Results matching “notes” from Pumanchu

What I've Done at Work

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  • Written a PS3 disc layout script in perl. Burned an assload of PS3 bluray re-recordable discs.
  • Write a super-script for installing latest builds.
  • Show team how to emulate Xbox360 from layouts to reduce test time. Started pushing for an internal burn lab.
  • Mostly so people stop using my puter for burning.
  • Forced the issue of moving internal tools bugs out of project databases and into an internal tools bug database.
  • Update: convincing engineering to (re)implement it on precious servers much harder.
  • Enable a spec depot so engineers can recover their borked build clientspecs and I can rest easy.
  • Debugged some crazy low priority game bugs.
  • Wikified lots of wisdom.
  • Wrap Xenon SDK dll functions with ctypes.
  • Read the GUITAR white papers and a similar interpretation in a how-to-auto-test book.
  • Try to recruit people at GDC
  • Sucker people into playing warfish.
  • Used python to start a framework for automated testing.
But more than all this, is the cutting through red tape and internal resistance to good ideas. That is a very tiring battle indeed.

Blind Testing

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Game designers need fresh eyes to see if their game works as designed. There is some overlap in understanding with the terms focus testing and market research, but according to Steve Jackson, the rules of blind testing are pretty simple. If I find my notes, I can illuminate them further. This is what I took away from Steve's GDC 2007 talk:
  1. Frequently get naive users to play your game and observe the playing session personally.
  2. Do not help the users ever except to get them unstuck.
  3. Do not alter the users' impressions of the game. That is your data.
  4. Note everything that is unintended, and act on it in a new design iteration.
  5. Interview the users about their experience and cut through the impressions and advice to get to the core design problems. Do not use leading questions that may destroy your data.
Interesting to note that Warren Spector's company does this once a week. According to  Steve Jackson, this was mandatory at one point, and when the restriction was removed, everyone still attended.

The Monolith team had a presentation in GDC 2007 where they mentioned focus testing and market research. Using some kinds of play testing, they exposed several weaknesses in F.E.A.R.. More telling than what they changed based on feedback was that they admitted that the main weaknesses of the game (slapped on story system, for example) were never tested with naive users. I think they probably would have done better if they had augmented these types of testing with blind testing.

Blind testing is frequently informally performed at work, but to see it integrated into the schedule would be interesting.

NeverWinter Nights 2 Review

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SPOILERS

Will Wright - Video game designer

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The IGDA sponsored this speech; as a game developer, I wanted to see what the IGDA claims to stand for and what the benefit of joining might be. I hold serious reservations about paying 200 bucks to belong to a "non-profit" society which is aligned if not tied to CMP. This is the company which publishes Game Developer Magazine, Dr. Dobbs Journal, and the owner of tradeshows including the Game Developer's Conference.

It'd be cool to join as long as there was accounting of the money's use. But a quick investigation of the website as of July 15, 2001 reveals there is none publicly available. It feels weird that 2 out of 3 website-listed management directors of the IGDA are CMP employees. While I know it's natural for people who are good at managing to assume that role in other organizations, it implies that CMP controls the IGDA.

Reinforcing this idea is the fact that the mailing address for contacting the IGDA is in fact the same address for Game Developer's Magazine, Game Developer's Conference, and the Gamasutra site. The bay area IGDA just formed, and the CMP reps claim the IGDA to be international in scope. Yet the contact info on the website is only for the bay area. If the organization is national and international, should not all chapter contact information be presented?

As of September 25, 2004, the bay area chapter has been forked into San Francisco and Silicon Valley chapters. As of March 18, 2007, the mailing addresses of the IDGA and the Game Developer Magazine are different. Michael Capps of Epic Games serves as Treasurer of the IDGA and is on the advisory board of the GDC. The 2007 staff of GDC, Game Developer Magazine and the CMP game group, and the IDGA advisors otherwise seem distinct.

The IGDA is co-opting legitimate meetings of game developers like the New England area's "Post Mortem". This adds legitimacy to a non-profit organization with close ties to the CMP corporation, and more eyeballs to their magazine and tradeshow. But it has yet to be seen what the clubs and public at large will get out of this besides discounts to the tradeshow and a few free fully-paid admissions to the tradeshow for students.

The student scholarship the IDGA funds is not really a scholarship, but a self promotion. The free fully-paid admission to GDC is called "The Newbie Scholarship". This scholarship with a derogatory title, a $1250 tax rebate for the GDC, could otherwise really give a full-time student money for an appropriate college degree. Or help foot the bill for a junior- or senior-year internship program.

I can't join this thing. A non-profit organization poised to promote the interests of game developers to the public, to government, and to scholastic institutions cannot remain so closely and blatantly aligned to CMP's corporate interests.

As of May 2008, I am a member of the Association for Computing Machinery, but not of the IDGA.


George Lucas - Filmmaker, new media mogul

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My wife works as a business reporter for the San Francisco Chronicle, the sponsoring organization of the Herb Caen lecture series, of which this was a part. Mr. Lucas said plenty of things which are plain untrue of the news media (that no reporters call to fact-check the accuracy of the details of news stories, that papers make up news to sell their papers) and things I strongly believe are not true (that all politicians are corrupt, that citizens should not participate in government because of corruption and frustration, that reporters should not try to entertain with their writing, that newspapers should only report fact and not speculation, that newspapers would be better without advertising money - the money they need to have computers, content and graphics professionals, and to print papers). In his defense, he is a rich superstar of the entertainment world.

I can't defend GL. He has money and experience. He is cynical and disillusioned about his ability to influence politics. He is cynical and disillusioned about modern media. I wonder now if his control of film and digital editing has added to this. He says that he seeks out the truth in filmmaking and when reading/watching media, but tells his audience some lies mixed in with his opinions and asks us to accept this as the truth. In the end, he seems a hypocritical wealthy older man, seeking to shelter his family and himself from the public eye. Nothing wrong with that, unless you're teaching and preaching to viewers.

He's a smart guy with a lot to talk about, but Orville steered away from topics that would have interested me more. And Orville didn't exactly try to skewer GL on any one thing either. Now that would have been a sold-out show worth seeing.

These are notes representing the kernel of the interview, and are not exact quotes. Some of his exact words are here, but it's not 100%. Much is left out, much is mispelled. Anybody interested in hearing or reading the interview should contact the Berkeley School of Journalism for a transcript or recording. At the base of the theater there was a blue-screen tv with his speech coming up as text (I assume for the deaf) so there must be some recording.