My Biggest Mistakes

(I’m not sure where I’m going with this post, but I’m trying to get back to writing for myself. darwinssoldiers.com has been bottom of my focus pile for a while)

I’ve pretty much lived my life taking opportunities whenever possible. I used to work in a nursing home, and I got to talk to a lot of people at the end of their lives. Almost all of them regretted things they didn’t do.

To try and avoid that, I’ve always pushed forward. I’ve lived in two countries and three different states, I’ve chased my dream job of game development for over seven years, and I’ve learned every piece of creative software I could get my hands on. As a high-schooler discovering the internet, I dreamed I would one day be able to Photoshop images or turn snippets of my gameplay into GIFs, and it’s great that I can now effortlessly do such things.

But that doesn’t make these 3 memories any easier:

  1. As an undergraduate, a film studio decided to use the college I was attending as the primary set for a horror film they were creating. For most of my sophomore year I’d be walking around and occasionally see them recording or prepping at random locations throughout the campus and surrounding city. I appeared in a very, very minor role as an extra but otherwise did absolutely nothing to make friends or connections with the studio staff. Even worse, the screenwriter and one of the producers were close family friends! I could have done anything I wanted if I’d just asked them. But unfortunately, I didn’t want anything at the time. I never even considered Hollywood a possible job direction, so the movie eventually wrapped up and, and was only ever a passing curiosity in my college years. I can only imagine where I might be right now if I’d taken advantage of that once-in-a-lifetime opportunity even a little bit.Kinda connected to that one, I didn’t make good use at all of my undergraduate professors. Everyone warned me before I went to college that it was extremely important to befriend them because they would be a huge resource in the future when looking for jobs and opportunities. I got to know the Film Studies teached well enough, and co-authored a compilation with one of the English professors, but other than that I pretty much graduated and left when my 4 years were up. I didn’t go to office hours nearly enough, and to no surprise wound up alone and struggling to find a job out of college. I feel less bad about this one because I did a much better job with forming collegiate connections in my Master’s program.
  2. On my first day in San Francisco after graduating college (six years ago), I had secured an apartment with my boyfriend and we’d been lucky enough to gain a video game connection with a man my mom knew from work. He offered, and we readily agreed, to meet up for coffee and he’d talk to us about the job market, our resumes, and what we needed to know to ingratiate ourselves in the city. After coffee, he drove us around San Franscisco and pointed out various game studios he knew and how likely we were to be hired by them.And then he parked in front of a drab-looking building and pointed saying “That’s Double Fine.” Double Fine was one of the world’s most famous game writing companies, and I loved their games. He encouraged me to walk right in there, without a plan, and ask them for a job right now. I remember my boyfriend sitting next to me, also encouraging me to do so. It felt like the sort of choice you’d encounter in one of Double Fine’s game, to be honest, but I ended up making the wrong choice.  I was too scared to walk in there; I hadn’t scheduled an appointment or anything, I hadn’t researched the company or learned their company values and all I had was an unspecialized resume I hadn’t hand-crafted to give to them. Also, I couldn’t fathom they’d be interested in a junior writer whose largest published game at the time was Legends of Equestria. A couple seconds passed, and when they realized I wasn’t getting out of the car, we drove away.Would that moment have led to a job at Double Fine? Probably not. But I’ll never know.
  3. And lastly, I regret the last six months. I graduated in September 2018 having not done nearly enough to secure a job out of college. I did great in the actual program but I only applied for a few positions while I was still enrolled. Upon leaving, I continued to apply for jobs but with something of a slow-burning longterm anxiety attack giving me sleepless nights. I am well aware that you can only call yourself a “recent graduate” for the first six months after you obtain your diploma, and now here we are and I’m no closer to being employed than when I started. I’ve applied for dozens of jobs, but I should have applied for hundreds. I should have bugged people and made more phone calls and networked and done everything in my power to secure a position before it was too late.

New game!

Hey everyone! I participated in TinyJam 2018, was assigned to work with two programmers and an artist. We ended up going with my game concept (and thank god, cause I’d have felt rather useless otherwise) and we ended up winning first place! (To be fair, it’s because the other two teams encountered significant setbacks that resulted in neither of their games being completed by the midnight deadline).

Without further ado, you can now check out Meteor Magnet Miner!

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Not gonna lie, I think the game could be improved with a few minor tweaks. I think everything should move slightly slower and the player’s ship could use slightly better handling. I had the programmers send me the build and I’m gonna see if I can get that to happen on my own, after the fact.

I’ve also graduated college, and will have a postmortem on that eventually. There’ll be a public article on the Daily SPUF discussing that as well, in the near future.

Individual self-assessment

I get melancholy at the end of every quarter.

1) What work did you you contribute to your game/team this quarter (similar to how you’d list it on a resume)?

I designed a website, recorded videos, wrote articles, created social media accounts, posted on said social media accounts, took minutes during sprint reviews, shoutcasted tournaments, and wrote spell descriptions.

2) How do you feel about how your game progressed during the quarter?

Major League Magic progressed extremely well. We’ve made big strides on every level, with the very successful implementation of terrain alteration being the biggest success. We’re getting some decent numbers on social media, but I didn’t do nearly enough marketing. I should have tweeted at least ten times as often, I barely touched the Facebook page, and in general anything I finish should have been done at least a week earlier. We also could have made more success on art, but what we managed to accomplish with the better-looking UI does wonders towards making the game look better.

3) Was there anything that you struggled with?

The sheer volume of content marketers need to release to get anything to happen. I just couldn’t find things to tweet about, and it took me far too long to actually make the social medias to tweet from. My excuse I kept using was “I’m waiting for us to get better art”, but considering we literally just our first few updated art assets yesterday, we’d have been SOL if I’d truly waited that long. Also I never actually started that weekly dev stream I’d been planning due to not being able to come up with stuff to dev stream about. The team never really kept me in the loop as to what they were working on, unlike Medical Necessity and personal projects where I always knew exactly the progress we’d made every week. If this game fails, it will largely be my fault due to shoddy marketing.

4) What you are working to improve next quarter?

I need to apply to more jobs. I need to finish my self-assigned jobs faster (I was more than able to finish things on Ahmet’s or the college’s pace, but the assignments were too slow and I should have finished things long before anyone asked for them.) I need to be more involved with the team and less of a free agent doing his own thing in the corner of the lab. This master’s ends in two months and I have nothing lined up. Again. After five years of not being able to break into the games industry, I’m about ready to give up if this college program ends and even that wasn’t able to turn me into somebody companies would want to hire.

 

New trailer

For whatever reason I’m turning into more and more of a videographer. Guess that’s to be expected when my YouTube channel is the only thing taking off of my various creative enterprises, not that I’m complaining.

Interesting conundrum with the new trailer I made for Major League Magic. People who have never seen the game before like it, and people who are familiar with the game have a bunch of things they think I should change. So far I’ve mostly committed to keeping it as it is for that reason, so have a look if you want. Don’t tell anyone though, it hasn’t officially gone live yet:

 

In less than a week we’re going to The Mix, and I’m gonna dress up in a wizard’s costume and drum up hype for the game. We’re gonna have two monitors setup for players to fight each other, and a third bigger monitor letting the crowd see what’s going on. I’m pretty excited, I think this could go super well.

But before that I need to make a press kit, and I’m trying to create a small backlog of Payday videos so my YouTube channel doesn’t take a 2-week break at the same time I do. Gonna travel to see my brother graduate college, then visiting a friend in St. Louis for the rest of the summer off.

Streaming and Streaking

Lot of cool things happened in various directions, so I thought I’d give a little compilation for the record.

First, I shoutcasted a Forzebreak tournament and it went really well!

The Forzebreak team was really appreciative, we got almost 50 people watching on Twitch because various students tweeted their friends, and I get to add another game to my shoutcasting portfolio. I didn’t do half bad considering they literally didn’t have an observer mode, forcing me to cast the game from the sole perspective of Player 4, but overall it was great practice for the upcoming tournament this Friday for Major League Magic.

Forzebreak is lucky they had their tournament when they did, because my YouTube channel recently experienced something of a boon. Two weeks ago, I released yet another video, this time a lightning-fast chronicle of The Only 5 Weapons Worth Using in Payday 2, and for some reason people really, really liked it. I gained 1800 views, 180 thumbs-up and 40 new subscribers overnight, and to capitalize on this new audience I accelerated my videography pace to twice a week. I also nailed down an exact schedule; I’m now releasing a new video every Tuesday and Friday, each one under two minutes and chronicling a top 5 list in Payday 2. I’ve also started promoting my videos on Twitter, Steam, and reddit, and so far its resulted in my videos gaining far more viewers than I’m used to. Overkill contacted me on Discord and added me to their private content-creators channel, where I’m currently talking to other Payday 2 videographers in the hopes of maybe convincing one of them to do a crossover with me. I’ll keep you posted.

In other news, I ran Bay to Breakers naked yesterday, and holy god am I exhausted. I’d only started running about a week prior, and I hadn’t run nearly as far as the 7.5 miles in Bay to Breakers, but I actually completed the marathon without stopping. Sure, there were many times I downgraded from a jog to a basic walk, but I never fully stopped, and completed the marathon in about 2 hours. Afterwards, I followed a bunch of people to the Uber/Lyft pickup point, where my phone cheerfully informed me it would be $200 to drive home. Not even remotely interested in paying that much (and woefully underinformed as to how the Bart works; most people I’ve spoken to said I should have used it to leave the city), I chose to queue up the route home via walking, then just start hiking. I didn’t expect to finish the trip (it was a 14.5 hour walk according to Google Maps), but I knew every step I took would decrease the cost of my Uber, especially as the hours ticked by and everybody else went home and the surge ended. In the end, I walked another 8 miles over the course of two hours, which adds up to a full marathon-length in total. But my Uber home was only $30, so I’m not complaining. I’m not leaving my room today for anything, though, my legs are sore beyond belief.

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In order to keep this post at least somewhat programming-focused, I also finished another homework assignment for ProcGen class. This one used a new program called Substance Designer, which created textures with stuff like normals, materials, and roughs. The overall UI was like, connecting squares of data with little lines, which took some understanding but was overall really understandable. I feel motivated to get better with Substance Designer because textures are the sort of thing I don’t have much experience creating, and I don’t like using other people’s content, so it’s something I’ll need to learn if I ever hope to move into the 3D space.

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We had to create a rusty metal and a more creative texture. Mine was like golden liquid with a blue moss on top, I guess. Reminds me of UCSB’s colors.

Dev diary #2

Prompt: – Write about the week’s lecture and readings as they relate to your project
– Write about this week’s industry guest speakers (if any)
-Write a description of your progress (both positive and negative) on your current project
– Must include at least one piece of media:
GIF, link to video, screenshot, sketch, etc.
+ Why you want to make games

This week’s lectures -and reading- talked about how much pre-planning you need to do before you start on the project, and how much playtesting after you’ve started, and they weren’t kidding! I’d have saved a lot of time if I’d planned out a few more things before plowing into the coding and development elements of my “Two Verbs” project. Every single person who playtested my game had similar issues with it; they had trouble figuring out the controls and the mechanics of the objective. I redesigned my UI multiple times from the ground-up to try and fix these problems, and while many sources of the confusion were alleviated, it never fully went away. Finally, on the eve of the final day, MJ told me that I needed to work on my First Time User Experience so that new players can painlessly learn the mechanics and play the game. We’d talked about how the best games slowly showcase the mechanics one at a time, and the only way I could think to get that at such short notice is a full-fledged tutorial, so I added it with a day to go. Works pretty darn well if you want my biased opinion, but unfortunately I wasn’t able to let anyone playtest it due to how late it was added. But the game is done, and playable here on my itch.io account!

 

Thought I could showcase the “shapeshift” verb in a few GIFs. Here’s the primary form of transformation, switching between Wolf and Human form. There’s a third form, recon mode, which you get when you eat a blue mushroom, and finally the player becomes a bird when they win the game just because it’s more exciting than a generic “You win” screen.

 

Also, in order to get a picture in this diary, I’ll talk a bit about my favorite moment from playtesting. At the time I was frustrated that playtesters blitzed through my Main Menu without noticing any of the explanatory content therein; they’d immediately click the Play button and proceed to just stumble around confused in the main game. I realized they were doing this because ‘Play’ was in the top-left corner of the menu, the first thing you read. I moved it down to the bottom-right and put the ‘Backstory’ button in the top-left because I wanted people to click on it first. The remaining two buttons, Credits and Controls, would occupy the remaining two spots, but which of those two spots (upper-right and bottom-left) were more ‘important’ in the eyes of my players? Controls was far more important than credits and I wanted to give it as much attraction as possible. So, in order to figure this out, I wrote this short paper-and-pencil exercize and walked it around to various people in the labs:

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I gave them no direction beyond asking them to circle each of the names. As I suspected, almost everybody circled Jeff first, and the remainder circled Will, likely because they were pondering my intentions and wanting to subvert expectations. But I was really testing to see which name was most frequently circled second. And Sam, in the top-right, was overwhelmingly the most popular second choice. So that’s where I put Controls in my main menu, leaving Credits in the less popular bottom-left.

 

John Salwitz was our guest speaker for the week, and he talked about how the industry has changed over the years. Honestly, that’s why I’m going into this industry. I’ve seen it happen repeatedly over the years, as trends come and go, and it’s amazing. Everyone’s trying to keep up with the times, the community grows tired of certain gimmicks and they die, and the industry is constantly evolving. Remember when every new shooter was a Modern Warfare-esque gray-and-brown drabfest? Or how about the “early access first-person wilderness survival game” craze? These cycles come and go, right now it looks like we’re in a feedback loop of “it’s either got to be a hero shooter or a Hunger Games ripoff”, and its great to know that things are gonna eventually shift another way. I also like the increased specialization of teams in the modern era; as Salwitz’ lecture clearly demonstrated, teams are getting larger, and I can focus on my piece of the puzzle (likely writing) and play a part in a larger team.

 

I’ve written novels, screenplays, articles, and stage scripts, but I’ve found that I most love the versatility of narrative that game designers need to incorporate into their work. Games are unique in their ability to craft a story that can change every single time the audience experiences it. So many other storytelling mediums are focused on the work itself, and while games are no exception, they have to always keep the player’s moment-to-moment experience in mind. This interactivity with the audience, even if I’m not present during their playthrough, is why I find myself writing games in my spare time over other genres of fiction.

Dev diary #1

Hey all. So, this master’s program is intense. I’m loving it, but it’s sapped a lot of my free time so I haven’t been updating this blog even though I’m learning tons of stuff and working on projects right and left.

So, since I’m already writing weekly dev diaries for one of the classes, I figured I could publish them here! With names changed to protect the innocent, of course.

Dev Diary prompt 1: Your assignment (should be no longer than one page):
– What do you hope to get out of the next 12 months in this program?
– What are you most excited to learn about?
– Is there anything you’re worried about?
– In your spare time, what kinds of games do you prefer to play?

GAME 270: PROTOTYPING is of the classes I’m most excited about when scrolling through the quarter’s itinerary. The C++ sounds terrifying and the art class sounds promising but I suspect it’s less about making art and more about intelligently choosing pre-existing assets, when one of my favorite parts of game development is creating all my own art. I have always operated under the philosophy of creating many tiny games to learn new mechanics, and so I look forward to this class pressing me to the limits of what I can accomplish in a short time.

I can even get behind the philosophy of writing these diaries. When I took a Unity course over the summer preparing for this course, I wrote a daily diary keeping track of what I’d learned that day. I was less focused on what I’d hoped to learn, since it was just Unity, but this time there are three major tiers of knowledge I hope to explore:

  1. Programming. I want to learn Unity well enough to make my own games on that platform. Other languages like C++ and Unreal I hope to master well enough to pass the courses.
  2. Game Design. As mentioned, I’ve made several games on my own, so I’m not a completely newcomer to the design aspect of games, but I have never been formally trained so this opportunity is an invaluable asset.
  3. Networking. The other kids in this program are driven, ambitious, and knowledgeable in this field. I’ve never met so many people my age that I can bond with like this class. I need to befriend as many as possible and nurture connections to help me break into the industry proper.

My biggest weakness is my lack of programming experience. I passed a C class in junior year of bachelor’s, and I’ve taken multiple online courses attempting to learn Unity, but I’ve never felt like I was doing anything but stumbling through those classes and aping the instructor. I want to be able to make Unity games with the same proficiency I can create games in Clickteam Fusion 2.5.

In my spare time I play multiplayer shooters like Overwatch, Left 4 Dead 2, and Team Fortress 2. I specialize in healers and support classes.