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Parallelization + Shira Oka update

ImageRandom anecdote and musing of the week:

I believe that one of the signatures of a successful commercial development endeavor is the parallelization of work.

Someone said something interesting to me last year, when I casually mentioned our upcoming vocal recording sessions for the game's soundtrack. He said to me,“But the game's not finished yet. Don't you do the music when you're done with everything else?”

The answer that I immediately gave is “No. You try to do everything at the SAME TIME.” The real challenge is in managing the synchronization points that arise when you're bringing things up in parallel. But serialization is the death (schedule-wise) of a project of this enormity of scope.

I didn't realize how important this was (it's something I've always taken for granted, having been in the software industry for well over 10 years). But as it turns out, I believe it's very much key to any development endeavor.

These past few weeks, and the few weeks coming ahead, have occupied the art and software team with the focus on the “prettification” of the UI in order to provide in-game screenshots. We're initially going with a clean, “glassy” look which takes maximum advantage of the underlying OpenGl layer. Kudos to Chris for his development agility during the past few weeks in his support for the UI prettification project.

In the game engine world, Scott and I have been steadfastly hammering out the intricacies of the software entity that we call the “event scheduler”. This piece of code, along with the content compiler, is really the heart of the engine. It has a direct effect on the pacing of the game, so it's really important that we get this piece right, while at the same time allowing enough flexibility to accommodate small changes as they arise from the writing team through our development and ongoing playtesting.

April is the primary artist for the various components of the UI. She's doing this on top of managing our inbetweening and background art staff, providing crucial direction and managing the pacing of the work. Observing her juggling act is, in a word, breathtaking.

On the other side of art, Jin is busy bringing up those activity animations that all of our players will come to love (I hope) or hate (please, let it not be so!). In my personal opinion, they're so cute that I want to eat them.

All this is happening, on top of our preparation for the upcoming Otakon. We're going to do our usual booth (we'll be in the industry area, as opposed to the dealer area), as well as the usual Romance 101 panel that most of you in the community have already been to.

As pictures speak a thousand words, screenshots before Otakon has been our mantra this month. So, please look forward to that.