I'm not entirely sure what percentage of my time has been spent working on school projects and papers over the past several weeks, but I do know that it's at least twice the percentage of my time spent sleeping. I don't mean for this to be a boo-hoo/vent post, but it's all starting to catch up to me. Balancing school, work, family, and my tiny fraction of play/relax time has truly become my greatest challenge as the end of the semester looms near.
So I'll cut to the chase as far as my actual work and tasks are concerned. Here's what I did during the past week:
- Held design meetings to brainstorm the effects and layout involved in menu interaction
- Defined and further refined the GUI systems as we began actually implementing them
- Used Felix's (one of our engineers) foundation to tweak the visual effects involved in the menu transitions
- Helped plan and prioritize remaining engineering and art tasks (as the associate producer role)
- Continued development on my side RuneStone game project, specifically getting the scrolling camera to function exactly as desired...finally!
This seems a little short this week, but perhaps I'm just getting slower as the work piles on. Time to stoke the fires and kick into high gear to finish the semester off strong!
- Troy
"Producer's Perspective: The MFA Experience" chronicles Troy Johnson's experience in the University of Utah's Entertainment Arts & Engineering: Master Games Studio. As a graduate student in the Producer track, much of his work focuses on game design, project management, and facilitating teamwork across all disciplines.
23 April 2012
14 April 2012
Filling in the Gaps -- Week Ending 14 Apr
Being a game designer entails a lot. In fact, it appears that there's way more to game design than I ever considered--at least in the way we're distributing duties among the nine members of our team. I've had a hand in art direction, certain engineering processes, the minute details of how each tiny piece of the game interacts with the others, the prioritizing of development tasks, and--most recently--the navigation and transitions of every GUI element in the game. However, I don't mean to suggest that this is a bigger workload than any other member of my team has--simply that it is a lot to keep track of since the job covers so many different aspects of the development process.
Because of all of that (and for other reasons as well, I'm sure), most studios have different people covering game design and level design. Now, however, I'm finding myself in charge of the level design as well. Again, don't get me wrong--I love level design. I think that most games make it or break it in this facet, and I feel like I have a strong understanding of what makes levels compelling in their given genres. Unfortunately, I don't think I've ever played a game quite like this one, so I'm having trouble developing levels that take most advantage of our mechanics (which still need tuning, too). Couple that with my lack of 3D modeling software skills, and I could definitely use some help with this part. Everyone on the team is so busy, though, that I don't think there's any other way to get it done. /ventsession
That being said, I'm still having a blast. I love having something to do with all the different parts of the development process, and it's an incredible satisfaction to be part of such an awesome and dedicated team. The game is coming together into a fantastic product, and what we have so far is definitely fun.
Bottom line, I don't want to let the team down. So I'll get back to designing levels now. :)
Here's what I did this week:
- Worked with individual team members to communicate design details--about everything from the physical force behind certain collisions to how a particular level layout lends itself to interesting scenarios with our trap setups
- Headed up stand-up meetings and made sure everyone had tasks to work on (this was my particular duty when Jesse was gone for doctor appointments this week)
- Laid out and listed every logical and visual function of GUI interactions and displays throughout the entire game--everything from the opening title menu to the in-level HUD to the retry and level select screens
- Used Sketchup to model/design level layouts
- Troy
Because of all of that (and for other reasons as well, I'm sure), most studios have different people covering game design and level design. Now, however, I'm finding myself in charge of the level design as well. Again, don't get me wrong--I love level design. I think that most games make it or break it in this facet, and I feel like I have a strong understanding of what makes levels compelling in their given genres. Unfortunately, I don't think I've ever played a game quite like this one, so I'm having trouble developing levels that take most advantage of our mechanics (which still need tuning, too). Couple that with my lack of 3D modeling software skills, and I could definitely use some help with this part. Everyone on the team is so busy, though, that I don't think there's any other way to get it done. /ventsession
That being said, I'm still having a blast. I love having something to do with all the different parts of the development process, and it's an incredible satisfaction to be part of such an awesome and dedicated team. The game is coming together into a fantastic product, and what we have so far is definitely fun.
Bottom line, I don't want to let the team down. So I'll get back to designing levels now. :)
Here's what I did this week:
- Worked with individual team members to communicate design details--about everything from the physical force behind certain collisions to how a particular level layout lends itself to interesting scenarios with our trap setups
- Headed up stand-up meetings and made sure everyone had tasks to work on (this was my particular duty when Jesse was gone for doctor appointments this week)
- Laid out and listed every logical and visual function of GUI interactions and displays throughout the entire game--everything from the opening title menu to the in-level HUD to the retry and level select screens
- Used Sketchup to model/design level layouts
- Troy
07 April 2012
Feeling the Pressure -- Week Ending 7 Apr
Today's entry will be a little short because the semester has entered Act III, and everything is quickly moving toward resolution. In other words, I've got a ton to do, so I'll keep this brief.
Last March of the Dodos is looking great. Just about every trap is functioning correctly, and we're just finishing the implementation of physics so that the Dodos can be tossed around and chained by the individual traps. We've had to make several more design decisions this week--decisions whose ramifications still remain ambiguous without the luxury of thorough testing yet. I think I'll be in for a lot of testing and design iterating over the next three weeks.
Work on Chroma and RuneStone has taken a back seat to homework for my other classes and to the development of Dodos, so I don't have much to report on there. Work still pushes forward on those projects, just not particularly quickly this week.
However, I do have an interview for an internship coming up this next week, so I've been specifically preparing for that. I've been really trying to study up on and play this company's game so that I can have a good idea of what the company is really about--their approach to design, how they run development, and what my life as a production intern might entail. I'm excited for the opportunity; they would be a fantastic company to work for, especially just starting out my video game industry career.
Here's what I did this week:
- Participated in product design meetings with our product owner (Bob), key engineers, and Jesse to determine how Dodo AI will be perpetuated and how the physics of launched Dodos will play out
- Created level models in Sketchup and imported them into our Unity project (they work!)
- Created the UI/menu progression map and skeleton for menu designs (both visual and functional designs)
Back to work!
- Troy
Last March of the Dodos is looking great. Just about every trap is functioning correctly, and we're just finishing the implementation of physics so that the Dodos can be tossed around and chained by the individual traps. We've had to make several more design decisions this week--decisions whose ramifications still remain ambiguous without the luxury of thorough testing yet. I think I'll be in for a lot of testing and design iterating over the next three weeks.
Work on Chroma and RuneStone has taken a back seat to homework for my other classes and to the development of Dodos, so I don't have much to report on there. Work still pushes forward on those projects, just not particularly quickly this week.
However, I do have an interview for an internship coming up this next week, so I've been specifically preparing for that. I've been really trying to study up on and play this company's game so that I can have a good idea of what the company is really about--their approach to design, how they run development, and what my life as a production intern might entail. I'm excited for the opportunity; they would be a fantastic company to work for, especially just starting out my video game industry career.
Here's what I did this week:
- Participated in product design meetings with our product owner (Bob), key engineers, and Jesse to determine how Dodo AI will be perpetuated and how the physics of launched Dodos will play out
- Created level models in Sketchup and imported them into our Unity project (they work!)
- Created the UI/menu progression map and skeleton for menu designs (both visual and functional designs)
Back to work!
- Troy
02 April 2012
Figuring Out the Designer's Role -- Week Ending 31 Mar
This was another busy week, but it was productive and fulfilling. I'm particularly happy with how Last March of the Dodos is coming along. The team is really pulling together, working hard to do their part to make this a successful group effort. A lot of progress has been made, particularly in the engineering, and the alpha release is definitely taking its intended shape.
As the designer, I've had a lot of opportunity for group direction as well as one-on-one conversations with every team member. I've had to continue developing and solidifying the bigger picture of how each game aspect complements the others, and I've put many hours into refining dozens of game mechanics--both in their low-level mathematical relationships and in their high-level implementation into the overall design.
I finally finished storyboarding how all of our alpha-release traps can chain together, and I emailed my diagrams along with descriptions to the team. Hopefully this will be a source of confidence in what our game can be, as well as a motivational display of effort.
In other project news, I've been creating level designs for Chroma Clash using Google Sketchup. I hope to use this experience as a springboard to learn Maya for more complex, detailed level designs and character models.
I've also started developing another personal project based on Elders of the RuneStone, an independent comic book that I've had professional association with for years. It's a classic-style side-scrolling action-platformer, wherein the player can swap between a collection of characters in real-time to have access to their different abilities as necessary. My primary focus for now is the engineering. I imagine that I'll run into many roadblocks along the way because of my minimal engineering expertise and experience, but it's been very fulfilling, and it's gone relatively smoothly so far.
Here's what I did this week:
- Conducted sprint reviews with Jesse, and particularly the art team
- Reviewed art assets and made suggestions and requests where necessary
- Created art-only sprints to plan for every asset every step of the way
- Updated the team and personal blogs
- Created remaining trap-chain storyboards and emailed them to the group
- Worked one-on-one with each team member to nail down and communicate the design specifics of the individual facets of the game that they were working on
- Defined and communicated several trap effects and their bigger role in the game framework
- Created level designs in Google Sketchup for Chroma Clash
- Engineered several mechanics in the RuneStone platformer
And that's it for this week!
- Troy
As the designer, I've had a lot of opportunity for group direction as well as one-on-one conversations with every team member. I've had to continue developing and solidifying the bigger picture of how each game aspect complements the others, and I've put many hours into refining dozens of game mechanics--both in their low-level mathematical relationships and in their high-level implementation into the overall design.
I finally finished storyboarding how all of our alpha-release traps can chain together, and I emailed my diagrams along with descriptions to the team. Hopefully this will be a source of confidence in what our game can be, as well as a motivational display of effort.
In other project news, I've been creating level designs for Chroma Clash using Google Sketchup. I hope to use this experience as a springboard to learn Maya for more complex, detailed level designs and character models.
I've also started developing another personal project based on Elders of the RuneStone, an independent comic book that I've had professional association with for years. It's a classic-style side-scrolling action-platformer, wherein the player can swap between a collection of characters in real-time to have access to their different abilities as necessary. My primary focus for now is the engineering. I imagine that I'll run into many roadblocks along the way because of my minimal engineering expertise and experience, but it's been very fulfilling, and it's gone relatively smoothly so far.
Here's what I did this week:
- Conducted sprint reviews with Jesse, and particularly the art team
- Reviewed art assets and made suggestions and requests where necessary
- Created art-only sprints to plan for every asset every step of the way
- Updated the team and personal blogs
- Created remaining trap-chain storyboards and emailed them to the group
- Worked one-on-one with each team member to nail down and communicate the design specifics of the individual facets of the game that they were working on
- Defined and communicated several trap effects and their bigger role in the game framework
- Created level designs in Google Sketchup for Chroma Clash
- Engineered several mechanics in the RuneStone platformer
And that's it for this week!
- Troy
26 March 2012
The Producer/Designer Dilemma -- Week Ending 24 Mar
I enjoy the production side of video game development. In fact, I want to do it as a career. I like having a part, however small that part may be, in all the disciplines involved. I love seeing how the various pipelines work and trying to find ways to help them run more smoothly and efficiently. I love talking up my team to others, presenting great game projects, and being able to learn about every different aspect of development from the geniuses who focus in and nail their specific responsibilities.
However, my true passion is in design. From the high-level concepts of what a game could be based on to the low-level fine-tuning of the mathematics involved in intricate scoring, I love designing experiences that will be compelling to a broad range of players. One area at which I could definitely become better and learn more about is in coming up with completely original concepts that aren't based on existing properties or ideas. I'm great at fine-tuning, explaining why a particular mechanic does or does not work well, and editing content to it's most essential parts. I'm working on abstracting all those experiences I've had into building blocks that I can use to make games from scratch. Any help you'd like to offer would be most welcome. :)
Back to the point of this entry, though... What I discovered from most of the recruiters and contacts I met at GDC was that they don't want someone to be both a producer and a designer. They want someone who is interested in--and fantastic at--one thing. Thus my dilemma. It's incredibly difficult to break into the industry as a game designer. That's typically a senior position, one that individuals must work professionally for years to obtain. Of course, they do want everyone to understand design principles at some fundamental level, but that's not the same thing. The other difficulty here is that breaking in as a producer is also challenging. So many companies have different notions about what a producer is and what a producer is expected to do. With it being hard to go either direction, I've attempted to bill myself as both and hope that hiring managers recognize the value in my understanding of a broad range of concepts and skills. I'd certainly love to use both my production and design skills and abilities wherever I end up...
Which moves us into a brief discussion of my current role(s) in our thesis team: game designer and associate producer. Yes, I'm acting as both. People are coming to me for art validation (I've somehow slipped into some sort of art direction role, despite Craig Caldwell being our designated art director), for the specifics of how our scoring system will work, and for guidance on task distribution and sprint management. Besides my involvement in communicating various information with others, I'm also currently designing level concepts and finally learning how to use 3D modeling tools to actually build them.
I'm really trying to figure out if I'm doing everything I should be doing, if I have my thumbs in too many pies, or if I'm just trying to compensate for a lack of understanding my own actual duties by slipping into everyone else's business. There's a lot that goes into this stuff, and while I think I'm figuring it out pretty well at this point, I'll be trying particularly hard during the coming week to get advice on how to really fall into my assigned and intended position. Of course, if I'm capable of helping out team members in their respective duties, I still want to do what I can for them.
Here's what I did for Dodos this week:
- Organized the art team and their pipeline, and helped them distribute their tasks into the first few sprints
- Clarified some design points, including how the scoring and combo features will work
- Sketched storyboards and designs for potential levels--from trap chaining ideas to beginning creation of 3D models for importing into the game project
- Helped lead team meetings
- Distributed assets, information, and previous builds of the game's prototype to team members for reference
Further, here's what happened with our side project, Chroma Clash, this week:
- Had a team meeting with Derek (engineer), Spencer (producer, assistant artist), myself (designer), and Laura (our newly recruited lead artist and menu designer); thanks to Spencer for recruiting Laura!
- Constructed our official backlog and distributed it to the team; we'll be using one-week/one-feature sprints as our process from here on out
- Settled on Unity as our engine for the prototype of the game
- Started using Google Sketchup to create 3D models of level designs
Lots going on because there's lots that needs to get done! For the moment, I'm keeping my head above water, if only just barely. It's a good thing that these swimming lessons still have their healthy share of fun!
- Troy
However, my true passion is in design. From the high-level concepts of what a game could be based on to the low-level fine-tuning of the mathematics involved in intricate scoring, I love designing experiences that will be compelling to a broad range of players. One area at which I could definitely become better and learn more about is in coming up with completely original concepts that aren't based on existing properties or ideas. I'm great at fine-tuning, explaining why a particular mechanic does or does not work well, and editing content to it's most essential parts. I'm working on abstracting all those experiences I've had into building blocks that I can use to make games from scratch. Any help you'd like to offer would be most welcome. :)
Back to the point of this entry, though... What I discovered from most of the recruiters and contacts I met at GDC was that they don't want someone to be both a producer and a designer. They want someone who is interested in--and fantastic at--one thing. Thus my dilemma. It's incredibly difficult to break into the industry as a game designer. That's typically a senior position, one that individuals must work professionally for years to obtain. Of course, they do want everyone to understand design principles at some fundamental level, but that's not the same thing. The other difficulty here is that breaking in as a producer is also challenging. So many companies have different notions about what a producer is and what a producer is expected to do. With it being hard to go either direction, I've attempted to bill myself as both and hope that hiring managers recognize the value in my understanding of a broad range of concepts and skills. I'd certainly love to use both my production and design skills and abilities wherever I end up...
Which moves us into a brief discussion of my current role(s) in our thesis team: game designer and associate producer. Yes, I'm acting as both. People are coming to me for art validation (I've somehow slipped into some sort of art direction role, despite Craig Caldwell being our designated art director), for the specifics of how our scoring system will work, and for guidance on task distribution and sprint management. Besides my involvement in communicating various information with others, I'm also currently designing level concepts and finally learning how to use 3D modeling tools to actually build them.
I'm really trying to figure out if I'm doing everything I should be doing, if I have my thumbs in too many pies, or if I'm just trying to compensate for a lack of understanding my own actual duties by slipping into everyone else's business. There's a lot that goes into this stuff, and while I think I'm figuring it out pretty well at this point, I'll be trying particularly hard during the coming week to get advice on how to really fall into my assigned and intended position. Of course, if I'm capable of helping out team members in their respective duties, I still want to do what I can for them.
Here's what I did for Dodos this week:
- Organized the art team and their pipeline, and helped them distribute their tasks into the first few sprints
- Clarified some design points, including how the scoring and combo features will work
- Sketched storyboards and designs for potential levels--from trap chaining ideas to beginning creation of 3D models for importing into the game project
- Helped lead team meetings
- Distributed assets, information, and previous builds of the game's prototype to team members for reference
Further, here's what happened with our side project, Chroma Clash, this week:
- Had a team meeting with Derek (engineer), Spencer (producer, assistant artist), myself (designer), and Laura (our newly recruited lead artist and menu designer); thanks to Spencer for recruiting Laura!
- Constructed our official backlog and distributed it to the team; we'll be using one-week/one-feature sprints as our process from here on out
- Settled on Unity as our engine for the prototype of the game
- Started using Google Sketchup to create 3D models of level designs
Lots going on because there's lots that needs to get done! For the moment, I'm keeping my head above water, if only just barely. It's a good thing that these swimming lessons still have their healthy share of fun!
- Troy
10 March 2012
GDC! -- Week Ending 10 Mar
The week of truth has come and gone in its flash of hopes, dreams, and glory. Hard to believe all the buildup for this year's Game Developers Conference has run its course. It was a fantastic experience, as dizzying as it was helpful, and I can't wait to take what I've learned from GDC '12 and apply it to the forthcoming GDC '13!
Here are some of the lessons I gleaned, both from meeting with video game industry professionals and from my own experience participating in the whirlwind:
- You can't please everyone. There is no perfect resume; there is no perfect business card. One professional's advice and suggestions are rubbish to another. For example, some recruiters love the objective statement while others told me flat out that it's a waste of space. Whatever. Research the particular company you're interested in and tailor your materials to what they look for. Find a strong template and get solid general resume advice from faculty or pros, and then just make yourself shine in the best way that you know how.
- That said, there are definitely better and worse ways to illustrate what you can offer a company. Do more showing than telling on your resume. If a skill can be described in its precise context as it was exercised during a project or product development, that is infinitely better than simply listing what you can do. (At least, that's the story I got from most pros--a couple said they liked a brief list so they knew what to expect from the other details. Again, whatever.)
- If you have multiple professional interests and broad skill sets, focus your resume on one core discipline and make sure that every detail on that resume supports your specific professional goal. If you would like to try your hand at a couple different disciplines, make completely different resumes that focus on one discipline each. Companies want someone who can nail the specific jobs they need done, not someone who can kind of do a bunch of other people's jobs. It's still a good idea to include jobs and skills that are related to game development in other ways, but make sure your description contextualizes and focuses them onto your core professional discipline. For example, why does knowing some basic programming enhance your ability to be a producer? How do animation skills help you be a better senior programmer?
- Talk about team sizes and your personal contributions to the nitty-gritty of your projects' development cycles. The more you can convince someone that you actually make games and are valuable to a team in the process, the better.
- Make games. Seriously. Just make games like crazy so that you can show people your passion, your work ethic, and your creativity with something they can personally see, hear, feel, experience, and enjoy. Also, get a tablet to show your wares on. It's 2012. (I don't have one yet, dangit. I should get on that.)
- Ask questions. You want to learn from them--let them know that. Let them know how excited you are by treating them like the experts because, well, I suppose they are. They are the ones getting paid to do this, after all.
- If you are talking to a company's representative, that company should be the greatest thing since sliced bread. You want to be with them. You need to be with them. You have amazing things to offer them, but they have the world to offer you. Be excited! Brag on them and let them know how honored you are to be talking to them. And do it all genuinely, even if it's not exactly what you think. You have to play the salesman card in every way possible, without being a tool. Sound hard? It's incredibly difficult for me to be like this. I haven't mastered this skill, so I didn't reap its benefits, but I watched other people do it right in front of me, and it works wonders. Practice, practice, practice!
- Go to have fun! There's a ton of work to be done, but pace yourself. Play the IGDA's meta game, go to parties, and just talk to everyone who's willing to lend an ear. You never know how much work you can actually get done in the video games industry by playing with other people. Just remember to play nice. :)
Here are some of the lessons I gleaned, both from meeting with video game industry professionals and from my own experience participating in the whirlwind:
- You can't please everyone. There is no perfect resume; there is no perfect business card. One professional's advice and suggestions are rubbish to another. For example, some recruiters love the objective statement while others told me flat out that it's a waste of space. Whatever. Research the particular company you're interested in and tailor your materials to what they look for. Find a strong template and get solid general resume advice from faculty or pros, and then just make yourself shine in the best way that you know how.
- That said, there are definitely better and worse ways to illustrate what you can offer a company. Do more showing than telling on your resume. If a skill can be described in its precise context as it was exercised during a project or product development, that is infinitely better than simply listing what you can do. (At least, that's the story I got from most pros--a couple said they liked a brief list so they knew what to expect from the other details. Again, whatever.)
- If you have multiple professional interests and broad skill sets, focus your resume on one core discipline and make sure that every detail on that resume supports your specific professional goal. If you would like to try your hand at a couple different disciplines, make completely different resumes that focus on one discipline each. Companies want someone who can nail the specific jobs they need done, not someone who can kind of do a bunch of other people's jobs. It's still a good idea to include jobs and skills that are related to game development in other ways, but make sure your description contextualizes and focuses them onto your core professional discipline. For example, why does knowing some basic programming enhance your ability to be a producer? How do animation skills help you be a better senior programmer?
- Talk about team sizes and your personal contributions to the nitty-gritty of your projects' development cycles. The more you can convince someone that you actually make games and are valuable to a team in the process, the better.
- Make games. Seriously. Just make games like crazy so that you can show people your passion, your work ethic, and your creativity with something they can personally see, hear, feel, experience, and enjoy. Also, get a tablet to show your wares on. It's 2012. (I don't have one yet, dangit. I should get on that.)
- Ask questions. You want to learn from them--let them know that. Let them know how excited you are by treating them like the experts because, well, I suppose they are. They are the ones getting paid to do this, after all.
- If you are talking to a company's representative, that company should be the greatest thing since sliced bread. You want to be with them. You need to be with them. You have amazing things to offer them, but they have the world to offer you. Be excited! Brag on them and let them know how honored you are to be talking to them. And do it all genuinely, even if it's not exactly what you think. You have to play the salesman card in every way possible, without being a tool. Sound hard? It's incredibly difficult for me to be like this. I haven't mastered this skill, so I didn't reap its benefits, but I watched other people do it right in front of me, and it works wonders. Practice, practice, practice!
- Go to have fun! There's a ton of work to be done, but pace yourself. Play the IGDA's meta game, go to parties, and just talk to everyone who's willing to lend an ear. You never know how much work you can actually get done in the video games industry by playing with other people. Just remember to play nice. :)
It Has Begun! -- Week Ending 3 Mar
Pre-production is underway, and so far it's been interesting exploring my role as official game designer. To this point, it has meant gathering everyone's design, feature, and backlog ideas and making sure those ideas are clearly communicated to the team members. Then, along with Jesse (our team lead and Scrum master) and Bob (our product owner and executive producer), I've helped to cull down those ideas and create an official release backlog for our alpha goal. My job has really come down to ensuring that everyone has the same vision of what the game should be, can be, and will be.
I'm excited to see exactly what else my responsibilities will include, but I'm trying hard to make sure that I'm at least as busy and productive as every other member of the team. There hasn't been a lot of nitty-gritty in terms of design tweaks and optimization yet, so I've tried to fill in where Jesse needs help, acting as associate producer with items like research and team communication.
Besides that, I've also worked with the engineers quite a bit to find the best plug-ins for Unity Pro (our development engine) that will make the implementation of our game design run as smoothly as possible. We discussed heavily exactly which platforms of release our design lends itself to, and we've worked together to put into perspective what can realistically be achieved with the time and resources we have.
All in all, it was a good week, and though we have a couple weeks before we start our development sprints (GDC! And Spring Break!), we've got a great start on focusing our efforts and maintaining unity and vision of what we can accomplish as a team. Can't wait!
- Troy
I'm excited to see exactly what else my responsibilities will include, but I'm trying hard to make sure that I'm at least as busy and productive as every other member of the team. There hasn't been a lot of nitty-gritty in terms of design tweaks and optimization yet, so I've tried to fill in where Jesse needs help, acting as associate producer with items like research and team communication.
Besides that, I've also worked with the engineers quite a bit to find the best plug-ins for Unity Pro (our development engine) that will make the implementation of our game design run as smoothly as possible. We discussed heavily exactly which platforms of release our design lends itself to, and we've worked together to put into perspective what can realistically be achieved with the time and resources we have.
All in all, it was a good week, and though we have a couple weeks before we start our development sprints (GDC! And Spring Break!), we've got a great start on focusing our efforts and maintaining unity and vision of what we can accomplish as a team. Can't wait!
- Troy
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