Categories
General Personal Development

Happy Indie Day to Me

May 21st is my own personal Independence Day. Even after running out of money and returning to corporate welfare, it’s a day that holds a lot of meaning for me.

10 years ago, I went to Chief O’Neill’s Pub & Restaurant to celebrate my last day working at a company that made slot machines.

Chief O’Neill’s is where we went to send people off whenever someone moved or changed jobs, and I remember realizing that no one was organizing an outing to do so for my last day.

Welp.

I told everyone that I was going to Chief’s, and for the remainder of the afternoon, people from work came in and out, hung out with me, and wished me luck on my next endeavor. It was a pleasant time.

Two weeks before, I had given my notice that I was quitting to pursue full-time indie game development.

Rereading the comments from other indies and friends from my blog post about going full-time indie brings tears to my eyes every time. Everyone is so encouraging and supportive. And I love how since that time I’ve even met some of you in person!

When I reported how things were going 6 months into my indie journey, which was frankly embarrassingly not well due to a lack of focus and direction, I got even more advice and encouragement.

You know, I miss everyone being into blogging rather than toxic social media.

Anyway, within a couple of years, I ran out of money and ended up back in a job, as I said. I wrote a bit about it in I Have a Day Job Again, but it was hard to go back to a day job, partly because I felt like I had squandered an opportunity.

I remember the first day. The commute felt foreign. Sitting in a cube and seeing everyone else sitting in their cubes felt foreign and familiar at the same time. I remember it feeling wrong.

And then I remember the day when I noticed that the day job didn’t feel different anymore, when it felt normal and I hadn’t noticed, and it was another sad day for me.

When I went back to having a day job, I figured it would be for just a couple of years at most. I would do what I did before, working on my business on the side, saving up money, and building myself a runway.

I’ve been working a day job for about 8 years now.

Most of the following comes from a tweet thread I did late last year.

10 years ago, I took a leap, and I hovered for a bit, but then fell.

I’d like to say that I’ve been trying to get back up in the air ever since, but things are different for me now.

Actually, I’ve considered myself an indie game developer for about 20 years, most of it very, very part-time.

I struggle with whether I can still call myself an indie game developer due to my lack of significant output in all that time.

When I was five years into it, I once asked a question on IRC & the response I got was not terribly helpful. That’s fine. But it ended with “I wouldn’t worry about it at this stage.”

Me: This stage?

Them: As a beginner.

I felt quite insulted at the presumption, but then again, I hadn’t shipped anything in those five years.

I have both the identity of a veteran and a never-was. It’s a weird place to be to think that I don’t have a beginner’s mind about game dev when maybe I need it more than ever, but, like, no, kid, you don’t need to introduce the concept of a navmesh to me.

And since I’m older, married, and have kids, plus have some volunteer work, my indie game development time is a lot more constrained than it used to be.

I used to have this fear that time was running out, that I needed to work faster to get something out before it was too late.

And by too late, I mean I was worried that once kids entered the picture, if I hadn’t gotten my business off the runway, it wasn’t going to get off that runway.

I feel like, 20 years later, I have the skills, the knowledge, the business sense, and more, but I’m not practicing it regularly, so I’m atrophying and falling behind.

Comparing yourself to others is a recipe for stress and anguish, but it’s hard sometimes seeing others building upon past successes while I’m still trying to build upon past failures. They are inspiring, but they’re also a reminder that I’m not as far along as I thought I’d be by now.

My priorities aren’t the same. Some people take on mortgages and credit card debt to get their runway extended and give their all. I never went into debt, but I quit my job once and had no income for a year while I tried to make indie dev work.

I’m not in that position anymore.

I think if I had a 2nd chance to focus full-time on indie game dev, I would do a much, much better job of running my business as a business, unlike last time when I spent a lot of time spinning my wheels on unfocused game dev and almost nothing on customers or marketing.

But I’m no longer in that position.

I have a family to take care of.

So my current indie game development plan for the last few years has been to slowly build up something until it becomes my primary source of income.

I just worry that there is such as thing as “too slow” and that I’m fooling myself.

I always had it in my head that one day I would eventually be a full-time indie game developer again.

Today’s not that day.

But today I am a husband, a father (that one is still new), an advocate for transgender rights, a speaker, a writer (even though I don’t blog as regularly as I used to), and a very, very part-time indie game developer.

My life is very full, and I often stress myself out trying to fill it even more, especially when I don’t see what’s there for what it is.

Part of it is greed. I want to experience and learn EVERYTHING. I want to turn my backyard into a garden. I want to learn how to play guitar. I want to learn Italian and maybe another language. I want to learn how to cook. I want to play soccer regularly again.

And I am running into the limitations of doing all of that while I have a day job AND a part-time business AND volunteer work AND being with family.

I’ve always liked the idea of being a Renaissance man. Why pigeon-hole myself into a single job or identity?

But, hoo, I’ve discovered in the last year or two that there are limits, and sacrificing sleep is a loser’s game, it turns out.

I realized I needed to start saying no to things a long time ago, but I haven’t quite internalized how much I have to say no to.

I had a side contract that I finished recently, which freed up the limited time I currently dedicate to it, but what kind of effort can I dedicate to my business?

Again, I worry there is a minimum amount of time and effort that I’m not going to be able to give with my current plan of working on my business on the side.

It would be one thing if I was Sisyphus pushing a boulder up a mountain and having to do it again and again. It’s another if I am barely budging the boulder while it grows moss.

I don’t know if I am mourning a past life or just the illusion of it.

I still identify as an indie game developer. I still expect that I will make games in the future as an indie game developer.

But what if I’m wrong?

This isn’t Imposter Syndrome. I don’t worry that I’ll be found out that I’m a fraud.

It’s more like I’m concerned that I’ve deluded myself into thinking I’m an indie game developer when any independent observer would think, “Eh, but are you really?”

I moved to Des Moines, Iowa in 2010 thinking that I would be a major driver of the indie game development scene, and instead I’ve been MIA from local meetups for many months. I have only recently been getting back into it, and I don’t have the energy or time to be a real leader there. I’ve had to be fine with being a participant who just happens to have access to the admin discussions.

I haven’t participated in game jams in years, and that was at least an area I could point at and say “See what I did as a game developer?”

The only fully complete game I’ve made commercially is from 2016. The contract game is finished and out, so that’s something to feel good about, but other than a name in the credits, it’s not really my game.

But I think the priority I give my indie game development isn’t where I would like it to be. There are competing priorities, and that’s a big part of the struggle I have with my identity as an indie game developer. A giant chunk of my waking hours are taken up with Not Game Dev, and the things that are Not Game Dev? Well, I’m not willing to sacrifice them for a variety of reasons.

And since I’m getting older, I’m finding myself getting tired sooner. It could be the lack of exercise? But it’s a phenomenon that I’ve noticed. So I don’t find myself spending as much time pushing past sleep to try to get some productivity in because I just can’t do it like I used to.

Still, May 21st is my Indie Day.

And I can lament all that isn’t going well when it comes to being an indie game developer, but what blessings can I count?

  • My business has a purpose, vision, and mission. It didn’t 10 years ago. My definition of success is not merely the default “I’m making money making games” and instead is focused on encouraging curiosity and supporting creativity.
  • My contract game development for the last two years has allowed me to throw significant money into my business accounts. It’s not quit your job money, but it’s money that means my business has turned a real profit for the first time in many years.
  • It also means that I have some money to spend on making my games better than they could be if I didn’t have the resources.
  • My 2016 game, which hasn’t seen an update in a few years, is now available for iOS and has new updates coming.
  • My insistence on ignoring the current hotness, whether it was Flash or Unity or casual game portals, and focusing on just doing what I was doing means that after all of these years, what I’m doing is still relevant somehow. Continuing to use C++ and SDL2 and focusing on supporting multiple platforms means that my games aren’t lost to some 3rd party’s decision to obsolete their technology. It might mean I don’t get to take advantage of some neat developments in existing game engines, but it also means that when something goes wrong, I feel empowered to figure it out and fix it rather than frustrated that someone else is not doing so for me.
  • I’ve got years of experience and insight into what does and does not work for me, and I know what I’m willing and not willing to do.

So happy Indie Day to me. It’s been years since I was a full-time indie game developer, and it might be years before I can do it again, but I was independent once, and it will forever be a part of me.

Categories
Marketing/Business Personal Development

My 2019 In-Review and My 2020 Vision

Every year end and start, I spend time reassessing how my life is going. I look at my goals, think about what I envisioned at the beginning of the year and how I would change things with an entire year of experience, and set new goals. It helps me collect a summary of my thoughts and plans, and it makes them public.

I just checked and found that my last published year in review was for 2016. My next post reviewing 2017 was still in a draft state and never published, which is too bad, because 2017 was a year to report on!

A lot happened in the last couple of years to throw me off of my pattern, but let’s do a quick recap of 2017 and 2018, then I’ll focus on 2019.

A QUICK LOOK AT 2017

From my 2016 New Year’s post Looking Back on 2016; Looking Forward to 2017:

2015 was about keeping my goals in front of me and establishing habits.

2016 was about being outcome focused. I logged more game development hours in 2016 than in 2015, but the more important thing was that those hours were aimed at targets.

In 2017, I want to focus on promotion and sales.

I didn’t need an overnight hit to be successful. I needed a foothold.

My goal was to go from $0/month to at least $10/month in sales by December 31st.

I know $10/month doesn’t sound like much, but that was the point. It should be relatively easily achievable, but it still required me to put in the work to setup my business to make sales. The idea was that once I had $10/month in income from sales, I could build on it to $20, then $50, then $100, and so on. I was in it for the long haul, and I was fine with being patient while I learned what I needed to learn and put in the hard work to make it happen.

In 2017, I had my first profitable year in probably forever. Awesome!

But I had $0 in sales. Not so awesome.

My income came from part-time contract work. In 2017 a colleague from a former job introduced me to a family in Chicago who wanted an app created. I explained what I knew about game development and mobile in particular, and then offered my services, being completely upfront about my inexperience with contract work and my day job obligations which would prevent me from working on the contract full-time.

It has taken a long time, much longer than I thought at first, and there have been requirements changes, art direction changes, and porting challenges.

But I remember that first payment coming in and feeling pretty good. Here I was, getting paid to create games. It wasn’t full-time work, but within just a few months, I had earned more in 2017 than I had in 10 years from advertising and game sales combined, which was simultaneously a good and awkward feeling.

On the learning front, I got ambitious.

At the end of 2016, I saw a tweet by IGN’s @_chloi about her plans to read 100 books in 2017.

In the past, I would try to read or listen to one book per week, but I was so enamored with the idea of all of the learning and exposure to new ideas that doubling my efforts would bring. So my 2017 reading goal was to read two books per week.

In 2017, I read:

  • 29 books on success
  • 25 non-fiction books (histories, technologies, true crime stories, biographies)
  • 12 books on game development
  • 7 works of fiction
  • 6 books on software development
  • 5 books on marketing
  • 4 books on business
  • 4 books on leadership
  • 4 books on productivity
  • 1 book on child-rearing
  • 1 book on creativity
  • 1 book on sales
  • 1 book on speaking
  • 1 book on writing

That’s a total of 101 books in a single year, just short of 104 to meet my goal. Even though I failed, it was a year that really expanded my mind. I learned so much about so much, and getting it all in a compressed time period helped it all reinforce each other, especially when it came to the success and game development books.

Also that year I set a goal to attend at least one professional development event a month. According to my records, I attended 8 local IGDA meetings, giving a presentation at one of them. I went to two software development conferences as well.

But in 2017, I also succeeded in stressing myself out. I put too much on my plate. I wanted to do it all: marketing, writing blog posts and newsletters, game development, contract game development, exercising, giving presentations, joining the chorus at my church, and getting more involved in social justice efforts at my church as well. Oh, yeah, and my wife and I were licensed for foster care as well.

2017 was going to be a year of market research, customer development, and sales. It turned out to be full of stress and pain, a lot of it self-inflicted.

I realized at one point that I never gave myself time to just be. If I wasn’t reading, writing, programming, designing, planning, or exercising, I was worried I was squandering my precious resource of time. I had to make every second count, and I didn’t realize that my priorities had gone out of wack, that I was letting down my family for not recognizing that I was taking them for granted.

Once I stopped putting so many expectations on myself and demanding that I put in 29 hour days, my life immediately became less stressful. It only took a few months of talking with a friend for me to be convinced to give myself a break, that I’m only one person and can only do so much.

Thanks, Shane! I miss our regularly scheduled talks.

WHAT I WANTED 2018 TO LOOK LIKE

I wanted to finish the contract, which would free up time to focus on my own business again.

I realized that my blog, while enjoyable to write, attracts other game developers primarily, and other game developers are not the primary audience of my games. I mean, yeah, sure they might buy some of my games, but my target customer is not “indie game developer.”

So I planned to change my blog’s target audience.

I wanted to read more books by women and people of color. I wanted to play more games. I wanted to spend more time enjoying life.

While I enjoyed the experience of trying to finish two books a week in 2017, it didn’t give me a lot of time to reflect on what I had read or heard before I was off on to the next book. So I scaled back to one book per week.

WHAT 2018 ENDED UP LIKE

2018 was a bit of a mixed bag.

I did not finish the contract, which meant I did not spend any time on my own business. My profit was still mainly due to income from the contract.

I did have almost a handful of sales of my game Toytles: Leaf Raking, although I am sure it was all people I knew personally.

I showed off my game at a local art and games expo, so it was great and gratifying to get feedback from strangers.

My writing output dropped significantly. I had a total of four blog posts for the year, and they weren’t exactly focused on building an audience for my games.

I surpassed my reading goal with 56 books for the year although I did not read much in the way of game development books. I cut myself some slack here, though.

And I gave a presentation at dsmAgile, earning myself a nice Amazon gift card for it, which I’ll count as getting paid for presenting for the second time in my life. It helped me buy myself a 4K monitor.

In the spirit of realizing that I can’t do everything all the time, I cut back on extra-curricular activities, such as choir or attending IGDA meetings, especially when I became a parent of two kids.

I was trying to have a day job and be a parent while continuing to work on the contract at the same rate as before. The more I put into it, the sooner I could be done, right?

But it left a lot of the burden on my wife to act as a single-parent, which was not fair to her. So I cut back the hours I let myself work on the contract in order to contribute to the labor of our home. She still does the lion’s share of the work, especially when it comes to scheduling appointments and coordinating with school, but I do dishes and laundry a lot more often. Our home is still stressful (we went from 0 to 7-year-old and 9-year-old within months), but it’s a bit less so.

Becoming a parent was a huge change, and I’m still coming to terms with how much of a challenge it is. I was always told I’d be a great father, and now that I’m here, I feel like I suck at it. To be fair, parenting is a skill that I had no practice with. Still, I used to think I was a disciplined, calm, patient, and easy-going person, but it turns out that I’ve just never been tested before.

FINALLY, LET’S LOOK AT 2019

My two main goals for 2019 were to finish the contract and earn $10/month in sales by December 31st.

I accomplished neither of these goals.

My expectation was that I would focus on finishing the contract, which had been “almost done” for over a year, then port Toytles: Leaf Raking to iOS, then work on a very quick project to get it published before the end of the year.

But my primary focus was the contract, which was in a weird state. I was pretty much finished with my part of it by September. There were no more deliverables for the client to test, and so I was helping the client get the app into the Google Play and Apple App stores. It’s been waiting to be published for months. I would periodically get a request for a small change or a question about the project, but otherwise, the rest of the work of publishing the game is on the client’s plate.

I’m not actively working on it, and since there are no more deliverables I am no longer getting paid, but it feels like sitting in front of the finish line instead of crossing it.

Before the contract and kids, I had regular morning habits and routines related to my business. I needed to relearn or reconstruct them all. Despite having the time, I finished the rest of the year doing very little non-contract game development. I opted instead to focus on resting and being more present for my wife and kids.

I only wrote a total of three blog posts. Heck, I barely wrote in my own personal journal.

I only read 32 books for the year. It sounds like I fell very short of my one book a week goal, and if I compare it to previous years in which I tracked the books I have read, it is the fewest I’ve read since 2013.

However, the 100+ books in a year experience from 2017 drove me to choose relatively shorter books and audiobooks. I would often go to the library and pick a 5-CD books over a 20-CD book, even if the latter was something I found very interesting, mainly so I could get more books finished sooner.

This past year, I decided to consciously pick larger books, which took longer to get through. Also, I decided to stop listening to audiobooks in my car in favor of listening to podcasts for a change. Currently, I am catching up on the strategy game podcast Three Moves Ahead, which led me to research some older yet fascinating games.

So between the longer books and lack of audiobooks I can listen to on my day job commute, my “# of books read” metric was lower, but I’m not sweating it. I’m still learning and exposing myself to new ideas, and with podcasts I’m getting a wider variety of ideas than before.

Last year, I showed off Toytles: Leaf Raking as well as the contract game at the local art and games expo again. I felt a bit more prepared, and I enjoyed the experience of getting feedback as well as connecting with others showing off their games and art. I wish I had a newer game of my own to show off, but there’s always next year.

GOING INTO 2020

I’ve been assessing the last few years and comparing them to what I wanted them to be.

My main efforts and income came from the contract. I just received my final payment for helping to get the game through the app store publishing process. The contract is over after 2 years and 10 months. It is no longer a source of income, but it also means that I can put my focus back on my own business.

And I’m going to pick up where I left off in 2017:

In 2017, I want to focus on promotion and sales.

Ostensibly my goal for the last few years was to get from $0/month to $10/month in sales. Again, the goal was meant to be achievable and to be a stepping stone to increasing sales over time.

But I think what might help is if I gave myself a much more inspiring goal, something that is doable but also would require me to stretch to make it happen.

So my 2020 goal is to get $10,000 in sales by December 31st.

It’s not quit-your-job money, but it’s not so small as to let me think I can procrastinate and make it happen in the last weeks of the year, either. It’s also not about the money, but money is an easy metric to track.

Ok, so that’s a goal. How do I go about accomplishing it?

I’m still working on my plan to do so, but I can already think of a few things that will feature as key to that plan.

I need to start creating again. Between the lack of game releases and blog posts, I feel quite irrelevant in the game industry. It’s been years since my last new game. I haven’t been participating in game jams either.

I need to find my audience. Blogging for the benefit of other game developers is great for building relationships, and I want to continue to do so. But I also need to work on finding and reaching people who are interested in entertainment that encourages curiosity and supports creativity.

2017 is when I challenge myself to be incredibly proactive about putting myself and my work out there.

Uh, ditto for 2020. I will be working on getting back into the swing of things and doing my part to contribute to the indiepocalypse (are we still calling it that?).

It will be challenging, and a big part of that challenge will be in trying to be present for my family. With a day job, wanting to sleep a full night, and spending real quality time with my family, I only have so many hours available to make things happen for my business. Luckily, I can dictate what the pace and cadence for my business will be instead of trying to hold myself to other people’s expectations for how I should run it.

Perhaps it is unrealistic, and something will have to give. A giant chunk of my waking hours are taken up with “Not Game Dev,” with the day job taking up the lion’s share. Maybe I will find I am moving so slowly in my business that I’m actually falling behind, that it takes me months to do what others do in a few days of concentrated effort.

I worry there is a minimum amount of time and effort required that I’m not going to be able to give with my chosen priorities. It would be one thing if I was Sisyphus pushing a boulder up a mountain and having to do it again and again. It’s another if I am barely budging the boulder while it grows moss.

I’m saying no to a lot of things in my life to try to make sure I do have time for the things that are most important to me. I have been greedy in the past and have wanted to do and learn and be everything, but I know now that I have limits.

But in the spirit of my past goals, I’ll make slow and steady progress, and then I’ll build on those successes.

And perhaps those successes will give me the capacity to start saying yes more often.

Let’s start.

Categories
General Personal Development

Dealing with No Longer Being Player 1 in My Own Home

My wife and I gave our son a Nintendo Switch for Christmas.

In the week leading up to the day, it dawned on me: this will be the first video game console in my home that wasn’t mine.

I mean, I think the Atari 2600 was the family’s console. But otherwise, my parents gave me an NES. I saved up and bought myself a Game Boy, opting to get the system without a game so I didn’t have to save so much allowance to get it. Santa got me an SNES. I bought myself an N64, then a Gamecube. A friend gave me a Famicom with a few games when he came back from Japan. A girlfriend gave me a Nintendo DS. I got a great deal on a used Wii as i came with a bunch of games, then my wife got me a Wii U. I believe I had a Tiger electronic handheld of Pitfighter of all games, as well.

In case you’re wondering, I never had a non-Nintendo console other than Sega Genesis someone gave me when they couldn’t get rid of it at a garage sale. I never played it. I used to be a partisan of the console wars, but I haven’t cared about it since high school. But I also didn’t care enough to get an Xbox or Playstation in the years since. I much prefer PC games these days anyway, and specifically look for games that run on my Linux-based system.

Anyway, the point is that every console in my life has been mine to play whenever I wanted to.

And now the Switch…isn’t? How does this new world order function?

When I was younger, no one in my family cared about video games. My mother would play Tetris on her Game Boy, sure, and I would play games with my sister, but I was always Player 1. She gets to claim credit for finishing Super C before I did, but I claim that I carried her to the end and she stole one of my lives and happened to land the finishing blow that I had worked hard to get to. Otherwise, if a game was being played in my home, odds were very good that it was me doing the playing.

The games were mine. I subscribed to magazines about games. I bought RPGs, platformers, strategy games, and more. I was given games as gifts for years of birthdays and holidays.

And I’m not sure how things have changed exactly, but I know it would be presumptuous of me to assume I could just use my son’s Switch without asking. I mean, we gave it to him, so I should not act like it belongs to me or the family.

The day after Christmas, he asked me to play Mario + Rabbids Kingdom Battle with him, a game I was delighted to discover was a Mario-themed turn-based tactics game. I said I would love to play a game with him.

And then he handed me the second controller. Huh.

When my friends and I would play games at each others’ houses, the unwritten rule was that Player 1 was the person who’s house you were at. A college friend said he had a different upbringing, that wrestling matches would start to fight for control of Player 1, but where I came from, it was peaceful and understood. Player 1 was the home team, and Player 2 was the visiting team.

Realizing that I am now Player 2 in my own home is weird.

But I think this weirdness is something I’m still getting used to as the father of adopted children. We went from 0 to 8yo and 10yo very quickly here over a year ago, and part of what I am getting used to is the idea that my children are going to be given a lot of my time, effort, attention, and resources, that my time isn’t just mine anymore, and that one of my goals is to help my children become more capable of reaching their goals.

In another example, my son came home from the library with a collection of Archie comics, so I pulled out a tote I’ve been carrying around with me since the 90s with all of the Archie digests and comics I used to get. I told him to be careful with it all, but frankly it is more about him learning to take care of his and other people’s things than it is about me caring about my old comics. I don’t care about the comics anymore. I haven’t read them in forever. They might as well be read by him, and to be a lesson in how to take care of things that can be ruined if you’re careless is a bonus.

I’m finding myself sharing stories about toys I played with when I was a child. I have given him some of my collectible cards I have held onto for decades. Some of my old books are now on his shelf in his bedroom. We’ve played games on older consoles before, often with me watching him play through a game I have fond memories of.

But these were always things that were mine to pass down to him, sometimes like relics of my past, and sometimes as junk I have no use for. I was in charge and making the decision to let him have access to things I thought were important to me, and so I hope he likewise finds value in them. I once let him play a Mega Man game to see how he would handle something that was Nintendo Hard(tm) and not as forgiving as Minecraft. I have also withheld things I didn’t think he was ready for, such as some movies I enjoyed as a child (it turns out that PG meant different things in the 80s than it does now) or anything I was worried he’d get jelly or something else on (kids are gross).

But the Switch was never mine. It was his first. It is at his discretion whether or not I play games on it.

He has become Player 1. And I realize now more than ever that, as a parent, I am a non-player character in someone else’s adventure.

Categories
Game Development Geek / Technical General Personal Development

Derek Yu’s Updated Pixel Art Tutorial

In ancient times, around 2005, Derek Yu of Spelunky fame created a 10-step pixel art tutorial. It took you through the process of creating a cartoonish lucha lawyer, including brief discussions on lines, shading, dithering, and more.

Derek Yu's pixel art luchador
As seen in archive.org’s history of Derek’s old site.
Also, Derek, please don’t sue me.

Yu recently tweeted that he’s rebooted the tutorial, which can now be found at https://derekyu.com/makegames/pixelart.html and takes you through drawing an orc.

Derek Yu's orc from start to finish
Who would win, this orc or the law?

It’s a more detailed tutorial, and it shows what Yu has learned about teaching pixel art with almost 15 years more experience since the original was created.

There’s also a tutorial about common pixel art mistakes to go with it, so you can see what you’re doing wrong as you try to follow along.

Thanks for contributing to the world of game making, Derek Yu!

Categories
Marketing/Business Personal Development

Slides from My Presentation at #dsmAgile: “You Are Not a Code Monkey So Stop Acting Like One!”

The relationship between organizations and IT can be quite dysfunctional, and unfortunately they grew up together thinking poor results and demoralizing interactions are perfectly normal.

Developers tend to learn they have no control over their situation, which is unfortunate because they have so much more to offer an organization than merely following orders and writing code to a specification. Some internalize their status of “code monkey” and even take pride in it.

Organizations want efficiency, but then behave in ways that discourage developers from helping them actually become more efficient, and developers behave in ways that give organizations no reason to even think to ask developers for their input.

At dsmAgile 2018, my presentation “You Are Not a Code Monkey So Stop Acting Like One!” seemed well-received, and I had a number of people come up to me afterward to ask if I had been in their organization recently.

You can download the slides here:

Based on conversation I had at the conference, I think I should have focused a bit more on hope for the future and less on itemizing the symptoms and illustrating the problem. My goal was to ask developers and organizations to step up and treat each other as partners, and not to provide ammo for a gripe session. Next time…

What are your thoughts? Do you feel your organization treats you as a partner or as a code monkey?

Categories
Geek / Technical Personal Development

Come See Me Speak at dsmAgile on September 28th

dsmAgile is a one day Agile conference in Des Moines, Iowa, and I’ll be presenting at it this year.

On Friday, September 28, 2018 from 8:30 AM to 4:30 PM, you can discuss, discover, and learn more about Agile software development from people who have been practicing and living it. And it only costs $100, a great deal.

My presentation is called “You’re Not a Code Monkey, So Stop Acting Like One!” You can read more about in the dsmAgile session descriptions, but the main idea is that software developers can and should do more than write code.

You are responsible for not only creating value through technology but also for maintaining that capability, and you don’t get to pretend that “they won’t let me” is a valid excuse.

Merely slinging code is not enough. You are not a code monkey following orders. You are a first-class citizen in the organization, more than capable of driving value as well as delivering it. Let’s discuss how you (and your organization) can start acting like it.

I have enjoyed attending dsmAgile in the last few years, and I look forward to being part it. Will I see you there?

Categories
Marketing/Business Personal Development

Don’t Pigeonhole Me: In Defense of the Jack of All Trades

Back when I was going to school at DePaul University in Chicago, the computer science school was introducing a game development minor. To kick it off, they had a panel involving a few people from local game companies such as Midway and Volition, as well as a few members of the Xbox team from Microsoft.

I remember the vice president from Midway Games answering a question from the students in the audience about how to get into the game industry. He referred to some advice that had shown up somewhere from Midway’s HR that essentially said, “Specialize, don’t generalize.”

I remember not liking that advice then, and I still don’t like it now. It sounded to me like “pigeonhole yourself and don’t you dare try to step outside of your hole”. Telling students who are interested in a future career, “You can improve your skills, but only in this one area of life” sounds overly restrictive and a path to misery. Or at least getting let go when your limited expertise is no longer needed.

Two Pigeons

Now, specializing isn’t necessarily bad advice. It’s just not the only valid option, and yet people like to talk as if it is.

I was catching up on my news feeds and saw that artist David M. Kessler wrote If You’re Talking to Everybody, You’re Talking to Nobody.

Don’t be a jack-of-all-trades. Pick what you like to do best, then get really good at it. Try to be better than anybody else. Let people see that you are an expert at the “thing” you do.

When you get known for that one “thing” you’ll see your art career soar. Now get in that pigeonhole and start working on your “thing.”

He says “Any successful marketer and business owner knows that you have to focus your efforts in order to target your market for sales. If you can’t target a market, you won’t make any sales – that’s business 101.”

He’s not wrong about needing a target market, but I don’t think “targeting your market for sales” is synonymous with pigeon-holing yourself into a single specialty.

He listed a bunch of artists as examples to further his point. The idea being that if you think of someone such as Monet or Jackson Pollock, you will inevitably call to mind some representative work of theirs.

But then, what about an artist such as Leonardo da Vinci? What was his “thing”? What about Leon Battista Alberti? Did he have just one thing?

How about someone more contemporary, such as Viggo Mortensen? I knew he was an actor from his role in Lord of the Rings, but I learned he is also an abstract painter and a poet, among other things.

There’s a lot of advice about specializing, and often it is very good advice, but just as often it is also not really supported by any sort of economic principle. Rather it’s more like “common wisdom” that “everyone” knows.

There’s no actual need to pigeonhole yourself into a specialty. Maybe it’s a tougher route to communicate your “thing”, since someone else can’t easily pigeonhole you as an abstract painter, but no one said it had to be easy.

Maybe rather than thinking about arbitrarily self-imposed limits, the more important thing is finding the thread that ties your story together as Pamela Slim argues in her book Body of Work.

Apple makes a lot of different products. Their thing isn’t merely iPhones or Macs. Their “thing” is elegantly, well-designed computing devices. Their “thing” is bigger than what a single product can encompass.

Telling executives at one of the most financially successful businesses in the world “Stop it. You need to niche down” wouldn’t make sense, would it?

The benefits to a focused approach are more than just increased sales. As you begin to focus your work, you’ll begin to get really good at it – better than you thought possible.

While I can see the logic, I also think that I could see someone get really good at their craft if they are able to work with different approaches, techniques, and mediums.

If all you know is oil painting, maybe you’ll get really good at oil painting. But if you know water color as well?

And if you think, “Huh, I wonder how it would look if part of the painting was oil but part was water color?” Would the result potentially be a more interesting work? Would the skill developed in each medium overlap, complement, or reinforce the other?

I don’t know, but I bet a conversation with someone who focused on creating the best work they could with all of their varied skills would be more fascinating and interesting than someone who is Yet Another Oil Painter.

And if their work is more fascinating and interesting, would commercial success also be possible?

According to Vigo Mortensen’s Wikipedia entry, “Mortensen experiments with his poetry and music by mixing the two art forms.”

Do you think his work in one influences the other and makes him a better artist, or does it reduce him to mediocrity because of a lack of focus? How about his music and his film efforts?

Dismissing the jack-of-all-trades as doomed to financial failure easy, but I see no supporting evidence. In fact, in software development, there’s a premium on so-called “full-stack” developers. Rather than hiring someone who only knows how to work with back-end databases or front-end forms, you get yourself a programmer who can do both as well as everything in between.

No one says, “Oh, sorry. we’re looking for a programmer who only knows one kind of programming language.” That’s like saying, “We want programmers who can’t think beyond one paradigm.”

On the other hand, a jack-of-all-trades without a larger purpose, vision, or mission? THAT I can see as being a problem, financially and otherwise.

Categories
Game Development Marketing/Business Personal Development

Get Energized and Stay Motivated with Slides from my April 18th IGDA Des Moines Presentation

Most indies pay little attention to their purpose, mission, and vision, but then again, most indies don’t have sustainable businesses. The vast majority don’t make $500 in a year.

Rolling the dice and hoping for a hit, or at least something that earns enough to fund the development of another game, is not a serious strategy.

And there are a lot of new new indie game developers struggling with motivating themselves to work on their projects for more than a few days at a time before the pain of the creative effort overwhelms any enthusiasm they had to be a game developer. There are always posts online asking for tips of staying motivated.

At the most recent IGDA meeting, I presented an updated version of my 2014 talk Playing the Long Game: The Vital Importance of Purpose, Mission, and Vision to Your Indie Game Development Business.

I’m running my business part-time as I have a day job, but doing a poor job of running GBGames as a full-time independent game developer from 2010 to 2012 taught me some major lessons about running a business. Other indie game developers could benefit from my experience.

While there is no video of the presentation, I uploaded the slides with notes in a few formats:

Knowing who you are and what you stand for will go a long way towards reducing the stress and pain and fear that can otherwise be a regular part of running your own indie game development business.

At the very least, it will give you the energy and motivation to keep working on your projects for the long haul.

Categories
Game Development Personal Development

See Me Present at IGDA Des Moines on Tuesday, April 18th

The Des Moines chapter of the International Game Developers Association meets every third Tuesday of the month, usually at the Gravitate offices, a workplace community for entrepreneurs, freelancers and remote workers.

At this Tuesday’s meeting, I’m excited to be presenting an updated version of my 2014 talk Playing the Long Game: The Vital Importance of Purpose, Mission, and Vision to Your Indie Game Development Business, sharing lessons that can be drawn from my experience running an independent game development business full-time between 2010 and 2012, and talking about what I’ve done with my business since then based on those lessons.

Many indie game developers dive into the business head-first with nothing much more than a vague dream and some hope, and often with disastrous results. My aim is to help you clarify your Why, your What, and your How so that your efforts are clear, focused, and more decisive, both immediately and in the long term.

I hope to see you at this free event, whether you’re an established game developer, an aspiring one, or someone who is interested in learning about the behind-the-scenes of games.

You can register for the IGDA Des Moines April meeting, mainly to ensure we’ll have enough pizza and drinks for everyone. B-)

Categories
Game Development Marketing/Business Personal Development

Looking Back on 2016; Looking Forward to 2017

Wow, it’s almost February? I’m incredibly overdue for the blog post in which I give a post mortem of the previous year and talk about my plans for the coming year.

Which isn’t to say that I’ve been doing nothing this past month. I just haven’t prioritized telling you about it over actually doing it. B-)

WHAT WENT WELL IN 2016

As I said in 2015, I improved my ability to remember my goals. I no longer did the equivalent of setting New Year’s resolutions that I forgot within weeks. Throughout the year, I knew how well or poorly I was doing according to metrics I tracked.

Unfortunately, it meant that I was very aware of how poorly I was doing most of the time.

Last year I set out to build on my success with remembering goals by focusing on what’s needed to actually accomplish those goals.

One big and important improvement I had was in the area of project planning.

In the past, even if tried to be formal about my project management, my actual planning efforts never amounted to more than creating a list of tasks.

Now, some developers find that they can do just fine with nothing more formal than a TODO list or two, and it worked fine for me if I just wanted to know WHAT to work on and maybe even in what order.

But when you’re a lone wolf indie game developer, you need to wear a lot of hats. I had no problem with donning the Software Developer Hat, but my Producer Hat was neglected and gathering dust.

So I might spend weeks working on a particular feature or task without realizing it because I never stopped to think about how the entire project’s progress was being impacted.

At the beginning of the year, I spent quite a bit of time in project planning mode. I even wrote about how I approached it in How to Create a Game Development Project Plan. Then I dove into executing the plan.

And I was very pleased at how well following the actual plan worked for me. Even when my project started running late and surprises appeared that I hadn’t planned for, having a more active Producer Hat meant that at any given time I was focused on actually shipping my game.

Which leads me to the next thing that went well: I shipped!

I published my business simulation game Toytles: Leaf Raking for Android.

I still need to write the post mortem for it, but it is my first finished commercial project in years. While there are still features and content I wished I could have added, I’m proud of what I put together.

The release of my first commercial game in years also gave me my first sales in years. After earning $0 in 2015, I like this new trend of actually earning money from my business.

Speaking of money, 2016 was also the first time I put together a detailed budget for my business.

I used to track my expenses and income as they happened, and my aim was to ensure I had enough money in my bank accounts to cover everything.

But I got tired of learning that my bank account balance was lower than expected, only to discover that an automatic renewal on domain names or web hosting had occurred. I felt like I should be able to anticipate such regular expenses instead of being surprised by them.

So, I put together a projected budget, which allowed me to see not only how much I anticipated spending in the coming year, but also when my expenses were expected to spike. For example, I knew that my annual web hosting renewal was coming up in August.

And then I tracked my actual expenditures against the budget. It was eye-opening, and not just because I was able to quickly learn that my web host increased its rates without telling me before autorenewing. B-(

As a side effect of being hyper-aware of where my money was coming and going (er, mostly going), I also added to my budget a plan for a monthly investment into my business. I managed to add a significant amount of money into my business bank accounts by the end of the year.

Also, I updated my website, which is something I’ve been meaning to do for quite some time. My blog used to be completely separate from the main site, and now it’s integrated.

WHAT COULD HAVE BEEN BETTER IN 2016

Aside from my newly detailed budget and more robust project plan, I didn’t have plans for much else.

I wish I had spent some significant time on creating a promotion plan for Toytles: Leaf Raking. I had done some keyword research and put together a list of reviewer contacts, but most of my effort was spent on actually finishing the game.

Once it was nearly ready, I struggled to make forward progress on getting it in front of people. I realized quite late that the reason I was struggling was because I had no real plan to make it happen.

I didn’t even blog much about it, so I rarely mentioned it during development. I was a bit too accidentally secretive.

For a long time, I had a TODO item on my list to create a skill development plan for myself. I wanted to direct my learning more rather than pick up things haphazardly, but all of 2016 passed without such a plan in place.

I read 54 books, but only 8 were business related, of which I believe only one was game development related.

My project ran late. I didn’t plan for balancing the design, and so quite a bit of work to make the game feel complete wasn’t in the original plan.

Had I published it in three months, I would have had the rest of the year to figure out how to promote it. I wanted to try earning $1,000 by December 31st, but between the late release and my lack of promotion, I fell way short of that mark.

WHAT I WANT 2017 TO LOOK LIKE

2015 was about keeping my goals in front of me and establishing habits.

2016 was about being outcome focused. I logged more game development hours in 2016 than in 2015, but the more important thing was that those hours were aimed at targets.

In 2017, I want to focus on promotion and sales.

Which means I’ll be putting together concrete, specific, actionable plans instead of hoping and praying, or haphazardly trying to tweet about what I’ve made, which is basically the same thing.

I’ve already started the year with efforts to port Toytles: Leaf Raking to other platforms. More platforms means more opportunities for people to find my game. First up is GNU/Linux, mainly because it is my development platform and is easiest for me.

But what about making other games? Project planning is one thing, but product planning is another thing entirely. I have various ideas for new games, but I don’t want to be random about picking something just because it appeals to me. It will be easier to promote new projects if I do my market research and ensure my projects already appeal to players.

My blog has historically been about running an indie game development business, and so my audience has been other game developers primarily. My customers, however, aren’t going to be other game developers and aren’t necessarily going to care about what happens behind-the-scenes.

The thing is, I like writing what I’ve been writing on my blog and don’t want to stop. Can I address players more directly, or do I need to separate my business from my blog to do so?

I am confident when it comes to creating games, but thinking about selling them is both exciting and terrifying to me, the way new things often are.

2017 is when I challenge myself to be incredibly proactive about putting myself and my work out there.

Let’s start. Oh, and happy new year!