I've recently been trying to trim down on the amount of stuff that I own for a few reasons. I've been shedding primarily CDs, DVDs, books, games, and comics, though that has also expanded to random knick-knacks, toys, kitchen supplies, furniture, electronics, and just about anything else that I feel like I don't really need. I've sold things at the local Record Exchange, half.com, and Craigslist, donated to Goodwill, or recycled them at a great Pittsburgh recycling center called Construction Junction.
The first reason for this purging of stuff is spatial; my boyfriend Kristopher and I are moving in together in August so we're going to need to consolidate and purge a lot of our redundant furniture and kitchen supplies. Having fewer things in my apartment also makes for a cleaner-feeling and less cluttered place.
The second reason is financial. I'm not in dire straits financially, but I've been attempting to be better with money now that I'm not in school anymore. I'm not getting rid of things to make a substantial amount of income, but getting a little bit of extra cash gives me a nice buffer.
The final reason is psychological. Over the years, I've been accidentally collecting more and more things, and every time I move, I end up being amazed at the amount of clutter that I've accumulated. It'll be easier and less wasteful if every time I move I just have fewer things to actually move or throw away or recycle.
Another point tied to this purging of stuff is just not acquiring new stuff as well. I have resolved not to buy any new games until I play through all of the games that I currently own and haven't touched. Once I finish all of the games that I currently have, I'll restart my Gamefly account for playing other new games.
There's a much larger topic in how our current society has transformed us into a horde of consumers, but I'll leave that rant to people who are more qualified than me; the main goal that I've set for myself is making sure that I don't fall back into the habit of buying and collecting new things that I really don't need.
Sunday, March 29, 2009
Friday, March 27, 2009
My first year: Part 1
It's been almost a full year since I've started a full-time job as a producer in the games industry, and it's been quite a whirlwind ride. I've learned a number of hard lessons, met a lot of new and interesting people, and have realized how much I still have to learn in this industry. I'm going to write a series of posts discussing the things that I've learned so far this year, and set some goals and tangible steps forward in how I can try to apply from the lessons that I've learned.
In this post I'm going to talk about one of the larger issues that has stuck out in my mind in this past year:
Taking on more responsibility than you can handle.
This topic is incredibly common and can be applied to just about any job, not just jobs in the games industry. From October 2008 through mid-March 2009 has been one of the more stressful times in my work experience, and this was due to having to tackle two projects ramping up almost simultaneously. Without getting into too much detail about the projects themselves (one was canceled, the other is still unannounced), one of the projects had what might be considered a perfect storm of complications (I'll call the canceled project "Project A" and the unannounced project "Project B").
In terms of how this related to me, I had to coordinate Project A, as described above, while also coordinating Project B. Between the two projects, I ended up having to spend a great deal of time during the day attending meetings and putting out fires, which led to me having to pull extra hours to finish my actual responsibilities. A number of factors that made the project so difficult were out of my hands, but there were some actions I could have taken that might have helped the team's situation.
Better meeting design
Everyone hates meetings, but it's also difficult to balance this out with making sure that everyone is communicating and has the information that they need. As a result, a lot of the time when questions came up, we would resolve them by having meetings for the relevant people. What ended up happening was that the leads and I were spending more than half, if not our entire days in meetings. Some of these meetings were vital, others were useless.
Putting out fires vs. longer term planning
In all projects, fires pop up all over the place and the general response is to put them out as quickly as possible before the fire spreads. What ended up happening was that I ended up putting out fires all day long and not spending my time focusing as much on the bigger picture and planning for the entirety of the project. I should have been more assertive in letting those fires burn a little bit, making a better plan of action, and then acting instead of being reactionary to every single fire. Keeping the bigger picture in mind was my responsibility, and I let that slip by focusing on what was loudest and most in my face.
Leads are full-time managing positions
One of the larger mistakes that I ended up making was relying on the leads of Project A to both manage their respective disciplines as well as generate actual content for the games. We had originally set out for the leads to exclusively manage, but due to the limited staffing that we had, we ended up having to lean heavily on leads to basically do two jobs. As one can imagine, this did not end well as the leads (and other team members too) had to crunch and take a hit in their work/life balance. It was very difficult to see any other clear alternatives at the time as we were interviewing as fast as we could to help offset this workload, but we also had some immovable deadlines and milestones staring us in the face.
I should have been more assertive and diligent in making sure the leads were leading, instead of leading and developing content at the same time. This mistake was by far the worst of the bunch as this affected not just people's work, but also their personal lives.
There were a number of other smaller mistakes that I made in the course of the project before it was canceled, but these were by far the biggies. In retrospect, we were quite lucky, as we had the opportunity to get paid to learn these tough lessons, and with all mistakes, the important part is making sure that one doesn't repeat them.
In this post I'm going to talk about one of the larger issues that has stuck out in my mind in this past year:
Taking on more responsibility than you can handle.
This topic is incredibly common and can be applied to just about any job, not just jobs in the games industry. From October 2008 through mid-March 2009 has been one of the more stressful times in my work experience, and this was due to having to tackle two projects ramping up almost simultaneously. Without getting into too much detail about the projects themselves (one was canceled, the other is still unannounced), one of the projects had what might be considered a perfect storm of complications (I'll call the canceled project "Project A" and the unannounced project "Project B").
- Project A had an incredibly short timeline.
- We had to hire up very quickly.
- We were developing on hardware and with an engine we'd used in the past, but had never taken a project from start to finish on that platform.
- We'd never worked with our publisher or licensor before.
In terms of how this related to me, I had to coordinate Project A, as described above, while also coordinating Project B. Between the two projects, I ended up having to spend a great deal of time during the day attending meetings and putting out fires, which led to me having to pull extra hours to finish my actual responsibilities. A number of factors that made the project so difficult were out of my hands, but there were some actions I could have taken that might have helped the team's situation.
Better meeting design
Everyone hates meetings, but it's also difficult to balance this out with making sure that everyone is communicating and has the information that they need. As a result, a lot of the time when questions came up, we would resolve them by having meetings for the relevant people. What ended up happening was that the leads and I were spending more than half, if not our entire days in meetings. Some of these meetings were vital, others were useless.
Putting out fires vs. longer term planning
In all projects, fires pop up all over the place and the general response is to put them out as quickly as possible before the fire spreads. What ended up happening was that I ended up putting out fires all day long and not spending my time focusing as much on the bigger picture and planning for the entirety of the project. I should have been more assertive in letting those fires burn a little bit, making a better plan of action, and then acting instead of being reactionary to every single fire. Keeping the bigger picture in mind was my responsibility, and I let that slip by focusing on what was loudest and most in my face.
Leads are full-time managing positions
One of the larger mistakes that I ended up making was relying on the leads of Project A to both manage their respective disciplines as well as generate actual content for the games. We had originally set out for the leads to exclusively manage, but due to the limited staffing that we had, we ended up having to lean heavily on leads to basically do two jobs. As one can imagine, this did not end well as the leads (and other team members too) had to crunch and take a hit in their work/life balance. It was very difficult to see any other clear alternatives at the time as we were interviewing as fast as we could to help offset this workload, but we also had some immovable deadlines and milestones staring us in the face.
I should have been more assertive and diligent in making sure the leads were leading, instead of leading and developing content at the same time. This mistake was by far the worst of the bunch as this affected not just people's work, but also their personal lives.
There were a number of other smaller mistakes that I made in the course of the project before it was canceled, but these were by far the biggies. In retrospect, we were quite lucky, as we had the opportunity to get paid to learn these tough lessons, and with all mistakes, the important part is making sure that one doesn't repeat them.
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