speed us away
“To do the thing, you have to do the thing.” To be a writer, you must write; to produce things that people read, you must write them down and put them where other people can read them. Further, to do those things, you must spend time doing them, which means you must be conscious and deliberate about making that time.
I have not been conscious and deliberate about much besides work, for the past six months. I’m deeply grateful that I’ve found a place to work and to work well, but gosh there has been a lot of work that needs to get done.
A great deal of that work has simply been “figuring out what work needs to get done.” Someone once made the observation that making video games is a bit like making movies if you had to invent the movie camera every time you made a new movie, which is more true than otherwise. There’s so much that you don’t know until you know it.
Perhaps soon I’ll sort through what it means to try and make a video game when you don’t know how to make it, but for now, here’s some other stuff that’s happened:
- I was promoted to Lead Mission Designer at work.
- I turned 41.
- I made the decision to try and move back to Austin later this year.
- Coinciding with the final battle in Oathsworn, I released An Hour of Wolves, a game about making a final stand against an overwhelming army of evil.
- I launched a new podcast, Paper Labyrinths, with my good friend nic. It’s a conversation series with other designers, particularly those designers whose work exists at the intersection of different mediums. We’ve had some lovely conversations. It comes out once a month, at the beginning of each month. Give it a listen, even if you’re not a designer!
- I just had a fun vacation to some fun places nearby, including the new Universal Epic theme park, and the Ringling Art Museum in Sarasota.
There’s probably more. I’ll try and remember some of it when next I post, which hopefully will not be in six months.