So in case any of you wonder what a normal workday is like for us game industry designery folks, here’s a quick rundown of my day:
- Get in at 10:10am. – ALMOST ON TIME! WOO!
- Discover that I got a new shelf. That means one thing… IT’S TIME TO SET UP ALL MY TOYS!
- Have a discussion with the programmers about how to handle important things like how the camera works and what happens when you die.
- Have a meeting with our Project Manager to get caught up on what’s required for the next milestone
- Have a meeting about some big changes to the game. Can’t talk too much about that, of course.
- Called and talked to the writer about the big changes.
- Lunch.
- After lunch I stopped by best by to pick up Lego Star Wars II for research purposes (no I’m not making a Lego game, a Star Wars game, or a II game).
- I also ended picking up Resident Evil: Extinction and Shoot-Em-Up on Blu-Ray. Man, those blue rays must be made out of diamonds or some shit, because those are fucking EXPENSIVE.
- Spent some time checking out Lego Star Wars II. A delightful game — lots of personality.
- Spent the rest of the workday in meetings of one kind or another. Most of them were pretty vital.
- Spent time after hours going through the pile of design applications and tests that accumulated over my vacation.
- Ended the day by coming up with animation lists for a few characters (at least I assume at this point that I’ll do this before I leave. I’m still working on the tests, and it’s about 11:16pm.)
So there’s a breakdown for you.
Hopefully I’ll get a break in the torrent of work that’s piled up so that I can write up another chapter to the “Stealing Game Design” article.
No wonder you didn’t get home until 5:00 am!
I want that Ratchet Dummy Glove thing.
13 hour days?
Also I am sad you are not making a II game.