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WHEW.

What a month. Hey everyone! I haven't posted an update in a while so I wanted to drop in and say hi, talk about how GDC went, etc etc etc.

I wasn't planning on going to GDC until January. It's...expensive, exhausting, stressful, anxiety-inducing, and takes a TON of time away from work. But it's also the best opportunity out of the year for me to see old friends, connect in-person with clients, and remind myself why we do all this crazy stuff in the first place.

I also decided to do Train Jam again like, 4 days before it happened. It's fine and normal and I'm good at planning.

This was my 4th GDC and my 3rd Train Jam, both of which were incredible. It's so incredibly invigorating to be around so many creative people again, despite our collective criticisms of the conference. We as an industry are shifting our priorities and, I think, getting better at recognizing where we desperately need to improve. Accessibility is a huge part of that, especially for folks that aren't middle/upper class or without financial flexibility. That's part of why I'm so excited for GameDev.World! Not only will it be entirely free and online, it'll also be streamed in a TON of different languages. Being able to talk to some of the folks organizing it was really encouraging... they're really putting in the work that others have decided not to do. Regardless of how it goes, it warms my heart that so many people are working really hard to bring game development to new spaces.

Train Jam (if you haven't heard of it) is an annual event that happens on the Thursday-Saturday period right before GDC. On Thursday morning, 300 game devs pack onto an Amtrak train and make a game in the 52-hour trip from Chicago to San Francisco. It's incredible! The thing I appreciate the most about it is how low pressure it is. There's explicitly no competition, no winners, no losers. The primary intent is to just have a fun ride, meet new friends from across the world, and maybe make a small game along the way.

Tickets sell out SUPER quickly, and I recommend everyone (that can) to do it at least once. They have diversity initiatives to help out folks that normally aren't sure if they would be comfortable going, and developers from ALL over the globe attend. We had a team this year with devs from Malaysia, Brazil, and Indiana. It's really beautiful to see.

Normally Train Jam is about 52 hours long, but we ran into a ton of major delays this year due to flooding in Nebraska and a blizzard after Denver. By the end, we were over 20 hours delayed... which sounds awful, but just ended up providing more time for us to work on our projects and chat with each other. 

I reviewed a few portfolios on the train as an informal mentor, and it was so nice to be able to provide feedback to students face-to-face again. I do this a LOT online and, while it's fulfilling, it's a very different experience to be able to actually talk to the person. I think you're able to have a much fuller conversation about goals, strengths, and shortcomings this way. 

We made a game called Opportunity, which is about the Mars rover that we lost contact with last year! We have a LOT we want to go back and tinker with, hopefully one day we'll get the time to do so. I've done a few game jams in 3D, but this was the first time I had entirely used Blender. By the end of the trip, I felt way more comfortable with the interface. I originally learned 3D in Maya, then learned some Max on a job, but I'm much happier now using an open source, free software package.

Tip for 3D game jams... don't texture anything in a way that requires unwrapping! It's a huge timesaver. I just saved the UVs in groups and then shrunk them down, and then put those islands on the color I wanted on a flat image.

You can play all of the Train Jam 2019 games here! 

We (finally) arrived in Emeryville mid-Sunday and grouped off to get dim sum at Yank Sing. If you're ever in the city and want to drop a bunch of cash on a meal...that's the place to go. It's absolutely fantastic and I go every year.

I stayed in the Indie Hostel this year, which was absolutely wonderful. I didn't spend as much time mingling with folks there as I hoped to, but I really enjoyed renting out a full room and staying with folks that I knew. The weather was gorgeous so we were able to leave the windows open each night for fresh air. Having all sunny, warm days was delightful, I'm SO over Chicago winter cold right now.

I had an expo pass this year (thanks to the wonderful Starcrossed team, who I helped with their booth a bit) so I mostly spent my time passing out GWU literature, meeting Twitter pals in the park, in meetings with clients, and going to meetups. I really enjoy the social aspect of GDC over the talks and panels, so I usually get a really cheap pass. Spending $900+ on a pass that I won't use to the full extent doesn't really make sense for how I make the most of the conference. So yes! If you're considering going to GDC but money is a concern, you can just get the expo pass and have a really good time! A lot of the talks will eventually be on GDC's Youtube channel, anyways.

The Game Developer's Conference is a really important chance for me to talk to clients in person so I can get a gauge on their project and needs. Being a freelancer, getting to the root of the problem they need solved is essential for me. Having an opportunity to discuss it while looking at images or sketches that they've found is super valuable. It allows me to understand the context of the work they need completed.


Game Workers Unite is a pro-union organization that got started one year ago at GDC 2018. I've been involved in it pretty heavily, especially in the months leading up to this GDC, by helping out with graphic design stuff. I'm a member of our little branch here in Chicago as well as the international Discord. When I was moving back to Chicago from California last year, I really wanted to find a new way to get involved locally with a group that had a message I believed in. GWU provided that for me- a way to funnel our criticisms of the industry into action. Having (briefly) worked in studios for ~2.5 years, I was frustrated with the working conditions, mismanagement, and low pay. This allowed me to get involved directly with changing things. 

At GDC, I helped out with passing literature, buttons, and stickers to developers. We had a TON of people coming up to us asking for content, and we ended up running out of pins really early in the week. It was awesome. People in this field are really seeking out positive change, and their reactions to our message and work was revitalizing. 

We had thousands of pamphlets and boss cards, hundreds of zines, stickers, and pins, and more. A GWU mixer was held on Wednesday, which ended up being super sweet! It was great to connect with members from all over the world, especially now that we have over 25 global chapters.

I was really nervous talking about this stuff publicly for a few months last year while I was getting more involved. I think a lot of folks are. So much misinformation is out there, as well as explicit anti-union rhetoric. There's plenty of cause for concern, especially for younger developers that are trying to break into such a competitive field...so if this is stuff that you want to speak out about but you're nervous, don't pressure yourself! It's okay and valid to be conscious about how potential employers might respond to this sort of thing. I'm grateful to have (a little bit of) stability and reliable work, otherwise, maybe I wouldn't be so vocal. I know I wouldn't be in a corporate studio. Look out for yourself and your method of income as needed, even if you're supportive of the movement! 

If you want to read more about unions and worker's rights, you can check out the Game Workers website and FAQ here.

I attended a bunch of mixers as usual, but drank less this year (which ended up being a very good choice lmao.) The Github party is one of my favorites- it's held in a huge, chill space that doesn't end up filling too much. They have a bunch of games up on projectors, as well as tables for people to bring their own games for playtesting. I also went to the GaymerX mixer on Thursday right before my late flight, which was DELIGHTFUL. Being around so many like-minded creatives is always refreshing and validating. 

I slept in, let myself rest, and still managed to be absolutely wiped by Thursday when I left. I normally stay Saturday to Saturday, which is beyond draining. Having a shorter trip gave me some time to recover before going back to work on Monday. 

Thanks for reading! Keeping my Patreon going has been a huge help with being able to afford stuff like GDC. I really appreciate everyone's support <3

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