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A Couple of Thoughts on Freelancers

July 11th, 2010 by Jess

The main Tiny Mantis team is comprised of three people: Nikita Mikros, Tommy Leung and myself (Jess Fiorini). We regularly employ freelancers but Tiny Mantis remains a fairly small, and intimate group.  I prefer this set-up to the acres of workers at megaliths like EA or Blizzard.  Perhaps the main pay-off of keeping things small is that my role is multi-faceted and I get exposure to all aspects of game development.  Of course, I’m not working on the next Starcraft but I do get to create universes in my own right a la Propaganda Lander.

A producer’s duties are somewhat difficult to define, especially in a team of 3.  Yes, there’s maintaining the bug tracker and keeping to a project time line but there’s quite a bit more on the personal and creative level going on.  One thing that is important to upholding sanity in a project is trusting your co-worker’s abilities.  Trusting in the abilities of your technical and artistic team lends to a certain amount of experimentation.  This is especially true if you’re not the most technically advanced in a technology-based industry. Game development is a minefield of problems and incompatibility.  What may be true about a game platform today is not necessarily true tomorrow.  If I can trust my team’s response to challenges, I can give a thumbs up to a project that might contain unfamiliar aspects.

Of course, it it much easier to trust in the core Tiny Mantis team than it is a freelancer.  Freelancer’s litter the sidewalk of NYC.  One would assume that with such a large talent pool that we could have new artists and programmers for every project. This is not only untrue but it is also highly undesirable.  When we find a freelancer that we like, we treat them well and hire them often.  Also, just because the talent pool is large does not mean that every candidate is a good fit for a project or even office mechanics.  I think it is wise to build up a stable of reliable talent that you can draw from dependent on the project. Projects usually do not come equipped with a learning curve so knowing who to call will definitely alleviate headaches in the future.  Furthermore, freelancers should check in periodically with businesses that they have a good relationship with.  Letting companies in on your schedule and reminding them of your existence usually pays off.

Even with the best freelancer in town, my job as producer is to facilitate development.  I usually try to ensure that the end client does not have direct access to the feelancer and vice versa.  This way, I can filter discussions to provide just the needed facts.  Sometimes, the client and the freelancer must interact and in that case my job becomes more of a moderator.  This allows the freelancer to focus on development and gives me another angle to track the project.

Tracking the project is another issue when the work is spread among people who may or may not be on site and who may or may not be accustomed to using a bug tracker.  I usually spend a certain amount of time at the beginning of a project explaining the functions of our bug tracker to new freelancers.  Bug trackers usually have help documentation but if yours does not provide documentation, it is helpful to have usage instructions that can be accessed off/on site.  Also, just because the bug tracker has been explained does not mean that it is being used.  If your bug tracker does not provide instant notification when a bug/change has been posted, it is the producer’s responsibility to verbalize that a new issues has been posted. And do not feel awkward saying “check the bug tracker” multiple times, sometimes this job is like herding cats!

Freelancers provide new opinions and experiences to project development.  We frequently include freelancers in design meetings and are better for it.  Freelancers wind up getting interesting perspectives and skills from the diversity of the projects they work on.   Those who are forward thinking with their problem solving display hidden skills that I might not have known about, which could lead to further work down the line.  Familiarity with a freelancer’s skill set circles back to trusting your team.  The more comfortable I am with a freelancer’s abilities, the more I am going to champion their employment.

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Propaganda Lander by SMASHWORX

May 7th, 2010 by Tommy Leung

Our sister company, SMASHWORX, recently released their first game, Propaganda Lander! It’s currently featured in the App Store’s New and Noteworthy section so check it out!

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Fantasy Telemarketer

September 8th, 2009 by Jess

Fantasy TelemarketerFantasy Telemarketer is ALIVE! Check out the good times at Adult Swim Games. Voice talent and funny stuff provided by Clambake Animation.

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Dora Saves the Crystal Kingdom

August 21st, 2009 by Tommy Leung

We recently finished a project for Nickelodeon: Dora Saves the Cyrstal Kingdom. We worked with Black Hammer Productions to create this desktop title for the PC and Mac. There is also a shortened web version on the Nick Jr. website.

I couldn’t find where Nickelodeon was selling the game but, they should be at some point. There is a lot of game that is not demoed in the web version including three side-scroller levels.

I think the game turned out pretty good. We don’t normally make games for such a young audience so, it was an experience! Hopefully some little kid enjoys it. :)

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Live Action Pitfall

June 15th, 2009 by Tommy Leung

Unfortunately, we didn’t think to announce the Live Action Pitfall! event designed by Tiny Mantis CEO, Nik Mikros, and Sortasoft’s Joshua Debonis last week before it was scheduled to happen on Saturday, June 13th. Nonetheless, Kotaku wrote a little something on it and included a YouTube video for you to check out.

Pitfall won the award for the Best Spectacle! The trophy and medal are proudly displayed at the office of Tiny Mantis. So, thanks to everyone who came out to play at this year’s Come Out & Play event!

 

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Still Alive!

June 9th, 2009 by Tommy Leung

It has been a while since we last updated. We have been pretty busy working on multiple projects. We finished a project for the New York City Department of Parks. It was designed to be an educational and fun experience for kids to learn and play. It was a long project and we are happy to have it out there for kids to play!

We’ve also been hard at work on a Dora the Explorer title with Black Hammer Productions–almost done! Our Adult Swim project is also progressing along. We have more projects in the pipeline including an original title for the iPhone. Once our Dora title ships and we get some free time, we’ll write up something about our experience in developing a title specifically aimed at kids.

We are very excited about our iPhone game! We are working with GamePro Labs under a sister brand on this game. It’s going to be awesome.

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NYC Needs More XP

April 1st, 2009 by Tommy Leung

Times Square is the center of the city's theat...
Image via Wikipedia

NYCGameIndustry.com has a feature article about the need for tax breaks and government initiatives to grow the game industry in New York City much like what Boston and Austin have done. The piece mentions Tiny Mantis Entertainment and Stephen Bronner, the author, had conducted an interview with our CEO, Nik Mikros, for it.

Other interviewees include Wade Tinney of Large Animal Games, Jessica Rovello of Arkadium, Eric Zimmerman of Gamelab, Nick Fortugno of Rebel Monkey, John Mikros–brother of Nik Mikros–at Blizzard Entertainment, and others.

The article brings up good points for the usefulness of tax breaks to lessen the burden of doing business in NYC. The game industry is growing every year and there is no reason why NY cannot benefit from the growth of the industry. With the collapse of the financial industry, new industries will fill the void.

The creativity of New Yorkers also can be a big help with employee selection. It’s “the best in the world,” said Rovello. “It’s such a hub for all things creative, which is great for us. There’s an energy here that can’t be replicated anywhere else. It’s a tough city, but it’s the best city in the world.”

NY certainly has a unique advantage when it comes to creativity. Artists flock here from all over the country. We have a perspective that can lead to more interesting game ideas that can expand the industry further.

The NYC game industry is growing slowly and this article brings up good points that shed the light on the reality of the industry in the Big Apple. Read it!

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Will the console ever die?

March 25th, 2009 by Jess

Recently, there have been some forecasters predicting the death of the console.  At first, I thought their statements to be somewhat fanciful.  I could not foresee such a future, as I am a child of the Nintendo era.  Now I might reconsider the possibility.  Have any of you out there on the interwebs heard on OnLive?  If you haven’t go check it out.  Let me know if you think it could work.  I am very interested in the possibility of playing all the games from different systems in one format.  I don’t know.  If this thing catches on, we could see some major upheaval.

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And Awaaaaaaay We Go.

March 23rd, 2009 by Nikita Mikros

I often wonder, is Web 2.0  just plain evil?  Have we taken it all too far?  We are generating content at an exponential pace.   Is our destiny to replace cinema with home movies of kittens?

Yet, sometimes I feel like I’m watching the same movies and playing the same games over and over like one of those unfortunate characters in a Moebius strip.  But then brilliance shines through and I discover something really unique.  Something that makes me remember why I do this, it makes me want to work harder, to do something new, something awesome.

So as it turns out, I’m an optimist after all… who knew?  So I’m headed for GDC.  Time to recharge the batteries, time to see what my fellow developers are working on.  Time to be inspired… I hope!  Of course I’m looking forward to the parties but I’m also looking forward to sitting in on many of the game design sessions and panels.  I’ll try to give reports while I’m there, but I can’t promise they’ll be coherent.

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A Funny Thing Happened on the way to Utah

March 14th, 2009 by Nikita Mikros

So I got a twitter from tinymantis (aka Tommy) while I was teaching my weekly game design class at Mercy College.   Apparently, Utah just passed another law banning sales of M rated games to minors.  Score one for the busy bodies.  I guess it’s nothing I’ve not heard before, you see I live close enough to Park Slope to feel the runoff of neurotic, over-mothering liberalism.  The kind that suffocates you, the kind that’s just as crazy and soul crushing as social conservatism.

While having lunch in the Slope, a friend  introduced my wife and me to some friends,  a couple with children.  Upon finding out what I do for a living, the wife’s face turned white as she told me that I was “The Enemy”.  Apparently, it was a constant battle to keep her kids from playing video games.  I did my best to exasperate this lady (why is it always a lady?) All the while, I had to endure listening to her 10 year old boy whine and complain about how he wanted a Game Boy, poor thing didn’t realize DS had been out for years.

Another time, I got a similar dressing down from some lady at a lesbian party in the Slope.  This one claimed that she loved video games, translation, she played Centipede back in the day.  Nonetheless, according to this woman those old games were OK.  However, these new games, they’re BAAAAAAD. She was making the same old argument about how  games are more “realistic” and therefore had some evil magical power over the minds of our zombie like children.

Hell, I even get it from the kids in this crazy neighborhood.  One child told me that she goes to her friend’s house to play Wii but that she treats it like a “book” and then kept telling me how much she loved books. Guess what? I love books too! yay! reading is awesome…  this kid had been made to feel so guilty about playing Nintendogs or whatever  for an hour that she felt the overwhelming desire to cover it up with some nonsense that she felt would appease a grown up, which she sadly mistook me for.

The prejudice even invades the industry internally.  When making games for big media giants, like Nickelodeon or Cartoon Network or even Adult Swim, there is a double standard.  You can say and do things on TV that just will not pass in a game funded by the same organization.  We are self hating that way, or maybe its just our lawyers.

Read the rest of this entry »

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