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<channel>
	<title>Semifat Sediment &#187; working</title>
	<atom:link href="http://sediment.semifat.net/tag/working/feed/" rel="self" type="application/rss+xml" />
	<link>http://sediment.semifat.net</link>
	<description>Relax, it&#039;s just Josh Lee&#039;s weblog.</description>
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			<item>
		<title>On to the next one.</title>
		<link>http://sediment.semifat.net/2010/03/on-to-the-next-one/</link>
		<comments>http://sediment.semifat.net/2010/03/on-to-the-next-one/#comments</comments>
		<pubDate>Fri, 05 Mar 2010 01:03:59 +0000</pubDate>
		<dc:creator>joshlee</dc:creator>
				<category><![CDATA[working]]></category>
		<category><![CDATA[sifteo]]></category>
		<category><![CDATA[trion]]></category>

		<guid isPermaLink="false">http://sediment.semifat.net/?p=1397</guid>
		<description><![CDATA[I'm bummed to be leaving Trion, but even more excited to be starting at Sifteo.]]></description>
			<content:encoded><![CDATA[<p>Yesterday was my last day at Trion. I&#8217;m a little bummed to have left when I did, as the project I was on was really gaining a lot of momentum.</p>
<p>But! I&#8217;m even more excited about where I&#8217;m going to. <a href="http://sifteo.com/">Sifteo</a> is making some really cool things, and I&#8217;m psyched about helping them explore new kinds of gaming experiences.</p>
<p>But! Before I can dig into my new job, I have to get through GDC next week. I assume it&#8217;s going to be good times, but I haven&#8217;t had a chance to look into where the good lectures or parties are going to be happening. So I guess I&#8217;ll be winging it, schedule-wise.</p>
<p>Life is good, but kind of hectic.</p>
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		<title>Clearing out the backlog.</title>
		<link>http://sediment.semifat.net/2009/08/clearing-out-the-backlog/</link>
		<comments>http://sediment.semifat.net/2009/08/clearing-out-the-backlog/#comments</comments>
		<pubDate>Sun, 02 Aug 2009 21:15:05 +0000</pubDate>
		<dc:creator>joshlee</dc:creator>
				<category><![CDATA[working]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[prototyping]]></category>

		<guid isPermaLink="false">http://sediment.semifat.net/?p=1222</guid>
		<description><![CDATA[I'm very, very bad at prototyping in the sense of killing something off once I decide that something else would be a better use of my time.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m good at prototyping in the sense of being able to quickly sketch out an idea to get a sense of whether it&#8217;s worth continuing with; I&#8217;m very, very bad at prototyping in the sense of killing something off once I decide that something else would be a better use of my time.</p>
<p>I&#8217;ve got a dozen little projects I&#8217;d like to be working on right now: small games, web toys, essays, etc. The problem is, I can&#8217;t get started on any of them, because I keep fiddling with the zillion half-finished &#8220;practice&#8221; projects I&#8217;ve got lying around on my computer. Why subject myself to blank canvas syndrome and the stress of starting something new when I could just kill time refactoring old functions, or learning a bit about AS3, or tweaking some parameters on a game that&#8217;s already been overworked half to death? Basically, my hard drive has turned into the front yard of a weekend mechanic: lots of half-finished stuff up on blocks, but nothing that you can actually pull out of the driveway and take into town.</p>
<p>It&#8217;s starting to look like the only way to move forward will be by forcing myself into a ship-it mentality: get these practice projects to a finished state and out the door as quickly as possible. It doesn&#8217;t have to be <em>good</em>, it just has to be <em>done</em>. <a href="http://sediment.semifat.net/2009/07/twagnetic-poetry/">Twagnetic Poetry</a> was the first of these fire-and-forget releases; there are some annoying bugs in it that I&#8217;m probably not going to fix, because the whole purpose of putting it out was so that I could work on something else. I should probably feel bad about releasing half-assed work, but life is short, and I&#8217;d rather spend my time thinking about things that I&#8217;m really excited about than continuing to poke at something that&#8217;s only mildly entertaining to mess with.</p>
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		<title>Tripping over my ego.</title>
		<link>http://sediment.semifat.net/2008/11/tripping-over-my-ego/</link>
		<comments>http://sediment.semifat.net/2008/11/tripping-over-my-ego/#comments</comments>
		<pubDate>Mon, 01 Dec 2008 02:39:53 +0000</pubDate>
		<dc:creator>joshlee</dc:creator>
				<category><![CDATA[working]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[dinerdash]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[retail]]></category>

		<guid isPermaLink="false">http://semifat.net/wordpress/2008/11/tripping-over-my-ego/</guid>
		<description><![CDATA[If I'd gone down a different road four years ago and kept writing about games instead of making them, would I be the Jeffrey Lyons of the gaming industry by now?
]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m wandering through a Half-Price Books in Berkeley, noticing that they sell way too many things that aren&#8217;t books &#8212; why don&#8217;t they call it Half-Price Books&#8217;n'More? Half-Price Mixed Media? Half-Price Miscellany? Half-Price Books Aren&#8217;t Enough to Pay the Rent Anymore? Maybe the likes of Barnes &amp; Noble and Borders have just taught everyone to expect music and movies and whatnot from their bookstores. I don&#8217;t know.</p>
<p>At any rate, some of the half-price things they sell at Half-Price Whatever-you-want are video games; they&#8217;re mostly boxed versions of casual games that digital cool kids like you and I already downloaded and played through a year ago. One of these games is <cite>Diner Dash</cite>, which I have fond memories of, since: 1) I really enjoyed it; and 2) I wrote <a href="http://sediment.semifat.net/entry/2005/03/diner_dash_popmatters.html">a review of it</a> a long, long time ago. (Well, it <em>feels</em> like a long time ago &#8212; it&#8217;s been a busy four years.)</p>
<p>Anyway, I&#8217;m walking past this &#8220;collector&#8217;s edition&#8221; of Diner Dash, and one of the blurbs on the box catches my eye: &#8220;A Momentary Escape From Your Dreary 9-5.&#8221;</p>
<p class="graphic">
<a href="http://www.flickr.com/photos/joshleejosh/3071033141/" title="Diner Dash box by joshleejosh, on Flickr"><img src="http://farm4.static.flickr.com/3270/3071033141_e0ba2213a7.jpg" width="375" height="500" alt="Diner Dash box" /></a>
</p>
<p>&#8220;Hey,&#8221; I think to myself. &#8220;That sounds like something I would&#8211; waaaait a minute!&#8221; The blurb doesn&#8217;t just sound like one I would write, but is, in fact, <a href="http://www.popmatters.com/multimedia/reviews/d/diner-dash.shtml">the one I <em>did</em> write</a> for PopMatters.</p>
<p>My words are being used to shill warmed-up video game leftovers. That&#8217;s kind of awesome!</p>
<p>It makes me think: If I&#8217;d gone down a different road four years ago and kept writing about games instead of making them, would I be the Jeffrey Lyons of the gaming industry by now?</p>
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		<title>New job, new diet.</title>
		<link>http://sediment.semifat.net/2008/10/new-job-new-diet/</link>
		<comments>http://sediment.semifat.net/2008/10/new-job-new-diet/#comments</comments>
		<pubDate>Mon, 20 Oct 2008 14:22:53 +0000</pubDate>
		<dc:creator>joshlee</dc:creator>
				<category><![CDATA[food]]></category>
		<category><![CDATA[working]]></category>
		<category><![CDATA[commuting]]></category>
		<category><![CDATA[lunch]]></category>
		<category><![CDATA[sandwiches]]></category>

		<guid isPermaLink="false">http://semifat.net/wordpress/2008/10/new-job-new-diet/</guid>
		<description><![CDATA[As they say, necessity is the mother of sandwiches.
]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been working at <a href="http://www.trionworldnetwork.com/">Trion</a> for a couple of weeks now, and I&#8217;m enjoying it quite a bit. Unfortunately, the office is in Redwood Shores, and since I&#8217;m too stubborn to move or get a car, I&#8217;ve now officially joined the ranks of the <a href="http://en.wikipedia.org/wiki/Extreme_Commuting">Extreme Commuters</a>. Luckily, I take trains the whole way, which means that the time spent qualifies as Me Time, so hopefully I won&#8217;t <a href="http://sediment.semifat.net/entry/2007/05/commuting_complaining.html">freak out</a> about the daily trip quite as badly as I did when I was cooped up in someone else&#8217;s car.</p>
<p>The big downside to working on the Peninsula isn&#8217;t the commute so much as the lack of food options. There&#8217;s a café in the building, and a few other fast-food places a few blocks away, but all in all, the prospects for decent takeout are pretty grim. I ate my fair share of junk food in SOMA (where most of the really good lunch places are sit-down restaurants, painfully expensive, or both), but at least I had a nice variety of junk foods to choose from.</p>
<p>The silver lining to this culinary cloud is that I&#8217;m much more motivated to pack my own lunch than I used to be. None of the rational arguments for packing a meal &#8212; saving money, eating healthier, controlling portion sizes so that I don&#8217;t spend all afternoon in a food coma &#8212; ever seem to get through to me, but as they say, necessity is the mother of sandwiches. Luckily, I like sandwiches. I&#8217;m switching up breads, fillings, and condiments to avoid monotony, and eventually, I may even branch out into non-sandwich foods that travel well and can be prepared by a kitchen tyro like myself. If anyone&#8217;s got tips, do let me know.</p>
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		<title>Time to recharge.</title>
		<link>http://sediment.semifat.net/2008/09/time-to-recharge/</link>
		<comments>http://sediment.semifat.net/2008/09/time-to-recharge/#comments</comments>
		<pubDate>Sun, 14 Sep 2008 04:54:32 +0000</pubDate>
		<dc:creator>joshlee</dc:creator>
				<category><![CDATA[working]]></category>
		<category><![CDATA[quitting]]></category>
		<category><![CDATA[sega]]></category>

		<guid isPermaLink="false">http://semifat.net/wordpress/2008/09/time-to-recharge/</guid>
		<description><![CDATA[Yesterday was my last day at Secret Level.
]]></description>
			<content:encoded><![CDATA[<p>Yesterday was my last day at Secret Level, which I believe is now called SEGA San Francisco &#8212; although the name change doesn&#8217;t actually have anything to do with my leaving. I was feeling a little bad about ditching a job after barely a year, but then I remembered that I wrote about <a href="http://sediment.semifat.net/entry/2005/01/quitting_shouldnt_be_so_much_w.html">the joys of quitting</a> a long time ago, and shouldn&#8217;t feel guilty for taking care of myself.</p>
<p>If nothing else, having a bit of time off after a year of solid crunch will give me a chance to get some long-put-off basics taken care of, like getting a California driver&#8217;s license and maybe putting some furniture in my apartment. Not to mention the Pacific Northwest tour I&#8217;ll be taking next week to visit people I&#8217;ve done a terrible job of keeping up with lately.</p>
<p>This isn&#8217;t a full-on, capital-Q Quit for me anyway. I&#8217;ll be starting a new job at the end of the month, one that will be a bit of a change from doing AI design on revivals of arcade-style console franchises &#8212; that&#8217;s a pretty narrow niche to let myself get stuck in, and I&#8217;m eager to push myself in a different direction. After the vacation, of course.</p>
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		<title>Where my mouth is.</title>
		<link>http://sediment.semifat.net/2008/07/where-my-mouth-is/</link>
		<comments>http://sediment.semifat.net/2008/07/where-my-mouth-is/#comments</comments>
		<pubDate>Tue, 15 Jul 2008 16:09:55 +0000</pubDate>
		<dc:creator>joshlee</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[working]]></category>

		<guid isPermaLink="false">http://semifat.net/wordpress/2008/07/where-my-mouth-is/</guid>
		<description><![CDATA[Why the hell am I not making games about "nurturing, growth, and affection," or helping players "create new experiences for each other"? I need to put my money where my mouth is.
]]></description>
			<content:encoded><![CDATA[<p>A while back, I was <a href="http://sediment.semifat.net/entry/2007/12/interview_in_the_voice.html">interviewed</a> for a little blurb in the Carleton <cite>Voice</cite> about the changing audience of games. I just stumbled across the e-mail in which I gave my rambling, incoherent answers to the writer&#8217;s straightforward questions:</p>
<blockquote>
<p>> 1. It seems that gaming is gaining an increasingly wide audience,<br />
> particularly in the past few years. Are there reasons that it&#8217;s attracting a<br />
> wider audience, in terms of age/gender/socioeconomic status?</p>
<p>There have always been computer games that are aimed at a general<br />
audience: adaptations of traditional games like Hearts and Backgammon;<br />
interactive stories like Myst; simple distractions like Minesweeper<br />
and Tetris. Unfortunately, big, explosive blockbusters like Doom,<br />
Grand Theft Auto, and World of Warcraft make a lot more noise and a<br />
lot more money, and consequently grab a lot more attention, to the<br />
point where the popular image of what &#8220;video game&#8221; means has gotten<br />
narrower and narrower.</p>
<p>Gaming is a maturing industry, though, and realizes that it won&#8217;t<br />
continue to grow by selling to the same old group of adrenaline<br />
junkies. As the industry widens its view of what its audience is, it&#8217;s<br />
shifting its focus towards genres that previously only got a small<br />
amount of its attention.</p>
<p>As a result of increased attention from developers, games that are<br />
made for the general audience are becoming more creative and<br />
sophisticated. Of course, offering your audience better games to play<br />
only increases that audience, which encourages developers to raise the<br />
bar even more. What we&#8217;re seeing now is a feedback effect, where the<br />
successful games like The Sims and Diner Dash are not only selling<br />
well, but are drawing popular attention away from the Maddens and Gran<br />
Turismos of the world.</p>
<p>> 2. Games like The Sims and Spore &#8212; where it&#8217;s unclear exactly what it means to<br />
> &#8220;win&#8221; &#8212; seem to be (or seem likely to be) pretty popular. Do these represent a<br />
> new way of thinking about games? Are there other examples of games that<br />
> break out of the mold of shooting/sword fighting/racing games that you think<br />
> represent an alternative to what most people traditionally think of when<br />
> they think of video games?</p>
<p>Virtual pets are very popular these days: Nintendogs on the Nintendo<br />
DS, Web-based games like Neopets and Webkinz, and the continued<br />
presense of Tamagotchi on children&#8217;s keychains. (The Sims can also be<br />
thought of as a virtual pet game in its own way.) These games aren&#8217;t<br />
about &#8220;winning&#8221; in the traditional sense of defeating an opponent.<br />
Instead, success in these games is achieved by keeping your pets<br />
healthy and happy, and the reward isn&#8217;t a high score, but the<br />
affections of a simulated animal. Games about nurturing, growth, and<br />
affection are a far cry from the fast cars, big guns, and growling<br />
monsters that we usually associate with video games.</p>
<p>> 3. In your opinion, what&#8217;s the most interesting development in the video<br />
> game industry that&#8217;s going on right now? Do you have any sense where it<br />
> might lead?</p>
<p>Online gaming is becoming the rule rather than the exception: all<br />
three of the major consoles have significant online functionality, and<br />
gaming on the PC is dominated by Web-based casual games and massively<br />
multiplayer games. As this trend continues, the online experience will<br />
become about more than just competition or cooperation, but about<br />
building communities and personal expression.</p>
<p>There are already thriving creative scenes organized around games:<br />
marketplaces for custom-made Sims objects, strategy guides penned by<br />
expert players to help beginners out, parody videos that cut up<br />
recordings of gameplay and set them to music. Games are just starting<br />
to explore the ways in which they can harness this creative energy,<br />
help players to express themselves, and allow them to share their<br />
expressions with others. Massively multiplayer games and virtual<br />
worlds like Second Life are currently making the biggest steps in this<br />
direction, but as games like Spore and Little Big Planet come to<br />
market, we&#8217;ll begin to hear even more about the idea that games don&#8217;t<br />
have to provide a strictly defined play experience, but can be a<br />
platform for players to create new experiences for each other.</p>
</blockquote>
<p>Why the hell am I not making games about &#8220;nurturing, growth, and affection,&#8221; or helping players &#8220;create new experiences for each other&#8221;? I need to put my money where my mouth is.</p>
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		<title>Designer vs. Programmer: Fight!</title>
		<link>http://sediment.semifat.net/2008/02/designer-vs-programmer-fight/</link>
		<comments>http://sediment.semifat.net/2008/02/designer-vs-programmer-fight/#comments</comments>
		<pubDate>Wed, 13 Feb 2008 15:29:37 +0000</pubDate>
		<dc:creator>joshlee</dc:creator>
				<category><![CDATA[programming]]></category>
		<category><![CDATA[working]]></category>
		<category><![CDATA[design]]></category>

		<guid isPermaLink="false">http://semifat.net/wordpress/2008/02/designer-vs-programmer-fight/</guid>
		<description><![CDATA[I spend a lot of my work days doing both design and programming, which is fine, except that the two disciplines are very different. In fact, they're downright contradictory at times.
]]></description>
			<content:encoded><![CDATA[<p>I sometimes refer to myself as an &#8220;ex-programmer,&#8221; but in reality, it&#8217;s hard to get away from coding as long as you&#8217;re spending your days near code. It&#8217;s not so much an addiction as an occupational hazard; sometimes, rather than waiting for your overworked engineers to make that one little tweak you need made, it&#8217;s easier just to do it yourself. But that just makes you a little more impatient the next time something comes up, and you write more and more of your own code until one day the engineers look up and notice that you&#8217;ve grafted an entire framework for AI tuning onto the side of their code base. And then they shrug and say, &#8220;just make sure you don&#8217;t break the build.&#8221;</p>
<p>So I spend a lot of my work days doing both design and programming, which is fine, except that the two disciplines are very different. In fact, they&#8217;re downright contradictory at times, which leads to a lot of conversations like this between some of the voices in my head:</p>
<p>&nbsp;</p>
<p><strong>Programmer Josh</strong>: We are in the business of making systems that are consistent, regular, testable, maintainable, and stable.</p>
<p><strong>Designer Josh</strong>: And <em>boring</em>, apparently. The business that we are <em>actually</em> in is that of making magic boxes that surprise, delight, and entertain people.</p>
<p><strong>P.J.</strong>: Don&#8217;t bring your hippy-dippy talk of &#8220;magic boxes&#8221; in here. Every one-off feature or special case that you introduce makes things that much harder to keep track of and fix.</p>
<p><strong>D.J.</strong>: That may be, but I&#8217;d rather deal with a difficult system than a bored player.</p>
<p><strong>P.J.</strong>: What about consistency? Doesn&#8217;t a strong pattern make the game more <a href="http://sediment.semifat.net/entry/2007/05/levels_of_understanding.html">learnable</a>?</p>
<p><strong>D.J.</strong>: There&#8217;s a difference between being learnable and being monotonous. And don&#8217;t forget that games are all about repetition. What seems like a one-off when you&#8217;re developing the system will still be encountered by the player dozens, if not hundreds of times.</p>
<p><strong>P.J.</strong>: But&#8230; how can you stand to look at all of those stray <code>if()</code> statements? The mysterious timers? The dodgy event interceptors? The HARD-CODED VALUES?! *breaks down weeping*</p>
<p><strong>D.J.</strong>: There, there. It&#8217;ll be all right.</p>
<p>&nbsp;</p>
<p>In the end, Designer Josh almost always wins, because when you boil it all down, the programmer&#8217;s job is to advocate for the safety of the system, while the designer&#8217;s job is to advocate for the richness of the player&#8217;s experience, and the player always comes first. When I was a programmer, I called this &#8220;scope creep,&#8221; but now that I&#8217;m an ex-programmer, I call it &#8220;making the product not suck.&#8221;</p>
<p>Of course, both Designer Josh and Programmer Josh usually end up getting overruled by Schedule-Watcher Josh, who notices how little time we have left before Alpha and starts cutting scope like there&#8217;s no tomorrow. But that&#8217;s another conversation altogether.</p>
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		<title>Gamer demographics.</title>
		<link>http://sediment.semifat.net/2007/11/gamer-demographics/</link>
		<comments>http://sediment.semifat.net/2007/11/gamer-demographics/#comments</comments>
		<pubDate>Wed, 21 Nov 2007 11:56:35 +0000</pubDate>
		<dc:creator>joshlee</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[animal crossing]]></category>
		<category><![CDATA[gender]]></category>
		<category><![CDATA[jade raymond]]></category>
		<category><![CDATA[working]]></category>

		<guid isPermaLink="false">http://semifat.net/wordpress/2007/11/gamer-demographics/</guid>
		<description><![CDATA[Sometimes I wonder.
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.feministe.us/blog/archives/2007/11/19/the-trouble-with-jade/">Sometimes I wonder why I bother making games for these assholes.</a> (Warning: May be dangerous if you are sensitive to misogyny and blog trolls.)</p>
<p><a href="http://www.joystiq.com/2007/11/19/a-heart-wrenching-tale-about-animal-crossing/">And then someone reminds me.</a> (Warning: May be dangerous if you are sensitive to large doses of sweetness.)</p>
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		<title>Signs of the Times: My portfolio.</title>
		<link>http://sediment.semifat.net/2007/08/signs-of-the-times-my-portfolio/</link>
		<comments>http://sediment.semifat.net/2007/08/signs-of-the-times-my-portfolio/#comments</comments>
		<pubDate>Thu, 16 Aug 2007 11:10:27 +0000</pubDate>
		<dc:creator>joshlee</dc:creator>
				<category><![CDATA[internet]]></category>
		<category><![CDATA[working]]></category>
		<category><![CDATA[business cards]]></category>
		<category><![CDATA[eve of destruction]]></category>
		<category><![CDATA[portfolio]]></category>
		<category><![CDATA[signs of the times]]></category>
		<category><![CDATA[youtube]]></category>

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		<description><![CDATA[Replay videos of a three-year-old game that was completely ignored by the press and didn't sell peanuts? No problem.
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			<content:encoded><![CDATA[<p>I&#8217;ve updated <a href="http://joshlee.semifat.net/">my portfolio site</a> with descriptions of some games I&#8217;ve worked on, including <cite><a href="http://joshlee.semifat.net/portfolio/excitetruck">Excite Truck</a></cite>, <cite><a href="http://joshlee.semifat.net/portfolio/eveofdestruction">Test Drive: Eve of Destruction</a></cite>, <a href="http://joshlee.semifat.net/portfolio/pencilflick">&#8220;Pencil Flick&#8221;</a>, <a href="http://joshlee.semifat.net/portfolio/sudoggle">&#8220;Sudoggle&#8221;</a>, and my latest game-in-a-business-card, <a href="http://joshlee.semifat.net/portfolio/bprmn">&#8220;Bunny/Pig/Robot/Monster/Ninja&#8221;</a>&#8220;:</p>
<p class="graphic">
<a href="http://www.flickr.com/photos/joshleejosh/1106581195/" title="Photo Sharing"><img src="http://farm2.static.flickr.com/1343/1106581195_e8f483ac8c.jpg" width="500" height="375" alt="Moo Minicards: Bunny/Pig/Robot/Monster/Ninja" /></a><br/><br />
Bunny/Pig/Robot/Monster/Ninja.
</p>
<p>While I was writing up my notes on <cite>Excite Truck</cite> and <cite>EOD</cite>, I was trying to figure out how to dig up screenshots of the games to use. Grabbing screencaps off of my TV would be a pain, and most publicly available shots have huge logos plastered all over them. Besides, few of those screenshots really illustrated the specific work I did on the games, and <em>besides</em> besides, still images can never really do justice to the kinetic nature of video games.</p>
<p>But we&#8217;re well into the age of <a href="http://sediment.semifat.net/entry/2006/04/obsessions_and_complusions.html">YouTube</a> now, and when they say that you can find clips of <cite>anything</cite> on the Web, they&#8217;re not exaggerating. Replay videos of a three-year-old game that was completely ignored by the press and didn&#8217;t sell peanuts? No problem. In fact, the kids out there will do you one better: this video of some guys playing <cite>EOD</cite> even shows off a level <em>I worked on</em>, and was pretty proud of to boot:</p>
<p class="graphic">
<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/iokkMqRVe-c"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/iokkMqRVe-c" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object><br />
Mankato Red Rover: yar!
</p>
<p>The fact that the video has the voices of the players enjoying the game makes it an even better representative piece for my work. It&#8217;s like the Internet is trying to help me find work!</p>
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		<title>Back to the slack once more.</title>
		<link>http://sediment.semifat.net/2007/08/back-to-the-slack-once-more/</link>
		<comments>http://sediment.semifat.net/2007/08/back-to-the-slack-once-more/#comments</comments>
		<pubDate>Sat, 11 Aug 2007 13:09:55 +0000</pubDate>
		<dc:creator>joshlee</dc:creator>
				<category><![CDATA[working]]></category>
		<category><![CDATA[mgi]]></category>
		<category><![CDATA[slacking]]></category>

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		<description><![CDATA[All good things must come to an end, and my contract at MGI is no exception.
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			<content:encoded><![CDATA[<p>All good things must come to an end, and my contract at MGI is no exception. My boss actually went on vacation a few days ago, and my team lead has been out sick, and neither of them had bothered to tell anyone else that I was leaving, so I got some pretty priceless double-takes when I offhandedly mentioned that I wasn&#8217;t going to be in the office on Monday. Another in a long line of lessons in the school of &#8220;if you want it done right, send your own all-company e-mails.&#8221; I suppose, though, that an awkwardly surprising escape is marginally preferable to a prolonged goodbye.</p>
<p>At any rate, I&#8217;ll be able to sit on my couch and play video games for a while &#8212; maybe a couple of days! &#8212; before I have to settle down for some hardcore job hunting. If you know anyone who needs a game designer, web developer, or writer, have them give me a holler.</p>
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