Week 115 & 116 – Track of time

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.

So I see I forgot to blog in week 115, oops. That week contained my first workday at Yoast, where I settled in quickly and mostly just spent the time setting up my workstation, adobe creative cloud, checking out the publications backlog and getting a feel for the style I’ll be working in. Compared to getting up at 5:45 for my side job, walking into the office at 9 felt very comfortable (even though it takes me 1h45 to get there), and I had one of those moments where you really feel like an adult.

At the end of the week I looked at a place that was a 5-minute walk away from the office (we’ll be moving too, see aforementioned commute time), but it didn’t really meet our standards so unfortunately I had to pass on it.

This past week was more of the same for that matter. Though on tuesday night I went to INDIGO, the annual dutch games industry expo. I had a great time there, if mostly because of catching up with friends and setting appointments to have drinks with them. It was weird to think that last year I had a booth there myself, but I didn’t envy the exhibitors’ aching feet.

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On friday I stopped by the Vechtclub here in Utrecht to have a quick drink with Kars from Hubbub, to kind of cap off our project together. Though it seems it will get a small tail this week. It feels like a weird moment in time, because the project ended perfectly timed with me moving away and starting a new job, and he is moving all the way to Asia! (for half a year). We only worked together on a freelance basis, but I feel more of a connection with Hubbub than any of my other freelance clients. I’ll miss this point in time.

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Soaking up the last of the summer rays at #bierklub

A post shared by Kars Alfrink (@karsalfrink) on

Inbetween it all I lit up Photoshop to finish drawing assets for the game I’m helping out with at Radboud. They were all food items, drawn in a fairly realistic way. I did it that way to match the style of the game without really thinking that much about it, but it was oddly satisfying, and the assets turned out real good.

On saturday I stopped by the birthday party of John Gottschalk, designer on Westerado, and felt invigorated by our shared passion of narrative games. On sunday I saw The Martian, and it was everything I ever asked for in a sci-fi movie. I loved it.

Next week: inktober and a new apartment.

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