Entries Tagged as 'writing'

howzit goin’? let-off studios in 2010, second period

from the editor:

this is a continuation of my personal goals assessment for 2010, and how well i’ve done in maintaining progress on these goals.  here is a link to the first period report: january through april 2010.  the following are remarks particular to the period of may through august 2010.

END OF AUGUST 2010 - - HOW ARE THINGS GOIN’?

 

GOAL #1: Eliminate $8,000 of school loan debt this year.

SO HOWZIT GOIN’? hahaha!  this one makes me laugh ruefully the most, out of all of them…well, I’ve fallen short of this goal during second period.  due to a handful of financial setbacks and other chaos, in addition to less-than-admirable financial discipline, i’ve reduced my monthly payments to maybe 3/5 of the original amount.  this will leave a significant gap between my current level of payments and my aspired goal, so the plan is to use part of savings to make up the difference at the end of 2010.

 

personally, i feel as though i’ve “copped out” on this one.  once i gave myself permission to dig into savings to meet this goal, i slacked off on my fiscal discipline.  it was later in the summer, however, that several significant expenses emerged, making me seriously stumble a bit in terms of judicious spending.  i had some automobile repairs that needed to take place, as well as traveling to be done.  these things in particular were a drain on my finances, but i felt they were justified.  in addition, it appears that the rebate i received from federal taxes for the year 2008 was too high.  i’ll be appealing that decision by the end of the month…the bastards.

 

to fix this, i’ve scaled back on my “entertainment” budget even more.  i’m pretty much done with going out to see movies, for example, since i’ve only been disappointed with the majority of the films i’d seen this year (my selection criteria notwithstanding…basically, other people invited me to go with them to see films they wanted to see).  eating out for regular meals is now twice a week at most, six times a month or less, and is usually reserved for more significant occasions.  to lessen the stress on the car i drive, my bicycle is back on the road; this is possible now that the summer is coming to an end and it’s not hot and oppressively humid outside.

 

enough bitching about this one; i could easily complain all day long about it.

 

CAN I DO THIS? as mentioned before, i copped out on this goal.at the end of the year, i’ll use savings to make up the difference less $8,000.  i’m not ashamed of this outcome, but i realize i can do better, or can at least make the end of the year less of a significant drain on my finances if i increase payments even a small amount.

 

GOAL #2: Publish at least 1 board game this year.

SO HOWZIT GOIN’? the board game design class has occupied my attention lately.  however, it brings me no closer to this goal.  apart from the four or five game prototypes i already had ready to push forward, i’ve developed another: players are body-snatchers working for medical students at a prestigious medical institute in baltimore at the turn of the 19th century.  again, this is great news, but the actual act of publishing hasn’t occurred just yet.

 

with only four months remaining in the year, and no artwork, no letters to publishers, and no single product ready to go out the door, i’ve again hit a wall.  to address this, i’ll need to dig into the two following areas to have any measure of success:

  • finding an artist to complete artwork for me on at least one project.  the one i recruited for “my pet robot” is inundated with other art projects, and to be honest i doubt the work will be done within adequate time even to ship out prototypes by the end of the year.
  • finding printing resources to develop adequate prototypes

 only after those two conditions are met can i prepare and ship prototyps to publishers (found in my handy-dandy book, “the game inventor’s guidebook” by brian tinsman).  at the very least, i can still publish something through the game-crafter website.  but i’ll still need artwork for that, at least.

 

software development remains a perennial distraction.  i’ve taken on a band-related project, with the hopes i can finish something in time for the pending album release in early october 2010.  additionally, it’ll be a flash application, to allow anyone with internet access a chance to play the game on the dmfs website.  this is a tempting goal, and a project than can be accomplished; the guys in the band seem stoked on having it done as well. i’ve allowed this project to stand in my way of goal number 2, it seems.

 

CAN I DO THIS? i’m still confident that it can be done, although definitely discouraged.  regaining focus will help maintain this goal as a realistic one for 2010.

 

GOAL #3: Bike Odyssey 2010: This time, with a partner.

 

SO HOWZIT GOIN’? it’s done!  i’ve listed a few write-ups about it at the page dedicated to bike odyssey 2010. progress exceeded expectations, definitely. all things considered: while being the most physically demanding, this goal seems to be the easiest of them all.

 

GOAL #4: Develop two significant program aspects for [the day job].

SO HOWZIT GOIN’? i’ve truly hit my stride in the new position as “outreach and trainer” for our in-house re-entry program for current and former inmates with a history of drug charges.  i visit inmates in prisons two or three days each month, in various institutions–sometimes two different prisons in a single day.  we’re now a two-person team (instead of me struggling to complete all aspects on my own), and my supervisor and i work together excellently; a dedicated job coach is slated to begin working with us by the end of september.  finally, funding has been approved for the following year–at least, as far as we can tell.  whether or not i’ll have the same job at the turn of the next fiscal year (july 2011) is an interesting question, though i’m not so concerned my job is in jeopardy.

 

a significant highlight for the past month is that of the completion of a three-week employment readiness course that i authored and administered, largely on my own.  within that time, six former inmates had their resumes updated, acquired new clothes for job interview and the first day on the job, two videotaped practice interviews, developed an individual development plan (or “IDP”), picked up all essential IDs and federal fidelity bonding papers, scads of in-house life skills training, and lunches every day.  it’s money well-spent, in my opinion.

 

in the coming months, our office will be relocating to a larger facility closer to my home.  it’ll be even easier to report to work.  i am also in line to acquire another national certification: the Global Career Development Facilitator (GCDF) certification; i’ll need to coordinate the scheduling and tuitiion with my executive director, but i will dig into my own savings to pay for this if necessary.

 

CAN I DO THIS? i think i’ve actually succeeded at this goal, whether i know it or not.  my supervisor and executive director are both very happy with my performance, and the program has clearly taken off in a very positive way.  as one of four vendors for this grant, we’re one of the stand-out difference-makers, and i’m pleased with the distinction.

 

TWO THIRDS OF THE YEAR IS OVER! it appears that i’ve allowed myself to become distracted from two of my remaining goals now that i have some initial success under my belt.  the remainder of the year will be all about regaining my focus and drive to bring these other goals as close as possible to completion.

article: developing a dev team

i visit www.create-games.com an awful lot.  it’s a website called the daily click (or “tdc”), where people can learn about how to make their own video games using products from a company called click team.  there’s been a lot of talk at tdc about collaborating; different coders, artists, and writers working together to create an excellent video game experience.

at the same time, i’ve also recently read the writings by derek sivers, a creative and visionary guy who helps others develop their business and marketing plans through less-than-conventional means.  one of the articles of his i read recently, “how to hire a programmer to make your ideas happen,” also piqued my interest.

i decided to combine these two interests, and came up with an article for  tdc readers that lines up perfectly with this newfound rush forward for collaboration.  it’s largely a summarization of sivers’ article, but includes the context of tdc so it doesn’t alienate the tdc audience.  enjoy!

///

With all this talk about collaboration and partnerships in creating games, it seemed important to share this information.

I recently uncovered an article–“how to hire a programmer to make your ideas happen”–by Derek Sivers, a visionary business developer and musician; the guy who started CD Baby and several other businesses and creative efforts. He’s released a mass of free materials and teachable content on his website, helping people turn their ideas into a reality.

This is a link to the full version of the article:

http://sivers.org/how2hire

The article I am talking about here defines some concrete steps on how to most effectively hire new software development team members. Here’s a snippet about people who start working with you, but for some reason it doesn’t work out:

Some will definitely go bad. Just expect it and don’t let it upset you. They’ll say something has come up, that they can’t start until next month, that it’s harder than they thought, or just disappear and never reply. When this happens, just mark that person’s project as cancelled or complete, and say goodbye nicely. Then carry on with the rest.

This kind of thing happens a lot. Projects start up with tremendous amounts of energy and enthusiasm, but peter out. A major hub-bub ensues when people ask for contributors to a group project, as everyone who reads about it fantasizes that since more people are working on the same project–with their collective wisdom reinforcing everyone’s input–that it’s bound to be a tremendous success.

Then the enthusiasm dies down, and most of the programmers, writers, and artists who were all gung-ho about this new, exciting project simply disappear. It’s either through some spastic flurry of OMG MY LIFE IS TOTALLY SWAMPED RIGHT NOW AND I HAVE NO TIME FOR THIS I’M TOTALLY SORRY…Or it’s like the person vaporized and is simply absent from the team.

I’ve just done this myself actually, inviting a collaboration with another TDC member, but realizing I was in way over my head. We’ve put the project on hold–or at least the collaboration part of it–until we both sort out our schedules a bit. I felt very sheepish about it, and apologized. We’re coming back to it later though…Honest!

These things happen. It’s all part of the development process. Specifically, it’s about developing a team.

So how do you beat this? How do you cultivate a finished product when working with someone other than just yourself? Sivers recommends a few steps for effectively finding team members. Although the full post isn’t very long and you definitely should read it, I’ve condensed it here.

1. Come up with the bare-bones design for your project. Sivers calls this “Version 1.0.” This is the bare minimum that would make you happy.

2. Put together a brief story about what you’re hoping to accomplish with this project/game. I stress this is brief. You can develop a longer, feature-complete design document later, or at least for a different purpose. Keep your story short and to the point.

Here’s an example: “I’m creating a classic platformer adventure about a hero that seeks revenge against her captors in a strange, alien world. She can change her density so that she is able to float in mid-air, sink through the ground, or pass through walls. The character will gain and upgrade these abilities over time, and players will need to use these abilities to reach certain areas of the map and solve puzzles.”

3. Put together your design document. THIS is the painstakingly composed, thorough, long, very detailed list that describes everything that your Version 1.0 should do.

4. Break down that design document into smaller, more digestible chunks. Sivers calls these “milestones.” Actually, it’s an industry term as well, so become familiar with it. The idea behind a milestone is that it’s a small bit that can be worked on, independent of everything else on the design document, which adds to the completed project. It’s one piece of the puzzle, allowing the programmer to focus all their energy and attention to that smaller piece.

5. Make your first milestone a stand-alone project. A game engine is a perfect example.

“I’m looking for a custom platform engine that allows the player to hover in the air for a short time after a jump, as well as sink through platforms as if they were melting, but come out on the other side. The player should be able to do the same thing for walls, as well.” This should do the trick.

6. Post your first milestone as a request anywhere and everywhere it will be seen by potential candidates. Here at TDC, maybe the ClickTeam forums, and other active websites that focus on MMF2 or other ClickTeam products.

7. After receiving your responses (and this is assuming you receive several responses, of course!), choose more than one person to do the job. This may seem odd, but you’re hedging your bets here. What if that one person you’ve picked flakes out on you? What if they work too slow for your liking? What if they simply disappear? There’s always at least one more person who’s looking into the project.

…So when someone says, “So what’s your Plan B?” You’ll actually have an answer. The folks who don’t follow-through with the first milestone for some reason, you can simply and courteously close the deal with them. Say “Maybe next time, but until then, best of luck!”

8. Out of all the finished submissions, pick the person you like the most.

Let’s be honest here. This website and community are full of casual users. Not many people are treating their ClickTeam products like a serious tool to develop the next killer app, fantastic game, or whatever. Most folks are here to have fun, and pick up MMF2 when they have the spare time and nothing else better to do. That’s totally fine, and honestly it’s what I do myself.

But for those who truly believe in the power of the tool they hold in their hands, who spend hours developing new extensions and/or ways to use them, who laboriously create dozens of frames of animation…Those are the folks who will respond to such a process as is outlined above. Those are the people who will finish that milestone project for you, and who you will want to work with.

Stick with them, keep feeding them the milestones, and before you know it, your collaboration will result in a completed project…Which is a rarity these days.

Best of luck to you, Clickers.

///

note: you can see my original posting of this article here. please note that the version i have posted at www.let-off.com fixes some of the typographical errors i made in the original posting.

what if…? 3 august 2010

to jump-start my brain while pondering a current board game design (a basic car-racing game, at the moment…it’s sorely lacking in theme or the “spark” that brings players back for more), i consulted my handy-dandy ‘creative whack pack’ designed by roger von oech.  to sum up, each card in the set has a suggested creative thinking exercise, designed to ‘whack’ you out of your current/stale mode of thinking, so that new ideas will emerge.  the ones that were drawn for this particular exercise include:

have something at stake - survival, self-esteem, money, reputation–so the player is motivated to win.

ask “what if?” - what off-beat “what if” questions can you ask about your concept?

make a decision - evaluate the idea, and critically weigh the evidence.  run a risk analysis, and listen to your gut.  what is your decision?

so i developed a long list of “what if” questions before going to bed that evening, with the hopes that the next step is to sift through the ideas and come up with one that sticks for the current game design i’m developing.  the rest of the ideas can certainly be kept in the morgue for later retrieval and use.  i will also be using this same exercise as part of my upcoming board game design course this september/october.

what if…

  • players were trying to escape the nothing?
  • there was a herd of stampeding animals close behind?
  • the players were racing snails?
  • the players were racing through an office to use the photocopier?
  • the players were sperm cells on their way to the egg?
  • the payers herded animals along the track ahead of them?
  • the players had to crack a secret code before they could cross the finish line?
  • the players were maids in a cleaning service?
  • players were parents in a toy store the day before christmas?
  • the players were tax collectors?
  • players had a family of ducks (including ducklings) following them?
  • players were storm chasers in tornado country?
  • players were fatties at a chinese buffet restaurant?
  • players were lost socks in the ‘laundry worm hole’?
  • the last-place player could fuck with the first-place player?
  • the last-place player could win if they killed-off the other players?
  • the players had to visit different stations in a food-eating contest?
  • players were servers in a busy restaurant?
  • players were commission-based used-car salespeople?
  • players were in the belly of a sinking ship?
  • each individual player had to visit all checkpoints, but in a different order than all other players?
  • players could throw switches that open or close passages and doors?
  • at different stations there were different pieces of code, and players must acquire the pieces, decode the combination, then escape?
  • players were inmates and must bribe prison guards to escape?
  • players were packages in the u.s. postal system?
  • players were pieces of luggage in a busy airport?
  • players were taxis, picking up fares across the city?
  • players were sea monkeys on some little kid’s bookshelf?
  • players were staff at a busy daycare center?
  • players were thieves running from the police after a botched heist scheme?
  • players were mosquitos feasting on picnic guests?
  • players were strange life forms trying to implant their own genetics into the “birthing receptacle” that creates the next generation?
  • the players were antique dealers/brokers at a flea market?
  • players were in a grocery store, fighting off cravings in every aisle?
  • players were dogs or cats marking their territory?
  • the players were house-painters, paid by the square foot of coverage?
  • players were lawn-care groundskeepers, mowing the lawn?
  • players had to pick up and deliver cargo with a forklift?
  • players were parents looking for their errant children on prom night?
  • players were inmates during a prison riot?
  • players were tomb raiders escaping from a trap-infested temple?
  • players were journalists chasing stories around the city?
  • players were no-holds-barred, full-contact, toboggan racers?

a night at the (horrible) movies

a better ending to inception:

cobb was actually living in his own dream world, and all those with whom he interacted were ‘projections’ from his own subconscious; his wife repeatedly attempted to rescue him from his delusional existence by invading his dreams and doing things that would hopefully shake him out of his magic reality (like killing the young business executive in the winter fortress, for example). meanwhile, the subconscious projection of his wife continues to delude him even further, making him continue to think that he was responsible for her death. in reality, she is still alive and he’s the one still asleep. he eventually wakes up, his wife standing over him, realizing that as much as he had attempted to analyze dream-state behaviour, he was still wrong.

the film was a disappointment. i thought–half-way through–that i had predicted the ending, but when the movie ended i realized that a better ending was possible. for some reason, i became incredibly irritated by that fact, perhaps because it was so over-hyped to me. i’m three for three in terms of seeing awful big-budget films this year. i think i’m done for the next six months, at least; friends, please don’t bother me about them until january.

and now, a transcript of recent text messages between a friend of mine and me, regarding my recent viewing of inception.

///

me: i figured you would be one of my only friends who [would be impressed that i] came up with a better ending for -inception-. film was bad, ending was utter poop.

friend: aaaah interesting. haven’t seen it yet but a lot of folks i know were wild about it. you are right that i can do better than poop.

me: i recommend you skip it. a ball-less turd of a film.

friend: i didn’t realize turds had balls in the first place! i learn so much from our friendship.

me: well, only in a world where turds have balls could a rube like me fashion a better ending to any film, hollywood blockbuster or otherwise.

friend: well then i guess turds everywhere swing their balls with abandon.

me: you know this, [friend]. try not to dwell on it, though. think happy thoughts, and hold not hollywood to any scrutiny whatsoever.

friend: i tend not to and will try not to think of ball swinging turds.

me: aha! you found a way to beat the movies!!! ps: i apologize for being on such a tear about this.

friend: haha no worries, you are always welcome to free associate.

goals in 2010: a re-assessment

from the editor.

one of my four goals for 2010 is to pay off $8,000 of my school loan (about half of my remaining total).  this hasn’t been working.  i need to re-examine what’s been going on and come up with an alternative solution.

the state of things.  i set out initially to pay $750 per month against my school loan, delivering payments via credit card to the loan company.  last month’s payment was a paltry $350, and this month’s payment totalled $450.  what the hell happened?

essentially, there were numerous expenses i’d not factored into my initial budget.  these include:

  • emergency repairs (looks like my car’s electrical system is on the blink…if it cares to blink at all)
  • car insurance (currently over $900 per year, which isn’t much but the quarterly payments are significant enough)
  • travel (yeah, i do want to take vacations and breaks…this costs money)
  • other 2010 goals (these cost money too)

i have dipped into my savings account (via my automatic overdraft protection) a couple times since april: basically once every month i’m paying out of my savings account, even if it’s something less than $50.  though it’s not much, i feel it’s a horrible habit to begin, and definitely not a sustainable behaviour in any case.

how do i solve this?  i see several options.

  1. extend the goal into 2011. this will delay the goal about 6 months.  by default this is do-able.
  2. re-assess the goal to be $6,000 instead of $8,000 by year’s end. again, this is an approachable goal, and it would be done soon enough anyway.
  3. pay off whatever i’m short the $8,000 at the end of they year with my savings account. this is also doable, but i feel it’s undesirable (too close to “admitting failure” than i prefer).  in all honesty, i see myself doing this anyway.
  4. improve my income stream in some way. this is possible, but at the present time it doesn’t seem a very realistic possibility.  one of my other goals for this year is to publish a board game of my own, and i will be acquiring a construction certification in late july as a possibility for side jobs.  but there are a number of other commitments i would have to sacrifice in order to make a side job viable, and the board game has no financial guarantee.  i am not ready for this step just yet, i reckon.
  5. stay on a $750 payment schedule, but pay these every 1.5 months. so i would keep the $750 payment structure, just not on the same timetable.  although it satisfies one of the criteria, putting a wrinkle into my solid monthly payment schedule doesn’t seem like a good idea.  furthermore, it doesn’t help me meet the goal any quicker.

out of all the options i’ve listed above, a combination of the first two seems the friendliest option.  however, as i mentioned above, i’m more concerned about accomplishing the goal i’ve set.  i think my course of action will be to pay what i can per month (which seems to be about $450 per month at the moment) and then make up the difference at the end of the year with payments from my savings account.  although this takes away some of my financial cushion, it’s likely to afford me greater peace of mind than stretching the goal out along a lengthier time table.

this is, of course, dependent on whether or not i still have savings left; unforseen emergencies may come up that cause some additional dwindling of my savings.  that’s not worth even speculating at this point.  my “plan b” (which combines options 1 and 2 above) can compensate for a significant loss of savings assets, so i’ll defer to that if necessary.

as this is a personal goal, and no one else really has any stake in it, i’m merely thinking out loud with this.  but i had made a promise to myself to do it in 2010, and i want to find a way to achieve that goal.  i’m not too pleased about this at the moment, to be honest, but i have a feeling i will be much more satisfied once i can finally write off that debt.

how to do it: bike odyssey 2010

here’s the plan for bike odyssey 2010.  for those readers who are unaware (but might still give a damn), bike odyssey started back in 2007, and finally came to fruition for the first time in 2008.  because i enjoyed the experience so thoroughly, i decided to reinstate the tradition–but this time bring a partner along.  surprisingly enough, three people have agreed to join me this year, and we’ve been biking together in the past couple months in an effort to train up for the main event.  as of this writing, it happens in four days (!).

so what is it, exactly?
bike odyssey 2010 is a bicycle trip from baltimore, md, usa, to ocean city, md, usa.  the entire trip is approximately 170 to 175 miles (eh, what’s a few more miles, anyway?).  the route ambles northward along a major u.s. roadway; once we’ve skirted around the north end of the chesapeake bay (helped by a pickup truck–for less than a mile–to cross the susquehannah river, because bicycles are not allowed on the bridge), we’ll be easing our way south towards the eastern shore.  eventually, we stop at a relative’s beach house and stay there for a couple days.  we’ll have family and friends meet us in ocean city later in the week, and they’ll drive us home after a few days of rest and relaxation.

the trip takes about 2.5 days, riding steady for 6 hours or so each day.  we’re staying in hotels during the evenings of the two days on the road.

what’s the big deal about all this, anyway?
at first glance, there’s nothing remarkable about the trip, other than the fact that it’s being done.  not everyone considers riding 170 miles over three days very enjoyable.  but i do, and the guys biking with me do, too.

additionally, this year i wanted to make the trip worthwhile to more than just us riders.  i took on a fund-raising benefit for a local baltimore homeless shelter.  my goal for this effort is to eventually raise $1000 to benefit the shelter and its residents.  prospects are good; at the initial fundraising benefit we raised just over $300, and later donations (as part of a “pledge-per-mile” program i developed) have just about doubled that number.  although i’m doubtful the full $1000 will be raised, there’s no reason to not keep trying.  plus, there’s still time, so more funds may come through somehow.  we’ll see.  but regardless, the shelter staff are appreciative of the funds and other resources we’ve collected for the shelter so far,  and every little bit helps.

why a bicycle?  why this?
way back in maybe 2004 or 2005, i made a vow to purchase a bicycle once local gasoline prices went up to $2.50 per gallon.  essentially, i wanted to save money; maybe i wanted to be a little healthier, too.  so when the fateful day came to pass (it was inevitable, naturally), i went to a department store and bought my first bicycle i’d ridden since college for about $99.  i was able to make short trips around town to visit friends, do errands, and take leisurely trips out and about in my spare time.

as time went on, my finances waxed and waned due to a period of “career transition.”  i was shifting from a semi-corporate job into the non-profit sector, and i was continually looking for ways to reduce expenses.  riding a bicycle became less and less a leisure activity, and more a viable mode of transportation.  at the age of 30, my last car finally died, and i ended up being car-less for a few months for the first time since i was 19 years old.  around that time–the hot summer of 2007–i suddenly hatched the plan to ride my bicycle to ocean city.  i have a relative who owns a summer house over there, and i have a open invite to stay when i please.  i hatched a plan to make my way there in august of that year.  i asked friends and family to help me out financially–i had just finished up a year-long americorps term, and funds were drastically limited.  i was also still out of work at the time, so i spent my days riding my bicycle, volunteering around town at various projects, and eating ramen noodles or peanut butter on toast.

as the date for the trip drew near, i suddenly had to change plans.  one of the bands i’m in was invited to travel across the country and participate in a televised audition for a spin-off of the american idol television show.  the bike trip was put on hold.  i eventually was hired by a non-profit organization (with whom i’m still employed now) and began to personally, emotionally, and financially regroup.  the trip with the band was a blast, of course, and was a superb uplifting experience for me in a number of ways.

before i knew it, early 2008 had come along.  the idea of the bike trip had never left the back-side of my mind, however, and i became more obsessed with the notion of achieving that personal goal.  i would bike to the day job any day that it wasn’t raining or snowing, and that the temperature was over 35 degrees fahrenheit.  i would take solo trips out to shopping malls a dozen miles away, eat a snack, and bike back home.  i would bicycle 20-mile round trips to pick up groceries.

eventually memorial day weekend 2008 arrived, and i left for ocean city.   two and a half days later, i was looking a the atlantic ocean.

it’s not easy for me to articulate the sense of accomplishment i had felt, perhaps because it had resonated with me personally at such a profound level.  the past year and a half or so had been a very trying time for me in terms of my personal life, and although the original trip had been delayed, eventually achieving it seemed not so much completing a task, but more like opening a door to many more possibilities and opportunities.  since that time, i’ve felt less inhibited by personal boundaries, anxieties, and social mores.  i feel less angry and frustrated.  i realize that careful, thought-full planning can eventually bring positive, long-lasting results.  i had felt i finally achieved one of my personal goals, after having endured close to two years of meeting resistance.

so i wanted to do it again.  at the beginning of 2010, i established four annual goals for myself. another bike odyssey is one of them.  so i’m doing it again, but this time it’s “bigger and better” than its precursor.  that’s the part of accomplishing goals that seems the most attractive to me: once one major success comes along, you’re encouraged not just to repeat it, but to take more risks, to “turn it up a notch,” and to expand your boundaries even further.

this is the main reason i wanted partners this time around.  i will never forget how intense the achievement was for me.  if i can encourage someone else to answer that call, and to meet that challenge, then i’ve done a profoundly rewarding service for someone else.  it’s doubtful that a single bicycle trip will always blast someone’s perceptions wide open–as it did for me–but at the very least it can open their experience to more opportunities.

i’m totally excited for you! how can i support bike odyssey 2010?
hell, i’m glad you asked!  you can download the “pledge per mile” form, and then e-mail me to arrange a pickup.  we’re accepting pledges until midnight, june 13th, 2010.

thanks for reading.

howzit goin’? let-off studios in 2010, first period

a note from the editor on various personal projects and individualized goals.  2010 “will be the best year of my life yet,” he says.

END OF APRIL 2010 - - HOW ARE THINGS GOIN’?

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videogame review: Hanuro Hawk - Enhanced Edition

from the editor: i’ve completed a review of the shoot-em-up (or “shmup”) game hanuro hawk - enhanced edition by HitmanN, now posted over at the daily click.  you can download the game herehanuro hawk - enhanced edition also appears on the april 2010 edition of klikdisc. if you are a member at the daily click, be sure to leave constructive comments and critique.

hanuro hawk screen 1
PRESENTATION: 8 / 10
Hanuro Hawk - Enhanced Edition is a clean and professional shmup. I actually think of it as the first-ever “elegant” traditional-styled shmup made with MMF2 I’ve played so far. Not to confuse that with “boring,” of course; the game is a fine piece of work.
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willful stagnation vs. gentrification

the following are notes i have taken after observing a conversation at a local coffee shop/bookstore run by a radical/activist element.

to sum up: a discussion arose between the cafe staff-person and a table of conversing guests.  they were discussing some of the issues related to them living in the city, but longitudinally all signs point to them being eventually priced out of their own artist enclaves.  whether they were concerned about the welfare of the city itself or themselves and their own personal condition wasn’t clear; i was unable to stick around long enough to find out all the details.  but it did stick with me, and i wrote down the following phrase:

“wherever you go, gentrification follows.”

the rest of these notes is not a true essay, but more a stream of consciousness regarding white flight/black flight, gentrification of Western urban centers,  planned shortages, my personal role in city life and gentrification, planned communities, and so on. [Read more →]

new zine: notes on ishmael

soon to be released from let-off studios is a series of notes based on daniel quinn’s novel ishmael.  it is a fiction novel widely touted as a “life-changing book” by many of those who read it.  the editor of let-off studios took it upon himself to take copious notes, not just on the summarization of the book, but also on its thematic and cultural content.  this zine will present these notes, serving not necessarily as a cliff’s notes version of quinn’s book, but more as an accessible, expansive companion to the work with an undeniable personal touch.

principal writing and composition is complete; this zine is slated to be published by mid-spring 2010, and will be a free publication available via download from let-off.com, as a hard copy distributed to various locations in baltimore, md, u.s.a., or delivered through postal mail by request.