There’s an aphorism in the ‘startup’ world, where I spend most of my non-gaming time.
“Get out of the office!”
The point is that if you get bogged down in what you think is cool, you won’t actually build something that’s useful to others. I think the same concept applies in game design. And while an obvious application of this is to get your design in front of people who aren’t in your immediate friend / gaming group, I think there’s a broader sense here too. The last three weekends I’ve been in Breckenridge (in the rocky mountains) doing outdoorsy things like climbing Mt. Democrat or tubing down the Colorado river with coworkers (also playing my first game of Agricola… whaaat?). Continue reading
One of my most valued characteristics is both a blessing and a curse. I have a creative mind and am constantly coming up with ideas for projects, gadgets, games, apps, solutions, etc.
This is awesome, and I love it, except that it never takes a vacation, including and especially when the time comes around to actually execute on anything. As anyone who has ever tried to build something knows, it’s really hard, and requires a huge investment of time, work, and emotional effort. This is difficult enough on its own, but when ‘focus time’ becomes beset by every shiny cleverness vying for attention, it becomes demoralizing.
In an effort to quiet this noise, I’ve implemented a process using a tool I call the “Catch Sheet”. I’m not sure where that name came from, and there may be some ‘more official’ term, but, whatever.
The process works as follows: Continue reading