3 Strategies to Selling Your Ideas to Your Boss, Coworkers, & Minions

3 Strategies to Selling Your Ideas to Your Boss, Coworkers, & Minions

Much of life is selling.    

If you think you deserve a raise, you are selling an idea.  
If you want your team to crunch to hit a deadline, you are selling an idea.  
If you want to add a feature to the game, you are selling an idea.

I share proven techniques I learned from the corporate world, indie dev, and entrepreneurship - so you don’t have to.

 

Pain, Fatherhood, and Game Design

Pain, Fatherhood, and Game Design

“Real artists take the misery and sadness of life and translate it into art.” -- Josh Peck

As I write this my wife and newborn baby are in the hospital.

Baby James was born at 10:28am Oct 9 2015.  We named him after Archmage Rises’ musician James Marantette (just kidding, we say this to every James we know).

He stopped breathing 10 minutes after he was born.  The worst of it was this happened to be the precise moment I was recording video of the nurses cleaning him.

Tips on Game World State Data Serialization in Unity C#

Tips on Game World State Data Serialization in Unity C#

Finally, after 10 months, I am able to save and load my game world!  Prior to this, every day, every time I ran the game, the game world had to be generated on the fly.  Even when I was doing live demos at conferences and twitch.  I suppose the nice side benefit of this <strike>bug</strike> undocumented feature is that my world generation AI is rock solid and fast; it’s probably been tested 10,000 times. :-)

Kickstarter Failures: Can I even handle Success?

Kickstarter Failures: Can I even handle Success?

I’m an indie making Archmage Rises, an open world RPG mage simulator (it’s like Skyrim meets FTL).  I have been asked many times by friends, fans, and devs if I will do a kickstarter. 

As a serial entrepreneur I find Kickstarter, or even the concept of crowd funding, fascinating.  Strangers can just give me money on the promise of likely getting something in return?  Wow!  In my past I’ve always had to figure out how to build the good/service first and then collect the money second!

Today I read Gamasutra’s report of a 54k judgement against Asylum Playing Cards for failed kickstarter delivery and 112k judgement against another kickstarter dev for failure.  It made me realize something.  Something from my past.