Showing posts with label planning. Show all posts
Showing posts with label planning. Show all posts

Saturday, June 29, 2013

Plans And Possible Projects Of The Future


Now that I'm a college student, I need to carefully plan what other projects I'll be working on. I don't have all of this figured out yet, but I thought you all might like to know what I do so that you can at least guess how much longer this relative dry spell is going to last.

First, I'm pretty sure I'll be able to get back to work on my Chiptune EP. Second, I've got a new album idea I'm thinking about. I'm not sure if I'll be able to work it into my schedule or how long it would be before it became officiated, but know that it's on the table. Third, I'm hoping that my webcomic creative juices keep flowing so that Cognitive Observation can become regular again. Fourth, Infiltrator will probably be going on hiatus. Infiltrator was a project that was mainly there for me to have fun trying to code and experiment with game development for the majority of its incarnations, so I kind of saw this as a likely ending for it from quite near the beginning. Fifth, I'm pondering the possibility of choosing 15 topics and doing a third Music Hacker season. This depends in part on my getting a better grip on my schedule, and in part on finding 15 topics I know I can do a good episode about. And last but not least, I'm not really not sure I'll be able to continue being a game analyst. Sure, I still love the medium, but since I don't have time to play games or spend enough time thinking about them to keep interesting content going, I just don't see a wealth of game design articles as a likely part of the content for the next while.

So yea, things are a bit up in the air right now. Thank you for bearing with me while I try to get this stuff sorted out.

    --LazerBlade

Saturday, December 8, 2012

Scope, Ambition, and Realism

I like to think of myself as having some understanding of how to balance anything-is-possible-ambition with where-is-the-feasible-profit-realism. After all, I've released three music albums I care to mention and several hours of music production tutorials. In order to release anything really, you have to understand when you need to spend more time to make something perfect, and when it's good enough and needs to be shipped. You also need to know how to set goals that are ambitious but achievable, especially when working independently in an art like game development. How to balance these ideas while planning the development of a game is the topic of today's article