Week 84

This is a weekly recap of what has been going on in my professional life. It’s to keep track of what I’m up to and to give you a peek at what it’s like being an independent creator. For illustrated depictions of these events, visit my daily comics page.

Last week was a busy one. It started off bad – on monday morning the power went out! Luckily by the time I was about to relocate to a cafe it got fixed.

On tuesday I worked my part-time job and finished the second round of KLM mockups before doing tech support for my grandpa. In an instant I realized the depth of the knowledge I have accrued about spyware and what you shouldn’t click on on the internet.

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On wednesday I went to the Hubbub office to kick off our new project. It’s an interactive experience on iOS for select museums in Holland. Aside from the art I’m also doing design work on this one. We had a productive day and built a working proof-of-concept.

On thursday I went by the home of Niels ‘t Hooft to discuss his character design assignment and do some initial sketches, and ofcourse to catch up. Ran into Roderick Vonhögen‘s film crew there as well, whom you may remember as the geek priest that was excited for my game Black Feather Forest. Later in the week I also found out he mentioned me on the Gamecowboys podcast (~1h25m), and we made plans to brainstorm someday about making a ‘Bible Mysteries’ adventure game.

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On friday I was back in the Hubbub office to continue on the museum project. Alper and I made good progress on the prototype, despite having to solve a bunch of nonsensical Github merge conflicts. We then decided to upgrade our Unity version to the latest, but this introduced a bug that blocked building to iOS for a bit. And then we found a huge bug in the location-based code, which was also fixed. It was a technically-challenged afternoon, but the prototype has improved greatly.

We closed out the week with drinks at De Klub, and I went home with a warm feeling, only to realize I had to get up early the next morning to do the boring part-time job before my weekend would start. What a bummer. Back when the only work I did was at home, I relished having a job to go to three mornings a week, but compared to the satisfaction of working in your chosen industry with fun colleagues it suddenly seems quite bland.

Luckily I was done quickly and could get back to working on my own game the rest of saturday afternoon. I finally fixed the occlusion culling code that I broke by adding a proper 3d model to my enemy prefab, and built a little pause menu with a brightness slider.

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I decided to upgrade to Github for version control and backup of my personal projects too, instead of zipping up the project folder each evening and uploading that to dropbox.

Hours spent watching progress bars this week: 3

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