Week 91

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.

Being your own boss is no field trip. One week it feels like the business is on fire, the other like I’m living on borrowed time. Especially around tax time when I can hand 21% of what I’ve earned back to the government. But one of the big improvements to my business I’m instituting this year is time tracking. I used to track my time with just a txt file for client projects where I had billable hours, but I never tracked all the hours I spend on my own games, comics etc. And those are far and away most of the hours I put in. So I’ve started using Toggl. It’s free and perfect for what I need. I worked with it before at Paladin, and I saw Kars using it at Hubbub recently and thought oh yeah that’s smart.

Speaking of Hubbub, we’ve been whittling away at the beta for Home Rule. It might have been kind of ambitious to try and recreate the iMessage interface in Unity, but Alper got pretty far with it. This week is more tweaking and improvements to get everything ship-shape for the playtest tomorrow.

I figured I’d have more work of Home Rule this phase, with the concept redesign following the alpha and all that, but Kars did a great job doing the heavy lifting on the game design. This freed up some time to work on the Transavia illustrations for Hoog+Diep. I sent out a test illustration previously which was liked, so I sketched out all the illustrations in greater detail. On friday Transavia and Neckermann looked at it again and they were very positive.

Inbetween I found some time to start on my #wizardjam entry, a gamejam held on the Idle Thumbs forums. I had wanted to participate in #adventurejam but the timing didn’t work out, so this was a nice way to still get jammin’, and the Idle Thumbs episode titles proved ripe ground for ideas. I’m working on a small topgun-jetfighter-switches-flipping game called MaydayMayday Cockpit Freakout, which I plan to be releasing tomorrow.

It feels like I’m jumping from project to project, but since MaydayMayday is tiny and has a definite deadline it takes precedence over Reconquista, which I’ll also be releasing soon. Reconquista just has a few loose ends in the design which make it hard to finish.

On top of that I also got an interesting call from Menno at Mindbreaker Games. They’re working on a P&C adventure game and are crunching out a demo for a grant proposal, and if that goes through they might want to work together, as our interests and goals are similar. So more on that in the future perhaps.

Next week: bustin’ to get all these projects done on time.

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