I spent most of last week preparing for a face-to-face interview, pouring over the job description and reviewing every detail so as to be prepared for whatever the interviewer might bring up – this meant putting just about everything else on hold and using every waking moment to study.
The interviewers seemed pleased with me, and I was disappointed to learn that the job descriptions were erroneous; most of what were listed as, “required skills” weren’t required at all! What a waste…
Earlier this week, I received a call back from the recruiter explaining that they elected to go with someone else. In short, a week wasted and nothing to show for it but a heaping helping of disappointment…
After about a day of laying about and feeling sorry for myself, I decided that what I really needed was to focus on something productive… the game I’d set aside to study up for the interview was sitting there, 90% done, waiting for me to cross the last mile…
“If you know where you’re going, you can get there very fast.” – Grandmaster Henrik Danielsen
The most time consuming part of making any game is getting a clear picture of what you want to do. This is true for every component, whether it’s creating artwork, making sound effects, writing music or programming.
Of these, artwork is probably the most difficult (for me) and time consuming… Often times, I may not have a clear mental picture of what I want to do, and haven’t developed a good system for working through ambiguity yet – but once I do break through, things move very quickly!
I’ve accomplished more in two days than I have in the last 2 months, and the end is in sight! All that’s left is just putting in the time I need to spend to get through the last few pieces, a few days more to test, then on to distribution!
With luck, I’ll have a successful YouTube marketing campaign and will sell enough copies to support myself until I finish Beaster’s Dungeon.