Wednesday, May 21, 2008
Details
Since writing my massive to-do list for the Incident at Long Rock Junction project, I've done a lot of just looking at it. The phrase the devil's in the details has repeatedly come to mind, because it 's the details that I spent a few hours writing down last Friday. Those details represent a very labor intensive, deliberate form of work which, if done right, will all connect and make sense. In hindsight I'm very glad that I took the time to determine a priority order, because I think otherwise I would have spent a lot more time just staring at the document, transfixed. I've found that there's a difference between knowing "there's work to be done" and knowing "exactly what every stitch of that work entails".
Saturday, May 17, 2008
4 Month's Later...
As evidenced by the dates on these two most recent posts, the pause in development has been significantly extended! And truthfully, what had been planned as a two week, "get everything you can done" push has evolved into a 4 month "let's make what we're already working on as
high-quality as possible" extravaganza. A popular phrase among game-makers is "a late game is only late until it's shipped, but a crappy game is crappy forever".
Taking into account the changes that the Help Desk (and the CITES organization as a whole) has undergone, the longer-then-expected development cycle makes sense. We went from having 3 team members to only 2, and one of those (Nathan) was given a heap of much higher priority responsibilities. This triggered a need for me to get used to HTML, and jump into the world of training content creation (an arena I previously stayed out of). Changes of this type are rarely anticipated, even in the relatively stable world of education, but they do not always have a negative impact. Nathan and I have had a golden opportunity to inject some much-needed love and care into our Voyage to the Unknown game, and I believe that our extra work significantly contributed to it's success when it was recently released to our student staff. So there's an announcement for you; we've got one game in the can.
Additionally, Voyage to the Unknown is also nearing completion. In the interest of good project management practices, I've created a master to-do list, assigning item priorities and tentative "due by" dates. As I'll be in Salt Lake City for most of this summer, our having a clear picture of what we need to accomplish and when is going to be critical. More updates next week!

Taking into account the changes that the Help Desk (and the CITES organization as a whole) has undergone, the longer-then-expected development cycle makes sense. We went from having 3 team members to only 2, and one of those (Nathan) was given a heap of much higher priority responsibilities. This triggered a need for me to get used to HTML, and jump into the world of training content creation (an arena I previously stayed out of). Changes of this type are rarely anticipated, even in the relatively stable world of education, but they do not always have a negative impact. Nathan and I have had a golden opportunity to inject some much-needed love and care into our Voyage to the Unknown game, and I believe that our extra work significantly contributed to it's success when it was recently released to our student staff. So there's an announcement for you; we've got one game in the can.
Additionally, Voyage to the Unknown is also nearing completion. In the interest of good project management practices, I've created a master to-do list, assigning item priorities and tentative "due by" dates. As I'll be in Salt Lake City for most of this summer, our having a clear picture of what we need to accomplish and when is going to be critical. More updates next week!
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