Thursday, February 07, 2008
Radiant Machine No More, Viva La Indie!
In better news, I met up with some fellow Seattle indies last Saturday night and had a blast! Attendees included Amanda Fitch and Bryce Jonasson from Amaranth Games and Keith Sink from Piddlepup Games. I'm more pumped than ever to finish up Caster and have it ready for Casual Connect in July!
Tuesday, October 23, 2007
Working Day Comic Success!
I drove with my family to Spokane, Washington on Friday October 19th after getting out of work a little early and spent the night there with my in-laws. The next morning I got an idea for the comic and headed over to Merlyn's comic and game store at about 11:20am. I started promptly at 12:00pm (the official starting time for the Merlyn's group) and worked straight through until 4:00pm when I took a half hour break. By that time I had seventeen and a half pages finished so I was making good time. I came back and worked for another half an hour before my father-in-law and kids showed up when I took another half hour break to chat and look at the store with them and get some lunch. I completed all twenty-four pages of the comic at two minutes before seven o'clock. That's fifteen minutes a page which is what I had planned for. I thought that I would run over, but I didn't! This gave me an additional two hours to go back over my work and make adjustments and touch-ups here and there. The most significant thing I did in this "extra" two hours was to add dark black lines for panel borders.
So yes, I did it! I was the first one finished and I did all twenty-four pages in a Working Day--not spending more than eight hours actually drawing it! An entire comic from concept to completion!
I did a practice run the night before of three pages in an hour. I used a two pass method of penciling and then inking and was barely able to complete it. This is what prompted my use of going straight with pen and allowed me to finish all the pages with time to spare.
I'm very happy with how the comic turned out! I feel there is a lot of energy and expression that I was trying to capture. The pages and panels flowed from my hand almost immediately after the thoughts entered my mind. It lacks the stiffness of some of my other more well planned work. There is of course a significant lack of polish in the work. Honestly it mostly looks like quick thumbnails and chicken scratch... very sketchy. Since I was using straight pen, I had no chance to erase which increased my drawing speed, but made it hard to fix mistakes.
Next year, my focus will be on putting a little more quality into the work.
So there you go.
There is no need to burn yourself out for twenty-four hours when you can get great work done in a working day so long as you stay focused. I think about all the time some people waste when they know they have twenty-four hours to complete the project. Many probably only end up spending eight good hours on it anyway! I had a great night's sleep and was fresh for Sunday morning the next day. No coffee, no energy drinks, no falling asleep at the table. Just a good solid day's work. Honestly, outside of my hand cramping up a bit due to lack of practice, it was pretty easy going.
So next year, my challenge to you is to complete your 24 Hour Comic as a Working Day Comic.
Tuesday, October 02, 2007
Working Day Comic
Here's a post from last year's event.
I've decided to make myself the inventor of a variation on Scott McCloud's 24 hour comic. I'm calling it the
All the rules for 24 hour comics hold with two more on top of that.
- You can only work 8 hours on the comic (IE no overtime).
- You can take up to a 1 hour break for lunch that does not count towards your 8 hours.
So if you're like me and love the idea of 24 hour comics but don't like the idea of 24 hours, or if you're a huge fan of the effectiveness of the 8 hour work day, you might want to give my variation a try.
I will be happy to post any and all Working Day Comics that you send my way. In fact, if I get more than 3 submissions (outside of my own), I'll start an official web site for it.
Best of luck!
Sunday, September 09, 2007
Caster Update
Sunday, July 22, 2007
Back in Action!
I've accepted a position with Solutions IQ in Redmond, Washington working on computer graphics in their newly formed games division. They are a work for hire studio and they don't have any issues with "owning" my time, thoughts, and ambitions when I'm not at work. This means I feel comfortable again working on projects that are important to me. Caster will get back into swing soon, but I have one other project to do before then. My next project is code named Lovely Day. It will be a short prototype for a 2D/3D animated soccer game based on the characters from July Film's "My Little World" animated film. It will be on the XBOX 360 using XNA and the Flat Red Ball Engine (FRB). The reason this is trumping Caster is that I have a more urgent feeling about it than I do for Caster. Also, it will be short and it will be nice having another little something done before jumping back hard core into Caster.
When I put Caster on hold, I decided to start doing some other projects that I wouldn't be afraid to lose to EA. Yes, the odds of the EA legal department caring anything about what I did were extremely small... but they did refuse to grant me an exception for my work when I asked for one, so I didn't want to take any chances. I did the following:
- Created one level of a side scrolling Ninja game for XBOX 360 and Windows using XNA and FRB. I did the game design, the character art, the animation, and the audio work. My friend Victor Chelaru of FRB fame did the programming and our friend Leo did some awesome Background and tile art. A couple of the animations can be seen here and here.
- Created a match 3 game in Flash with the same core game mechanic as Chuzzle.
- Created a painting game in Flash based on the "Romeo and Juliet Sealed with a Kiss" animated film.
- Started working on a XBOX 360 demo with Ryan Petrie (hurri) for the Spark Arts Festival that will be held this October. We worked together on Isosurfer for Pilgrimage 2005 and decided to go at it again.
- Got a Nintendo DS homebrew setup up and going. Compiled and ran some stuff. It was very cool.
- Did a lot of interpersonal and business networking.
Whereas freedom to do whatever you like in life, animation, game development, etc. is ideal, there is a lot to be said for the creativity in how you handle restrictions on your work. Sometimes, the results of having the restrictions are better than if you had all the freedom you desired.
For my closing remarks on this post, I want to give huge props to the people at EA Salt Lake. They've done a great job maintaining the quality of life that we had while we were Headgate Studios. Great things are happening at that studio and lots of exciting projects coming down the pipe for them. I highly recommend the studio for anyone looking to get in the games industry. Honestly, instead of being excited about the new position in Redmond, all I've been feeling is sadness about leaving my good friends at work. It's really been a great place to work.
Sunday, December 17, 2006
Caster on Hold
Viva la indie!
Sunday, December 03, 2006
Headgate Assimilated by EA
On December 1st, Headgate Studios became EA Salt Lake. That's right, Electronic Arts, the worlds largest video game publisher purchased the game development studio I work for. The studio focus is to be on Wii projects for Nintendo.
This is both good and bad for the studio and its employees. Good for “stability”, bad for flexibility. I prefer the flexibility. You can read about my concerns here as well as a well written rant about the situation here. Mostly concerning the fact that EA feels a right to own anything you work on in your time away from work if it's related to the “business” of EA.
It's not just the ownership of my own time that concerns me. It's the new attitude from management that has already become apparent since they took on more projects and accepted the break neck time frames. We've started doing some pretty important stuff for EA and we're now seeing the effects of powerful executives pressing their agenda on us. You can read from my last entry about how we would constantly have to fight EA about how we manage our overtime. Well, management has buckled under pressure and I imagine will continue to do so so long as we remain part of the EA mega corp. I don't like the feeling I have when I go to work anymore. Sure, my tech lead is great and doing what he can, but how long can he keep up the fight under the constant rebuke and pressure? It's been a little while in the works but we've finally become an EA studio with the EA culture of “Crunch hard for our late reviews and feature creep and get the thing out the door!” After considering things, I don't think things will “remain the same as they were” with respect to quality of life. Things were already changing before they purchased the studio.
I don't know if I will stay or for how long. Several more appealing opportunities have become available. I turned down working for EA in the past so that I could work for Headgate. Looks like I just can't get away from them.
I have always had my side projects that I could use keep my sanity and provide me with a creative outlet. EA wants me to stop working on them so I can focus more on my work for EA and not “compete” against them. Well, I will not stop working on them. Weather I stay with EA Salt Lake, or weather I go elsewhere, I intend to continue with my work. That's just the kind of personality I have. There are so many things I want to do—want to create. I won't give up this flexibility for “stability”.
Saturday, November 11, 2006
Perfect Productivity
So in a work meeting yesterday, my team lead mentioned an expression that I really liked--"perfect productivity". Headgate Studios is an independent third party game developer and we work with Electronic Arts. We often fight with EA about working overtime and crunching and it puts a lot of pressure on my project lead. The culture and quality of life at Headgate Studios is something we value and attribute to our great results and high employee retention rate. In order to create quality while keeping to a 40 hour work week, we try to work better instead of longer hours. "Perfect productivity" refers to eliminating distractions and working in the most efficient way possible. When I've worked this way, I always feel I've put in a good day's work. When I don't, I feel somewhat lazy and or dishonest. This doesn't mean you don't take breaks, just that the time you count as work really is good solid work.
So instead of crunching into the late hours of the night away from our family, friends, and hobbies, we opt for 40 hours a week with solid results instead. I'll go into development processes and ideas about effective work methods in later posts, but I just want to point out a sad fact that people know that crunching doesn't work, but they continue to do it anyway... out of fear and habit I guess.
Saturday, November 04, 2006
Educational Games
Just updated my log on my progress this past week. Check it out here: http://www.elecorn.com/caster3d/log.html.
I'm a little ahead which means that I may have time at the end of this milestone to add a few nice things that I put on the back log because of lack of time.
Educational Games
I've been thinking a bit about educational type video games lately (edutainment as some call it). I believe that you can pick anything that you would like to teach (reading, typing, history, problem solving, memorizing, moral issues, etc) and make a fun game with it. However, I also believe that trying to teach too many different things at once can hurt the game.
The design for an educational game should start with what you want to teach. The game should then be built around it. Some people argue this and say it is better to make a good game and "sneak" little bits of learning into it. I say that most games teach things just by their nature and there is no need to "sneak" learning into a well crafted game to this end. Just sticking little bits of learning into a completed game is not a focused effort for teaching that subject and will not be as effective as it otherwise could be. This is not to say that the game needs to focus entirely on the subject to be taught, just that teaching that subject needs to stay as a core motive to the game design.
On a slightly different all games teach something. Some of this teaching makes the game more worthwhile than just in its entertainment value. Some of this teaching is demoralizing. Also, all games and media take time. How do you want to spend your time?
Monday, October 30, 2006
Tight Schedule
One trick to successful scheduling is to be able to cut features to meet your deadlines--usually based on amount of effort relative to importance. This can be quite painful for engineering types like myself. I console myself with the fact that I can always stick them on the backlog and maybe address them at a future date where more time is made available. In reality, they seldom ever end up getting done, but at least the project does!
Friday, October 27, 2006
The Hat has been Thrown!
Schedule | Time in Weeks | Deadline |
Milestone 1: All game mechanics in. Player movement, terrain modifiers, player attacks, upgrade system, difficulty settings, game modes. | 4 | 11/25/06 |
Milestone 2: All enemy types in with placeholder art. | 4 | 12/23/06 |
Milestone 3: All bosses in with placeholder art. | 2 | 01/06/07 |
Milestone 4: All levels in with placeholder art. | 4 | 02/03/07 |
Milestone 5: Sound and music in and working with placeholder for all sound effects and music. | 1 | 02/10/07 |
Milestone 6: Nag screens, purchase encouragement methods. | 1 | 02/17/07 |
Milestone 7: Game mechanics polished. | 2 | 03/03/07 |
Milestone 8: Character and all enemies polished with final art. | 8 | 04/28/07 |
Milestone 9: All bosses polished with final art. | 4 | 05/26/07 |
Milestone 10: All levels polished. Names, textures, terrain types, props. | 4 | 06/23/07 |
Milestone 11: Final sound and music polish. | 1 | 06/30/07 |
Milestone 12: Front end art and polish for all screens. Including fonts. | 4 | 07/28/07 |
Milestone 13: Talking heads. And story polish for all levels. | 4 | 08/25/07 |
Milestone 14: Web site update and purchase methods. Forum. | 1 | 09/01/07 |
Milestone 15: Cut scenes in for Boss levels, opening and end sequences. | 2 | 09/15/07 |
Alpha: Features lock down at this point. | 09/15/07 | |
Beta: ready for beta testing | 2 | 09/29/07 |
Final: Ready to ship. | 4 | 10/27/07 |
I will be posting more specifics on the tasks in each milestone and the progress for these tasks as each milestone comes around. I plan to post them on my web site here.
Wish me luck!
Monday, October 23, 2006
Throwing the Hat Over the Fence
So by the end of this week, I will post my schedule for completion of Caster. Keep in mind that I still need to spend significant time on TweenMaker as well so the schedule will be pretty conservative.
Anyway, the hope is that this will help push me to complete Caster so that we can all play it. Hurray!
Saturday, October 21, 2006
4 Hours Down the Drain
Lots of work down the drain. I was shocked and sad but had learned a valuable lesson. One of the tutorials I had read on computer coloring mentioned saving multiple copies of your image should such a thing as just described happen. I thought it was a little extreme and silly. Well, now I believe.
I decided not to try and resurrect the image (I did have another really old copy in backup) and just cut my losses. Below you will see what I decided to keep.

Experience gained, lessons learned, but oh the cost.
Sunday, October 08, 2006
24 Hour comics
Being a long time fan of comics and having at one time seriously considered pursuing a career in comics, the competition has great appeal to me. A local shop, Night Flight Comics in Salt Lake City hosted for the event and several of my art friends from work attended. The results of what they did will be posted here: http://headgateart.blogspot.com/. I went to visit them on Saturday to support them and see what cool stuff everyone was doing. Very exciting, very cool. I decided that I had an hour to spare (My wife was shopping with her mom in Park City) so I decided to go ahead and see what I could do in one hour... no more. My friends game me some Bristol board, non-photo blue pencils and a pen-brush and I set to work. Sad to say I didn't finish the piece, but here are the results after the hour:

I went ahead and took it home and finished it today in about another half an hour:

So I love the idea of 24 hour comics! The only problem is, I won't do it. Here's why:
- My wife says I am not a nice person to be around when I don't get enough sleep.
- I have family responsibilities that would be difficult to pass off for such a competition.
- I would be doing it on Sunday.
- I would be too tired to attend church properly on the Sabbath.
- I am not in good shape for the competition.
- My hand cramps up after inking for just a few minutes let along hours at a time.
- It's been a long time since I've drawn for a long duration.
- I have never done a full 24 page comic before. I think 12 or 14 was my max.
So next year I've decided to do it... at least as my own self designed eight or twelve hour event. That way I can still have all the fun and not feel awful the next day. ^_^
Tuesday, October 03, 2006
Headgate Art Challenge
http://headgateart.blogspot.com/
We shamelessly ripped off the Blue Sky Studios group http://bsschallenge.blogspot.com/, but we have a better color scheme ^_^.
Work has been progressing on Caster and a 2D game engine project. We also recently release a Mac version of TweenMaker.
I'm currently on the wii team for Tiger Woods Golf 07 doing some controller stuff.
Also, most importantly, a recent addition to my family:
So everything is going well... better than well, great!
Monday, June 05, 2006
New Blog
About Me

- Mike D. Smith
- I am a full time video game developer and a part time indie developer. I have a wonderful wife and 3 kids.