten things up and make the game more appealing and enjoyable to play.
For comparison, this is the last screenshot I posted of the game back at the end of February:

Here’s a screenshot of the current state of the game:

As you can see, the game is basically the same as it was, but I think it looks a lot better. I hope you agree.
One of the other big things I managed to get working was the level editor and level sharing code. When the game ships, it will ship with a bunch of built-in levels. However, it will also contain a level editor so that you create your own levels. Not only that, but you can email levels to your friends so that you can play each others’ levels! This feature was a little more work than I had originally planned for, but I think it adds a lot of fun to the game, so it was worth it. It should allow you to keep playing LandFormer long after you’ve solved all the built-in levels.
Several people have asked for more details about how the game is played. I think it’s easiest if I create a short video showing the game in action, but that will have to wait for a few days. Hopefully I can find some time to do that soon.
Until then, please know that I’m working as fast as I can to get the game done and into your hands. I’m working hard to make sure it’s the best game it can be.
Owen
My First GDC
Friday, March 19th, 2010

I returned home from the Game Developers Conference (GDC) nearly a week ago, but I feel like it has taken me this long to be able to recover from the late nights, the jetlag, the cold I caught, and put things into perspective. I thought I’d share a summary of my experience there, for those who are thinking of maybe going next year.
Executive Summary: SO AWESOME!!!
GDC is held every year in San Francisco. I’ve been in the games industry for over 6 years now, but this was my first time at the conference, so I wasn’t really sure what to expect. I managed to get an All Access Pass to the conference, so I was there for the summits and tutorials, as well as the main conference.
Let me back up a little and talk about my reasoning for going, as that will help you understand why the conference was so valuable to me. At the beginning of the year I started thinking about what conferences I wanted to attend. 360iDev was a must-attend for me, so I booked that first. However, I was torn between attending WWDC (Apple’s big annual conference) or GDC. I attended WWDC last year and it was great. But this year I felt like what I really needed was general game design inspiration, and less Apple-specific technical inspiration. With that in mind, I chose GDC. My goal for the conference was to focus mainly on game design sessions and take in a few technical and business sessions.
So, I arrived in San Francisco Monday, March 8th, the day before the Summits started. I managed to meet up with a bunch of iPhone devs I know from Toronto, other conferences, or Twitter. We had a few beers and tried to adjust to west coast time. It was a good way to ease myself into the week.
Tuesday and Wednesday were the Summit & Tutorial days at GDC. There were two summits I was interested in: the iPhone Summit, and the Independent Games Summit (IGS). I think I spent about 60% of my time at the IGS and about 40% at the iPhone Summit. I saw some great technical iPhone talks by Noel Llopis from SnappyTouch and Phil Hassey from Galcon. I also saw some great IGS talks that ranged in topic from managing an independent game studio’s creative process, to how to better design indie games. I saw a session by Ron Carmel from 2D Boy, several awesome sessions by the people at thatgamecompany (Flower is one of my favourite games), and a terrific session by Randy Smith from Tiger Style (among so many others!). By the end of the Summits, my head was already spinning with inspiration. The IGS design talks in particular were extremely motivating for me. Getting a chance to meet and hear amazing indie game designers/developers talk about their processes was fantastic. It started me thinking about a lot of things as they relate to my own processes. More on that later…

A tiny segment of the massive GDC Expo

The IGF Awards
Thursday through Saturday were the main conference, expo, and Independent Games Festival Awards. I sat in session after amazing session listening to industry leaders in game design, technical development, and business talk about their processes. I saw Peter Molyneux talk, Sid Meier talk, and even Will Wright talk. I saw a moving and inspirational talk by Brenda Brathwaite on her exploration into board games with serious themes. I saw a head-ache inducing (in a good way!) talk on PixelJunk Shooter’s real-time fluid dynamics system that made me really miss doing PS3 SPU programming. I saw an in-depth and honest look a the successes and problems encountered by Naughty Dog’s attempts to create an active cinematic experience for Uncharted 2. I was blown away by the quality of the content, and I was left reeling by how the talks started forcing me to think about the direction I want to take with my own games.

There were huge crowds in the halls between sessions!
But of course, the sessions are only part of GDC. The other part comes from meetings and parties. I was able to set up a few meetings with iPhone press to show them my new game. That was really great to be able to demo the game in person. I think it was extremely valuable. Then each night there were countless parties happening. Each party was a great chance to meet people in person who I’ve only communicated with on twitter or via email. It was a chance to discuss iPhone development with other people going through the same thing as me. It was a chance to discuss game design in general with other game designers and developers. It was a chance to have fun with people who share in the same daily challenges that I do.

Will Wright giving his presentation!
For me, I got out of GDC exactly what I wanted: design inspiration, new friends, new business connections and a wealth of knowledge. But perhaps most importantly, GDC helped me to put me back on track with where I want to take my games. When I decided to go indie in 2008, it was because I wanted to make the games that I was compelled to make. What I’ve noticed is that I’ve been making more and more design decisions lately based on what I think will sell well. This isn’t how I want to make games. I want to make the games that I have to make, not that I think I should make because I think it might make some money, even though the idea doesn’t excite me. Granted, I would love to be able to make the games that I feel compelled to make and have them also become a financial success. And obviously I can’t ignore the fact that I’m running a business. But GDC helped to remind me of what I want my priorities to be, and that, to me, is the most important part of having gone.
Owen





