home *** CD-ROM | disk | FTP | other *** search
-
- President's Letter
- by Andrew Welch
-
-
-  
- I haven't been doing "serious coding" for several months now, and often
- people ask me "What exactly *do* you do, then?" As Ambrosia has been
- getting bigger in terms of the number of projects we're working on, the
- number of developers we work with, etc., someone has had to manage it
- all. That someone is me.
-
- My role has been moving towards "producer" and away from
- "programmer" of late. What exactly does this entail? Read on...
-
- But first, I'd like to interject a side note quickly. I've been itching to get
- back into working on a real programming project, something that I'll be
- bringing to fruition soon. Most of what I have been working on in terms
- of programming over the past months has been supporting tools for our
- programmers, as well as debugging products. The low-level experience I
- have (read: many days of torture) allows me to drop into MacsBug, and
- do a decent job finding sticky problems. On the tool side of the fence,
- Ambrosia has created a number of well-documented tools for things like
- sounds, graphics, registration, networking, etc. that serve as building
- blocks for the product we create. These two aspects of my job are
- interesting, but I have the desire to work on a "full project" again. And
- soon.
-
- Now then, when I am wearing my producer hat, I take on a role that is
- analogous to what a movie producer does (albeit with not as much fame,
- money, or as many women... hmmm... I need to think about this for a
- bit, I think :). The first thing that happens when we are looking at working with a developer on a product is
- we evaluate it. Yes folks, that means in the case of a game, I get to play it. It sounds odd to say, but my
- experience playing and writing games gives me some ability to recognize games that I feel have potential;
- often this isn't as easy as it might sound, because we look at products when they are still quite rough.
-
- Assuming we decide the game has potential, the next step involves negotiation and contract-signing with the
- author, getting them familiar with how we do things here, and providing them with our development tools
- (and the inevitable questions/support that this entails). I then begin negotiations with a number of artists and
- musicians that we work with in order to get the ball rolling on those fronts. Throughout the development of
- the game, I often act as an intermediary, coordinating the work of the artists, musicians, and developers, and
- making sure we're all moving ahead full-steam.
-
- As the product progresses, there are a number of peripheral tasks that must be accomplished, such as setting
- up a web site for the product (for instance ), creating the beta testing mailing list and acquiring testers for the
- product, projecting release dates based on the state of the product and the experience of the developer, and
- deciding what information to give out on the product, and when. Jason handles our marketing, and David
- handles our technical support, but both work with me to coordinate what they are working on, such as ads,
- documentation, etc.
-
- The largest chunk of time, however, is spent actually evaluating the product, suggesting features/gameplay
- ideas, and keeping the project on-track. Yes, I play games for a living, to an extent, but it goes much further
- than that. The number of hours that I have logged playing Cythera, for instance, and logging
- suggestions/bugs/ideas for the developer is rather staggering, and necessary, because it's impossible to ask a
- developer to work in a vacuum.
-
- One aspect of the work that I find extremely enjoyable is playing Foley artist; that is, creating sounds for our
- games. One day I brought in a number of vegetables from our local grocery, a mop handle, a bucket of
- water, and other various sundry items. I then shut my door, and began swinging the mop handle around like
- a madman to record the sound of a sword swing for Cythera. Even better, when working on sounds for
- Bubble Trouble, I was screaming, yelling, and making all sorts of crazy sounds (yes, Virginia, I am the
- voice of Binky). A bank representative happened to come in during the middle of my "performance" and was
- rather amused.
-
- Of course, on top of all of this, I play "businessman" and make the decisions about less interesting things
- (such as the purchase of our new servers, setting them up, mirror sites, colocation, blah blah blah).
- Hopefully the attention we pay to our products is evident in the final result. That's the idea, anyway.
-
- Executive summary: Help me, I've become a pencil pusher!
-
-  
-
- Andrew Welch
- Thaumaturgist
- Ambrosia Software, Inc.
-
-    
-
-
-