Mark Grossnickle Contact me Create your resume on DoYouBuzz

Mark Grossnickle

Mark Grossnickle
    Infos
  • United States

Professional Status
Employed

Job/Career Unavailable

Senior Flash Developer at The Basement Design + Motion

Hardworking problem solver with five years of experience working in multi-discipline teams to produce high end solutions within strict deadlines. Continuous learner who is passionate about keeping up with the latest technology. Active community member with an untainted ambition to make a difference.

Blog

Freebie! Baby Monkey weekend Give-away

20/11/2011
Kihon is running a special this weekend by offering Baby Monkey (Going Backwards on a Pig) for free.  If you haven't already, now is the time to check it out!

Still hesitant?  Whats wrong with you!  Check out this review, it sums up our new features such as Costumes, Backgrounds, Free Monkey Bucks, etc.  Review.

Speaking Monday at UofA

19/11/2011
I'll be at UofA Video Game Developer's Club this coming Monday, Nov. 21st.  It'll be at 5pm in the Gould-Simpson building, room 813.  I believe non-students can attend.  More details can be found on the club's homepage: https://sites.google.com/a/email.arizona.edu/ua-video-game-developers-club/

If you are in town, come check it out.

Baby Monkey (Going Backwards on a Pig) ... THE GAME!

05/08/2011
DISCLAIMER!
DO NOT CLICK ON ANY OF THESE LINKS UNLESS
YOU DON'T MIND THE SONG BEING STUCK IN YOUR HEAD FOR 15 DAYS.  

Kihon partnered with youtube sensation Parry Gripp. It was released in app store this morning and can be found here.  Its based on Parry's popular Baby Monkey youtube video.

SURGEON GENERAL'S WARNING! 
KEEP OUT OF THE HANDS OF SMALL CHILDREN 
AS THEY MAY PLAY THIS CONSTANTLY WITH THE VOLUME ON FULL!

Parry also released a Game Trailer to accompany the release which you can check out below:


DON'T PANIC! 
IF THE MUSIC IS STUCK IN YOUR HEAD IT HELPS TO SHARE IT WITH OTHERS, 
IT WILL MAKE YOU FEEL BETTER. PROMISE!

Sooo. What are you doing here still reading?  Go download Baby Monkey (Going Backwards on a Pig)!






Would you like to connect? Casually?

18/07/2011
I am looking forward to checking out Casual Connect Seattle this week.  If you have any interest in meeting up, shoot @kihongames a tweet and we'll work it out.  We should be carrying a demo around of our latest game, which is finished but we are just coordinating some launch details.  Hope to see you there.

Cheers!

1 Year of Sun Turns a Developer into an Entrepreneur

01/06/2011
June marks 1 year since I packed up, left my corn-fed Indiana life, and moved to the Tucson desert to make games for Sony.  I had the chance to ship one game with Sony, which was an outstanding experience.  But unfortunately, the Facebook landscape changed enough during development that the virallity of our game (wildlife refuge) did not stand a chance and we ended up in the red.  Turns out, our game wasn't the only one struggling at Sony Online Entertainment and the Tucson studio was closed back in April (along with Seattle and Denver).

Soooo.  Why am I still in the desert?

Good question.

Besides the perpetual sun, lack of tornadoes, and beautiful mountains, I also found a job here.  I use the term 'job' loosely here as most jobs typically pay money... ;)

Myself and 4 colleagues started a game studio we dubbed Kihon.

I am very excited to be a partner in this adventure into the world of indie development.  I do not think I could have found a more talented, passionate, and enjoyable group to collaborate with.  Follow our antics on twitter here.

Nuff of the mushy stuff.  I plan on writing more on Kihon.  Feel free to drop any questions below... What would you like to know about making mobile games, about starting a studio, etc.   I'll try to be as transparent as possible.

Cheers for reading!

Do Positive Reviews and PR lead to Being Featured in the App Store? ( Part 2 )

27/03/2011
In Part 1 I decided to follow #Sworcery and see if positive reviews and pr could lead to being featured in the App Store.

As I stated before, this is by far not a fool proof case study since I do not know if #Sworcery is doing any advertising in conjunction with their PR.

With that disclaimer out of the way, lets see how #Sworcery is doing.  Last we looked they were not in any of the list: top apps, featured, staff pick, hot, or new & noteworthy.

Today the landscape has changed for #Sworcery... drastically.  Right off the bat, they are listed as 3rd on the TOP PAID iPad Apps list.  912 Ratings at 5 Stars... wow!  Scrolling down... they are listed #6 on the TOP GROSSING ipad Apps list.  OK, lets check featured.  New and Noteworthy for all apps? Nope. Staff Favorites? Nope.  Wait a sec... there it is scrolling in the top banner.  iPad Game of the Week!  Ok, so its the game of the week, but its not in the New and Noteworthy. Interesting.  Moving on to What's Hot.  Nothing. Not even in the banner.  So it went from no where to the top charts and it is not considered Hot... interesting.  Lets check out the Games Category.  Featured and in your face, top iPad Game of the week showing up in the top banner.  Also, #1 under New and Noteworthy.  Ok, so it wasn't noteworthy for all Apps, but apparently very note worthy for games.  Strange, since other games appeared in New and Noteworthy for all Apps.  But anyways, moving on to What's Hot for Games.  Nope, not there.

Ok, in summary:
#3 in Top Paid Apps
#6 in Top Grossing Apps
Displayed in Banner for 'Featured' and in the Games Category as iPad Game of the Week
#1 in the Games Featured list

Not to shabby. Hell, that is freaking awesome for them.

Idiocracy - Zach Braff


Do I think the PR, reviews, and general buzz helped them get featured as iPad Game of the Week?  Of course I do.  Can I prove it?  Unfortunately, I can not.  Without access to the 'GateKeepers' at Apple, no one can.

One could argue that this game is spreading due to the twitter integration which is there for ANYTHING you click on.  I personally haven't seen many tweets on it, but apparently others have as Hilary Goldstein, Editor-in-Chief at IGN recently posted:

Starting to feel like #sworcery tweed are zombie chants. I see one and it's like, "They got you too!"
I am sure that has helped.  Do a quick search, results keep trickling in. It is an endless stream of free advertising goodness.  They are owning the word 'sworcery' in the seo world and its working to their favor.  Regardless of whether it intrigues twitter users or pisses them off (due to spam) it is drawing attention to the game.

Ok, so that is one aspect outside of traditional reviews/blogs that is helping their numbers.  What about word of mouth? Do people enjoy the game?  I would think most of these people tweeting enjoy the game... otherwise they wouldn't post it on their wall.  But tweeting in game content is not quite the same as telling your friends that this game is awesome, go check it out.  Judging by the fact that 852 of the 915 ratings are 5 stars, I think it is safe to say this is getting positive word of mouth.  Only 25 Four stars. 9 Three Stars. 2 double stars. And 23 singles.  That is incredible!

I honestly don't get it. Maybe I am not far enough, but I find this game extremely boring. Sorry.  I respect the fact that it is indie.  I think it has a cool art style, yet I am not enthralled by it.  Music is great, A+ there.  But as a game, its flat out boring. Lots of clicking and panning.  Just not my cup of tea I guess.  I would have given up on it long ago if I hadn't spent 5 bucks and wasn't writing this blog series.  I'm going to keep clicking my way further and hope the game opens up into something more fun. But for now, I would tell my friends to not waste their money.

Anywaaays, 852 Five Stars?  Top iPad Game of the Week?  I guess I am in the minority on that one.  I'll be interested in seeing if a majority of these initial reviews are from people who have been following the game for awhile and have bought into the buzz.  Now that it is featured and mainstream, I wonder if the majority of future buyers will appreciate the indie flair.  I suspect Part 3 of this blog series will look closely at the reviews and any changes in the charts.  Can the game maintain its position or was a just a burst?  That insight may just help us deduct just how #Sworcery made it into the featured list and onto the main stage.  Stay tuned.  And as  always, share your thoughts below.

*UPDATE*
I don't see the need to post a part 3.  #Sworcery's reviews have stayed strong, dropping just slightly under a full 5 stars.  Apparently I am in the minority and my theory that their ratings would drop have been debunked.  They have fallen out of the top 25, but I would not be surprised if they jump right back up there when the iPhone version is released or if they even choose to run a special below the 4.99 mark.

In summary, I believe the reviews and PR helped, either by getting them noticed by Apple or getting them noticed by the masses and then by Apple.  A solid product, twitter integration, and great community relations also played a major role from my outsider viewpoint.
*UPDATE END*

Do Positive Reviews and PR lead to Being Featured in the App Store?

24/03/2011
I had an interesting exchange w/ a guy from g4 who claimed:

"The way mobile games are priced, they're typically an impulse purchase vs. someone seeking them out based on coverage."


That made me stop and think a bit.

Ok. I can't argue that once a game is in front of someone's face its not an impulse buy. BUT, it can only be an impulse buy when its in the checkout lane, not when you have to ask the store clerk what aisle its in.

Where are the swedish fish!?

The holy grail for many app developers is to become a Staff Pick, Featured, and then ultimately hit the Top Charts.  Once you do that, then you have the impulse factor working in your favor.  But this all occurs well after the snowball has already started down the hill. The real question is how do you get noticed by Apple and hit one of those lists?

Going back to my initial conversation, could reviews and positive PR lead to being Featured in the App Store?

With that question fresh in my mind I started noticing chatter about "SuperBrothers: Sword and Sworcery".  Do a quick search, there is a fair amount of buzz about the game online. [insert LMGTFY link here... ]   9.5 from IGN.  Now that is nothing to sneeze at.

OK, so we have positive PR and positive reviews.  Lets check out the top iPad apps... its not listed.  Featured? Nope. Staff pick? Nope. Hot? Nope.

Ah, Release date is tomorrow. Hmm, that is weird. I still was able to purchase it. (downloading now)

So I am wondering, can their positive PR and Reviews lead to being featured?  Lets watch and find out. Its not a fool proof case study... not even close. I don't know if they are advertising.  I don't know if a staff member will feature this game because they like it, without even reading a review.

Still, I find the exercise interesting.

If you see any advertising for the game, please let me know.  As well as if it hits any of apple's charts.

I'll be keeping an eye on it and will report back what I find.  In the meantime, my download is done so its time for some sworcery.

The People Have Chosen

11/03/2011
The People's choice for Hackathon came down to a photo finish.  Winner, gets FDT Max. Runner-up, joins the rest of the participants and receive FDT Pure. (thx Bruno!)

Voting was done by using the game's MochiPop score (how often they are played over time).  You can find any game's MochiPop by searching for the game via MochiGames.

When voting came to a close, we had 2 games tied in first at 59 MochiPop: New Continents & Earthquake.

I gave the contestants each 5 days to break the tie by pimping their games and encouraging people to play.  At the end of the five days, both games improved their MochiPop, but one game more so than the other.

Our winner of  Stanford's Hackathon Game Competition's People's Choice 2011 (haha, how long of a title can I make this??) is Earthquake!

Congrats to the winner and congrats to all the participants who will now receive a free copy of FDT Pure.

Thanks to everyone for participating, playing, judging, supporting, and just being Benevolent.

Ok, I promise, no more blog posts about this competition!  ;)

And the Winner is...

25/02/2011
The judges have spoken and the votes have been tallied.  It was a very close competition, cheers to all of the entries!  Below are the top three winners from the Hackathon Game Competition.  If you participated and I have not yet reached out to you, please send me your contact information so I can put you in touch with our sponsors. My contact: ickydime[ at ]yahoo.com


THIRD PLACE WINNER

Earthquake  
Earthquake

$50 donated by Mochi Media
Featured on GamesChart 



SECOND PLACE WINNER:

$100 donated by Mochi Media
Featured on GamesChart 




GRAND PRIZE WINNER:
Food Bank Delivery
Food Bank Delivery 
by Jacob Grygowski


One Master Adobe Suite donated by Lee Brimelow & Adobe
One Pro License to GameBuilder Studio (once it is released)
Feature Review by JayIsGames 
Featured on GamesChart 


ALL PARTICIPANTS:
This includes the above winners along with: New ContinentsThe Feeder, and PYC - Pair Your Charity.

FDT 4 Pure donated by Bruno Fonzi of FDT ($129 value).
Invite to Private Beta to GameBuilder Studio 
Single Developer License to Push Button Engine's Isometric Component ($50 value).  
Recognized as Hackathon Supporters and projects will be displayed/promoted in our official records and online releases.


Voting Continues for People's Choice award.  We will announce the winner for People's choice at the beginning of March.

Thank you to all of the judges for taking the time to thoroughly play and critique each game and thus make this event a success: Jeff FultonSteve, FultonIain LobbKeith Peters, and Squize.


New Job: Going Freelance / Indie (Game Development)

21/02/2011
Roughly two weeks ago I parted ways with Sony.  It was a short ride, but very fruitful.  My exit was on the best possible of terms and I have been told the door is always open to return... which is the ideal situation whenever you part ways.  I believe my exit went smoothly mainly because I made sure I stayed on board with Wildlife Refuge all the way from start to finish and waited until we were in a stable maintenance mode before I made my departure.  I highly recommend making every possible effort to tie up any loose ends and meet any previous obligations before departing ways w/ an employer... although I realize that can not always be done.

Anyways, I learned a great deal from working with the Tucson Studio and feel I am much better prepared to face the gaming Industry.  Without Sony & the people I worked with there I do not believe I would have the confidence I do today to go into freelance/indie game development.

I can not speak about current projects at the moment, but I am sure I will open up more in the near future.

If you are working on any games (iOS Mobile or Flash), feel free to hit me up:  

Cheers!


Vote Now for Stanford Hackathon Game Competition

16/02/2011
Stanford Hackathon Game Competition has come to a close.  The entries are finalized and I just now sent the entries to the judges.  I will contact the winners and post a blog post as soon as the votes are tallied, which may not be until late next week.

In the meantime, we need to determine the People's choice.  The People's choice will be awarded FDT 4 Max!  The way we will determine the winner is by using MochiPop:
MochiPop is a game popularity index which scores games based on a range of network data such how many plays the game has been getting. 
Basically, you vote by playing the game you like the most!   Since MochiPop is calculated over time we will let the voting continue until February 28th.  At that point we will freeze the MochiPop and calculate our People's Choice.

Here are the entriess:


PYC - Pair Your Charity
PYC - Pair Your Charity


Earthquake  
Earthquake





Food Bank Delivery
Food Bank Delivery






Mercy

Mercy





The Feeder

The Feeder





Thumbnail for New continents
New Continents






Cheers to everyone who took the time to partake in this charitable game competition... from the developers who entered, to the judges, to the sponsors.  We greatly appreciate all of the hard work!


More Reasons to Code!

01/02/2011
Barry White of GamesChart recently passed along the press release below.  Being that he is a sponsor of Hackathon's Game Competition I am more than happy to share.  It also appears that you can reuse the same game or at least a variation of it for both competitions... thus more motivation for knocking out a Benevolent game by the 13th!  Good luck to all who enter, looks like there are some nice cash prizes for the winners:

----------------------

Come2Play and the Linkedin Flash Game Developers Group are launching the 2nd 'Games that Challenge the World Contest' for multiplayer games. Cash prizes totalling $10,000 will be awarded to contest winners!!

Prizes:
1st Place - $5,000
2nd Place - $3,000
3rd Place - $1,250
4th Place - $750

Contest Genre & Judging:
The contest genre is 'Casual Games' and submissions will be judged on the following criteria:

* Multiplayer playability for new and return players
* Replay ability of the game
* Design, sound and effects
* Concept and execution

Developers keep all rights to the games they submit and even previously released games can be entered. 

There was only a handful of entries to last years contest, so the chance of winning a serious cash prize is very high. Check out the winning entries of the 1st 'Games that Challenge the World Contest' here: http://bit.ly/gKLqz6 - If you've got a multiplayer game and you think you stand a chance of winning, why not submit your game now!

Full competition details available here - http://bit.ly/GCWContest 

Free FDT 4 Pure & Chance at Max!

25/01/2011
The Flash community continues to impress w/ its generosity as Bruno Fonzi of FDT added to our list of goodies for Hackathon's Flash Game Competition.

FDT will donate a FDT 4 Pure licence to ALL participants.  This is a $129 value.  Combined with our previous prizes that means you get roughly $180 in software, private beta software, and free PR just for ENTERING the competition.  Since the free prizes are piling up I did add an additional rule: 
You can be disqualified from receiving any prizes if your game is deemed to be not compliant with the spirit of this event.
That rule was added in case someone uploaded something completely un-related to the competition and slap a Hacakthon tag on it and ask for a handout.  

But Wait... There's More!  Act now and we will throw in a free knife set!  ;)   Just kidding about the knife set. But seriously, there is more.  FDT will also be donating a FDT 4 Max license worth $699 dollars!  We created a new category for this prize: The People's Choice and community voting will occur shortly after the deadline.

That brings us to well over 3000 dollars in winnable prizes and that doesn't include the 180 dollars in prizes for all participants.  You really can't go wrong here... make a charitable game and we will hook you up!


More Free Software & Prizes for all Game Competition Participants (thx to GameBuilder Studio)

24/01/2011
Lavon Wood, of GameBuilder Studio, just donated a very generous offering of software to All Participants.  Just create a charitable game and you are in!  This software includes the following:

- A Private Beta invite to GameBuilder Studio (available to all entries after the competition)
- Single Developer License to Push Button Engine's Isometric Component ($50 value).  This is Available now! All you need to do is validate that you are entering the competition by e-mailing me with your game concept and contact information.  Then either myself or Lavon will send you instructions so you can use this immediately.  My contact: ickydime[ at ]yahoo.com

GameBuilder Studio also beefed up the Grand Prize by offering One Pro License to GameBuilder Studio (once it is released) to the winner! 

Please check out the full list of prizes, rules, and general information on the competition here.

Free AS3 Game Code!

21/01/2011
For those of you who want a jump start on the competition, head over to Iain Lobb's blog and grab the source code that he is graciously giving away.  Even if you aren't joining the competition, you should definitely check out his code.  He was the technical reviewer on The Essential Guide to Flash Games (which basically means he knows his stuff and then some).

I am continually impressed by members of the Flash community like Iain.  He has taken the spirit of the competition and has ran with it.  The Benevolent Bug is spreading!  ;)

More Prizes/Support for Hackathon's Flash Game Competition

20/01/2011
GamesChart graciously volunteered to place the three winning games on their featured chart.  I updated yesterday's competition announcement with the updated prizes.

We also have had some nice PR from MochiMedia and JayIsGames.

If you or your company would like to get involved with supporting or promoting the event (or Hackathon in general), please contact me at: ickydime { at } yahoo.com.

Much love for the Flash Community right now...

Flash Game Competition (Stanford, Adobe, Mochi, JayIsGames & more!)

19/01/2011
Stanford University's 2011 Hackathon is throwing a three week long Flash Game Competition in conjunction with their upcoming philanthropic coding marathon.  We have lined up prizes valued over $3000 and an all-star cast of judges!  Anyone can enter so check out the details below and post any questions you may have.

DEADLINE: February 13th at Noon PST

THEME: 'BENEVOLENCE'

As Wikipedia states, Benevolence is the act of, or a general inclination towards, charity. However you interpret the theme is up to you.  Possible ideas include but are not limited to:

  • The game could be about charitable acts in general.
  • It could be about a particular charity.
  • It could draw awareness to a certain cause.
  • It could educate on an issue.
  • The game could be unrelated to charity but then donate its proceeds to a charity.
  • It could take the word Benevolence and twist it in any manner that deems fun an appropriate.
Judges will be instructed to choose a game that not only do they enjoy the most but also ties best in the theme described above.


JUDGES:


GRAND PRIZE:

SECOND PLACE:

THIRD PLACE:


PEOPLE'S CHOICE:
  • FDT 4 Max donated by Bruno Fonzi of FDT ($699 value). The voting for People's Choice will occur shortly after the deadline.


ALL PARTICIPANTS:
  • FDT 4 Pure donated by Bruno Fonzi of FDT ($129 value).
  • Invite to Private Beta to GameBuilder Studio 
  • Single Developer License to Push Button Engine's Isometric Component ($50 value).  Generously donated by GameBuilder Studio to anyone who wants to use it in the competition. This is Available now! All you need to do is validate that you are entering the competition by e-mailing me with your game concept and contact information.  Then either myself or Lavon will send you instructions so you can use this immediately.  My contact: ickydime[ at ]yahoo.com
  • Recognized as Hackathon Supporters and projects will be displayed/promoted in our official records and online releases.

RULES: 
  • MochiAds needs to be enabled to ensure that we can find your game in the database.  However, since this is a charitable event, you do not need to use the standard network ad.  Instead, feel free to use a 'Custom Ad' that coincides with your game's theme/charity.  
  • Tag Your Game: In order to properly find your game, you must tag it “hackathon2011” without the quotes.
  • You can be disqualified from receiving any prizes if your game is deemed to be not compliant with the spirit of this event.

This contest is directly tied to Stanford University’s Hackathon, which is a software development branch of Dance Marathon. Their 24hr Hackathon will start on February 12th and finish on noon of the 13th in conjunction with this contest. All entries to this competition will be considered part of Hackathon and thus gain the recognition and promotion from the Hackathon organization. You will retain all rights to your code and final creations. You can learn more about Hackathon at their website.

Post any questions you have below. Good luck!

Wildlife Refuge: SOE Tucson's Latest Facebook Endeavor

01/01/2011
I haven't been able to speak much about what I have been doing at Sony since I joined in June.  Our game was tightly under wraps until our quiet beta release this past November.  After a month of bug fixing and additional features I think its finally time to dust off the keyboard and try to put a couple sentences together about the game.

The first question I always get when I mention if I am working on a Facebook game is...   Is it like Farmville?     I dislike Zynga... I dislike their practices (towards customers and employees) and I dislike the 'spaminess' of their games.  Therefore, I cringe whenever I get thrown in the same lot... but to answer the question, yes... looking at it from the big picture it is kinda like Farmville.  They are both on the facebook platform, they both use isometric engines, they both involve tending/caring for things, they both allow you to decorate/personalize your space, and they both rely on helping and interacting with your friends.  

So yeah, our game falls into the Farmville genre... BUT OUR GAME IS DIFFERENT DAMMIT! ;)

Our game, Wildlife Refuge, drops you into the African Savannah and tasks you with helping the native ecosystem.  You get to explore the terrain in your jeep (Away3D) in hopes of finding and rescuing rare animals which you can take to your refuge to nurse back to health.  You can assist your friends through gifts, neighbor visits, and best of all... Animal Mating!  I'll let you check that last one out for yourself... :)  

I've really enjoyed being a part of this project, more so than I think I would have enjoyed a typical facebook game, since it has some noble/rewarding goals.  We are tied to non-profit charities (ex: Cheetah Foundation) and thus some of the money you spend on the game can go to a good cause (besides helping pay my rent).  We also have a fair amount of educational content in the game to help players learn about the African ecosystem.

I am going to shy away from going into details about the game's development and design decisions at this point and plan on touching on those points in a post mortem down the road.  Right now the game is very much alive.  We are fielding bug reports/feature requests from our player base while trying to improve our virality, stickiness, and overall profitability. 

We have gotten some very positives reviews (4.7 out of 5!) as well as some nice accolades (top 10 facebook games released this year).  However, the last line of the InsideSocialGames article shows that there is much room for improvement: "Sadly, despite how well-made the game is, it only has 58,000 MAU."  

I'll touch more on that in the post mortem, but for now I am going to enjoy my remaining holiday before I jump back into trying to help this baby get off the ground.  As for you, take a minute and check out our game: Wildlife Refuge.  

Hackathon: in the Spirit of Giving

24/11/2010
Given that its nearly Thanksgiving and all, I am hoping I can guilt some people into registering for a Hackathon in February (12th-13th). Basically, you code/design for 24hrs on projects for non-profits.  Its a nice boost to the porfolio/resume, an opportunity to network, and a great way to give something back to the community.

This particular Hackathon is being organized by Stanford University.  Although it is coupled with their Dance Marathon event, you do not need to be affiliated with Stanford to participate.  I joined in the fun last year as a remote hacker (I participated from Indiana) and helped work on some interesting projects w/ very talented individuals.

If you have any interest, you can learn more about the organization and who they help here.  And if this sounds like something you would enjoy, then please register here.  Ignore any questions that do no pertain to you (residence/room number/etc)... this form is used by students as well as remote hackers.  Make sure you answer the last two questions.  By existing team, they mean do you have an organization or group of friends you are registering... Lets say your user group is interested, not everyone in the group needs to register, just register the group itself.

Feel free to ask questions in the comments.  If I can't answer your question, I'll direct you to someone who can.

Scrum (Part 3: Pros/Cons)

17/11/2010
With the upcoming release of our game (any day now), I can't think of a better time to finish up my sequence of posts on Scrums.  If you haven't already, please check out Part 1 and Part 2.

In this section I'll cover my opinions of the pros and cons of using Scrum.  Back in August when I initially wrote Part 1, I had entended this piece being somewhat more balanced... however, having gone through an entire project I must admit my opinions of using Scrum is more biased.

The Cons:
1. It takes time away from production.  We spend an entire day of planning every two weeks.  On top of that, we spend another 15-30min each morning for our daily Scrum.  Additionally, we also meet every Monday for an hour for code review (however, this doesn't particularly pertain to scrum... but it is part of SOE Tucson's process).  Each of these meetings involve everyone from the development team and even some people from Art, Design, Production, and Management.  This can quickly add up, and may be hard to justify if you are charging by the hour.

2.  The setup and management of a Scrum board, cards, and the meetings can be burdensome.  This is similar to #1 in that sometimes the process can get in the way of getting things done.  As we neared the end of development cycle we switched over from Scrum stories and cards to filing dev track tickets and reporting on those.  With hundreds of dev tickets going through the system it would have been counter productive to make a card for each of them and track them on the board.

The Pros:
1. As an individual you know what you need to get done each day.  You can focus on your tasks at hand without getting overwhelmed by the remaining items to do.  By focusing on small tasks you can easily see if you are behind or ahead for the day/week and know if you should be staying late.

2. You have a good picture of where the project stands and who is working on what.  If something breaks with the 'inventory' mechanic, you usually know if someone was going to be working on that today... and if no one was, you usually have an idea of who has spent time in there before so you know immediately where to go for help.

3. You pick your own fate.  By playing planning poker you are defining your own tasks and your own deadlines.  Granted, come crunch time some of this goes out the window; however, you still have a voice to some extent.

4. All of that planning leaves less surprises.  As a team you have a good understanding of whether or not you will hit your deadline well before crunch time hits.  Without a Scrum, sometimes you can get hosed by the amount of work that always seems to 'appear' towards the end of a project.  With a Scrum, you should hopefully have these items listed and accounted for.

Bottom Line
I think it comes down to the project and team as to whether a Scrum should be used or not.  If the timeline is vaste or the team is large, I would not want to work without Scrum... or at least something equivalent.  On a small team or project that is just a couple weeks or a month... all of that planning and daily meetings could be a waste.  Instead, you may be better suited using some well defined milestones, a beta launch, time to test, and a hard deadline.  Those milestones combined with close communication with your small team basically covers the same objectives as a Scrum without the formalities.

Coming from a freelance background and small studio background, I am usually fairly anti process.  I had viewed them as good in theory but bad in practice as they were usually counter productive in my experience.  Cover sheet on my TPS report? Yeah sure, I'll be right on it...   However, I had not experienced a large enough project or been involved with a large enough team.  I was too green in those areas to realize the importance of process.  Now I can not imagine trying to pull together the game we just created without a scrum (or code review for that matter).  It would be a nightmare.  Therefore, I have come to love Scrum and would recommend using it or a version of it in all future projects of any significant size.

Scrum (Part 2: Daily Scrum)

20/09/2010
The much-anticipated Part 2 has arrived!    Ok, so maybe not much anticipated, but you are here aren't you?

If haven't already, start with Part 1: Planning & Poker.

In our planning session we figured out all of the stories and tasks we need to complete in the next two weeks.  The project manager will create an index card for each task which include the task title, hours remaining, and hours spent.  He will place these tasks on a scrum board.  There are a variety of ways to setup a board, we typically use a row for each story and populate the columns with "TODO", "IN PROGRESS", "TO VERIFY", "COMPLETED".  On the first day of the sprint, all of the tasks will be in the TODO column.

Every day, at the crack of 9:15 we meet in front of the scrum board to have our Daily Scrum.  If you are late, you either pay a dollar or get to sing 'I am a little tea-pot'.  On the first scrum meeting we won't have much to report.  Instead we will pick a couple tasks and move their index cards from the TODO column and place them into the IN PROGRESS column.  On the remaining meetings each person will start by reporting what they did on the previous day.  They will mark off the hours they spent on the task and update the estimated hours remaining.   If a task has 6 hours on it and you spend 4, that does not necessarily mean you will write 2 hours remaining.  Instead you write whatever you think it will take... Maybe you are rocking it and it will just take 1?  Or maybe you have the lovely experience of uncovering a bug and decide it will take more time than you initially estimated... who knows.  But it is important to keep the estimates up to date in order to measure our progress.  Plus, if something is taking too long, it will be immediately obvious that something needs addressed.  

If you finish a task you will mark the remaining hours down to 0 and place the card in the "TO VERIFY" column.  Tasks are not verified until someone else has either read your code review and/or tested the feature (if it is something you can test).  If someone can vouch that it is verified, then you can move it to the COMPLETED column (and there is much rejoice).  On the flip side, someone may point out something is borked and you will need to move the task back to IN PROGRESS and update the estimated hours.

This meeting should not take more than 15 minutes.  Afterwards, the project manager will calculate the total hours remaining and will print out a scrum burn down.  A scrum burn down is a line graph showing two values.  One is the budgeted hours remaining which is represented by a straight line going from the top left to the bottom right.  If you had 40 hours on a 5 day sprint, it would have 40 on day one, 32 on day two, 24 on day 3... etc.  The second line on the chart is the estimated hours remaining.  Lets say on day one you completed a 10 hour task in 8 hours.  Therefore you would have an estimated 30 hours remaining on day two.  This means your estimated hours remaining would dip below your budgeted  hours remaining (32).  On the flip side, lets say you spent 8 hours on your 10 hour task and think there is still 4 hours remaining.  This means you estimate there are still 34 hours remaining instead of the alloted 32 and your estimated line will jump above your budgeted line.  A picture is worth a thousand words, so please take a break from reading my rambling about numbers and lines and check out the example images on google for a scrum burn down.

So what does this mean?  Well, its easier to figure out than a double rainbow, if the line starts to dip well below the budgeted hours, then we will grab some backlog stories (stories that we were going to tackle next sprint) and add them to the board.  On the flip side, if we see the line slowly going up away from our budget, we know we need to put in some extra hours.  If things get bad, we can make arrangements to work over the weekend in order to get our estimated line back on track with the budgeted line.

At the end of the two week sprint our estimated hours remaining should be 0 and all stories complete.  However, if something didn't quite make it, it will have to be addressed in our planning session and carried over to the next sprint.

That wraps up the daily scrum.  I'll post my thoughts on the pro's/con's in the near future.  


Scrum (Part 1: Planning & Poker)

16/08/2010
One of the things I have really enjoyed here at Sony is working within a Scrum.  I plan on covering this topic in three separate posts.

1. Sprint Planning Meeting
2. Daily Scrum
3. Pros/Cons

Lets start with the basics... What is a Scrum? As Wikipedia says:

Scrum is an iterative, incremental framework for project management and agile software development.
That seems a bit wordy.  I typically read at a 5th grader's reading level, so from my perspective: its a process for breaking up a large project into manageable bites.  In Sony's case, 2 week 'sprints'.

At the beginning of each sprint we hold a Sprint Planning Meeting, which is the official title for figuring out what the hell we need to do in the next two weeks to meet our deadline.  This meeting usually starts by prioritizing the list of 'stories' we need to complete and estimate how long each one should take.  A story could be 'I would like to able to log in and out of the game.'

We (anyone involved in this story) then estimate how long this story will take to complete by using Planning Poker.  Planning Poker involves giving each person a deck of cards with numbers on them representing days of work.  Each deck has cards with numbers (1,2,3,5,8,13,20,40,100,?).  Each person decides how many days he/she thinks the task will take, finds the appropriate card (rounding up), and then at the same time everyone flips over their cards.  So if you think a task will take 6 days, then you will find the 8 card and flip it over.  If everyone agrees, great, move on to the next story.  Otherwise, the people with the highest and lowest estimates plead their cases on why they think it should take as long as they estimated and then everyone gets a chance to pick a new card and flip again... this process continues until there is a compromise/majority.  Once a good chunk of stories have been estimated we look at how many days of production we have available for this sprint and figure out how many stories we can tackle.  This entire process of choosing and estimating stories usually takes most of our morning.

In the afternoon we meet with our teams (in my case, the client team or Flash team) and we break down each story into tasks.  A task might be 'Create a modal for when you get disconnected from the server."  For each task we then estimate how many hours we think it will take, using a similar process as above although we are usually less formal at this point.  We give ourselves 6 hours of work each day to buffer for everything that comes up during a normal day as well as to help counter underestimating on tasks.  Tasking out all of the stories for the two weeks usually takes the remainder of the day.

Thus, we just spent 10% of our two week sprint in initial planning alone.  From here, we jump into our work while monitoring our daily progress.  I will explain in more detail in a future post.

My Sister is a Badass (Stippling, Pointillism, Portfolio)

09/08/2010
Besides being a 5'2 buck nothing powerlifter, she is also incredibly talented artist.

Last year I helped her get her portfolio together by tooling around with a simple Flash site that takes one of her pointillism drawings and makes it somewhat interactive by using a custom particle engine, which you should check out here.

The pointillism/stippling pieces are incredible. They take her months of concentration and patiences to complete. But once done, they are truly impressive. If you have any beer drinkers & Yeungling fans in your family, check this canvas out on etsy. The detail on it is crazy... the pictures do not do it full justice.

If you get a kick out of her work, be sure to add her on flickr and follow her blog. She is working on a 45 North Wine stipple that I am sure she will be posting more about in the near future.

Alright, enough pimping. Back to work everyone!

Powers of the Subconscious (ref: Malcolm Gladwell, Jesse Schell)

22/07/2010
I discovered my subconscious's persona. Its true. He was swimming around in my head this whole time. He is an old man with a short white beard and disheveled white hair. He has thick black rimmed glasses with a round frame. He tends to wear a purple robe and has a cartoon appearance that falls somewhere between wizard and mad scientist. He is very agile for an old man and is a mischievous prankster. I'd say he is roughly half a foot tall, lives underwater, and keeps within a turtle shell for protection.

Still with me?

I've been doing some reading lately and have been very much inspired by Malcolm Gladwell's Blink as well as Jesse Schell's Art of Game Design. I highly recommend both.

Each book touches on a similar topic: the power of your subconscious.

Gladwell focuses more on how it solves complex problems in the blink of an eye as well as impacts your daily actions without you even realizing it. Would you believe me if I told you that you would score 10% lower on a Trivia game if you spent 15 minutes before the game thinking about being a Football Hooligan? I don't have the reference in front of me, but read Blink and it has hundreds of examples like this that will make you ponder what is really going on in your head.

Schell mentions the subconscious in a chapter on brainstorming. He explains how powerful it can be at solving problems and coming up with ideas, especially while you are focusing on other things. Ever wake up and suddenly have the answer to a problem you had been working on for weeks? That is the subconscious at work.

Personally, I had always been under the impression that the subconscious does what it wants and if it speaks up, hopefully you are listening. However, both authors disagree with my assumption and they describe how you can practice, train, and hone in on your subconscious. Gladwell makes an effort to teach you how to be aware of its impact and to try to pick and choose when to let it affect your actions. Schell describes ways of keeping in touch with it, focusing it on a direct problem, and listening for the answer to pop-up down the road.

One way Schell suggests using to get in touch with your subconscious is by giving it a persona. Try to understand how it acts and picture in your mind what that person/thing may look like so that every time you want to 'use' it you can think of that image.

I tried this the other night as finished reading the chapter and was about to fall asleep. The first thing that popped in my mind was the tiny old wizard in the turtle shell I described above. Completely random, I know. Somewhat crazy, sure I admit it. But it could have been worse, it could have been...

Which Developer Tool to use for Flash AS3?

02/07/2010
Sony has an interesting Flash Dev setup here in Tucson in that each developer can use whatever tool they want. Typically, I have always worked on teams where everyone used the same tool. But here, they want you to use whatever you code best with and the projects are setup in such a way that it really doesn't matter. There is an ant build template that everyone copies & customizes for compiling. As long as you exclude your customized ant build and your personal development files (such as a flex project file) then everyone is good to go and work environments are compatible with whatever tool you want.

Soooo, the question then is what tool do you want? I began my action script endeavors back in college in the Flash IDE. When I was at Simulex I upgraded to the FDT plugin for Eclipse in AS2. When AS3 came out, we switched to the Flex Plugin for Eclipse mainly due to the profiler. I stayed with the Flex Plugin when I moved to the Basement as it was and is a very solid development tool. When I arrived here at Sony and was given the choice of anything... I took some time and tried out three main options:

1. Some form of Eclipse (FlashBuilder, FDT, Flex Plugin)
2. FlashDevelop
3. JEdit (or a similar text edit)

I am not listing the Flash IDE as a coding tool. Its not. If you are using it, promise me you will spend 1 week and learn one of these other tools... you will not regret it.

The first option was my top choice coming in since I had been using one form of Eclipse or another for the past 4 years. Its a solid tool with the standard bells and whistles of autocomplete, jump to method/class, code highlighting, etc. Adobe is backing it. It integrates into SVN, CVS or whatever check in/out system you are using. You can get errors on save which is a nice little feature. And it manages multiple projects and libraries very easily (this is the main reason I have stayed away from FlashDevelop in the past). On the flip side, it can be a bit cumbersome, seemingly overly complicated, and sluggish. Its almost as if it is trying to do too much.

I was very curious about the 3rd option which is JEdit since I had never customized a text editor for actionscript coding before... it seemed very l33t ;). Chris Hill, the technical director here at Sony, made and excellent plugin called flexulous which allows you compile ActionScript or Flex projects in JEdit. The beauty of JEdit is that you can customize it in a million ways with all sorts of plug-ins as well as short-cuts to increase your development time drastically once you have been working in it for a long time. The downfall of JEdit is that it does not have any suitable jump to method/function plugins, auto-complete, or instance highlighting (tho it does have syntax highlighting). I really tried to give JEdit a chance because I feel it could fit very well with time. And who doesn't want to be l33t??? but I rely too heavily on jump to and auto complete to dive in completely.

Finally, I tried FlashDevelop. I have spent some time with it in the past but always left because it can't handle multiple projects without opening multiple instances of FlashDevelop, which I still find somewhat ridiculous. However, now I will be working on a single project for months at a time instead of jumping between 5 projects in a single day so multiple projects are no longer a deal breaker for me. With that hurdle out of the way, FlashDevelop is a happy medium between Eclipse and JEdit. It is a focused AS tool and therefore not as bloated or slow as Eclipse. It does has the main bells and whistles such as auto complete and jump to, but it is lacking the highlight occurrences that Eclipse plugins offer. I found an OK plugin that allows for highlighting all occurrences of whatever word you have selected... its not as good as Eclipse's highlighting since it doesn't take syntax into account and it doesn't give you hot-spots to jump to on your scrollbar, but its better than nothing. It has some very nice snippets and macros which are fairly customizable, not quite to JEdit's level but seem to be an improvement over Eclipse snippet tools.

Overall, each tool has its pluses and minuses and all of the options can be solid choices, it just depends on your personal needs. For me, FlashDevelop seems to be the happy medium and it is now my editor of choice. If I wind up jumping between multiple projects throughout the day then I would most likely switch to FDT or FlashBuilder. And if anyone created plugins for jump-to method/function, auto-complete, and instance highlighting in JEdit then I would jump ships as well since JEdit is amazingly customizable. In the meantime, I'll be happily chugging away on FlashDevelop.


Now I wonder if anyone is going to make me eat my words from a year ago? Iain? ;)