The next step on the journey

21 February 2011

Two years ago, I joined Berg – or Schulze & Webb, as it was still called then. I was the first employee not called Schulze or Webb.

Looking back, February 2009 seems like an age away, when it’s only two years. And yet: so much has happened at the company in that time; just being in the studio to experience that work, those people, those moments, has been a privilege.

Sad news: towards the end of this month, I’m leaving. Sad because the studio stereo is always playing good tunes, the work is great, the people – and let’s face it, not “people”, but “my friends” – are genuinely brilliant. I am not leaving because things are bad; I am leaving when things are, by anyone’s standards, great.

I’m going to be joining Hide & Seek. My job title will be game designer. It’s a company brimful with great work, great clients, and brilliant people.

If you know me, or have read this site for a while – and have followed the links, the posts, the ramblings, the talks, my interests – then I’m sure you’ll understand exactly why I’m taking this step. It’s a great opportunity, with a small, growing, exciting company, that taps right into my passions, and asks me to put my money where my mouth is. It’s designing games in their broadest and best sense: digital, physical, table, street, paper, plastic. The whole, wonderful, broad church.

In his enormously kind post on the Berg site, Matt quite rightly talks about the way we take culture into the world as we travel between destinations. I’m excited about what Hide & Seek are going to teach me, what I’ll learn every day; I’m also excited by what’s in my travelbag to take to them – my strange mishmash of code and technology and design and books and writing. Who knows what’ll happen when we put the whole shebang together, but I have a feeling it’ll be good.

And so, happysad for the past but looking to the future – in a manner that feels like there should be a German portmanteau for it – this is the next step on the journey.

I know that I shall miss everyone at Berg dreadfully, and I shall watch them all fondly, eagerly, from afar, excited for their future. I hope it is as brilliant as it deserves to be.

  • "YOU CAN ONLY WORK FOR PEOPLE THAT YOU LIKE… I discovered that all the work I had done that was meaningful and significant came out of an affectionate relationship with a client. And I am not talking about professionalism; I am talking about affection. I am talking about a client and you sharing some common ground. That in fact your view of life is someway congruent with the client, otherwise it is a bitter and hopeless struggle." All of Milton Glaser's points are worth thinking on, but this one feels particularly acute.
  • "So there seems to have developed a general consensus in the iPhone development community that if you’re planning to develop a sprite-based game, the cocos2d-iphone framework that we mentioned waaaaaay back when and a bit later on is the way to go. So since we’re planning on doing exactly that, here’s a roundup of resources for your cocos2d development!"
  • "Here’s a round-up of the top 10 readily-available monospace fonts for your coding enjoyment, with descriptions, visual examples and samples, and download links for each." I think I roughly agree with Dan on these.
  • "Get over your ridiculous programming-language prejudices and stop endorsing real prejudices. It's this crazy little microcosm/macrocosm mirror effect. You never find bigotry in people with options. It's true in programming and it's true in real life as well, and it looks as if it's true in both places at the same time and for the same people." Giles is right, and the idiots who reached for their retweet button are definitely wrong. Less of this, please.
  • "No. That would be your mother." Valve drop the next "Meet The…" video, and it's perhaps the best yet – certainly in terms of editing and choreography. And I love how the other characters – especially the Soldier – are still being developed in this.
  • "This is a mod. And that’s kind of relevant, for two reasons. Firstly, we don’t want to pay for this kind of thing. Hell, look at The Path: people are upset that even exists, let alone that its developers had the guts to charge seven quid for their remarkable efforts. But this is the sort of thing I’d love to pay for. It seems illogical that we’ll all happily splash out fifty pounds for the same old story of science-fiction revenge, yet aggressively avoid anything that encourages us to engage our brains and challenge ourselves a little."
  • "What’s fascinating about Grifball is how well it emulates a sport (or rather a sport game.) Like basketball or hockey, players must alternately think offensively and defensively as the bomb changes possession. Movement suddenly trumps aiming, as players must gauge distance for successful attacks and create openings to score. The best players are the ones who can move in tricky, unpredictable ways and psych out their opponents. In terms of skill and strategy, Grifball has much more in common with virtual rugby than it does a shooter." Matthew Gallant on Grifball, and more forms of consensual play.

Pastures New

06 October 2007

This week, after 18 months there, I left my job at Nature Publishing Group. I’m sad to go, of course; I’ll miss the friends I made whilst working there and the chance to work with many smart, engaged, talented people. I also had the opportunity to work on and help shape several exciting projects, most notably Nature Network and Nature Precedings.

It’s been an enjoyable ride, and I’m surprised at the sheer amount I learned in those eighteen months. For starters, I appear to have learned how to be a programmer in that time. I’ve also had the chance to stretch my design skills, notably in the design of interactions.

I knew from the start it would never last forever; one day, other opportunities would arise. It turned out that I was right.

On Monday, I start work at Headshift, making technological things to help people better engage with one another. It looks fun – and it looks challenging.

I can’t wait.