Moving The Rock Blog
by Eric Preisz · 05/11/2011 (10:39 pm) · 136 comments
You know, it is easy for us to get really busy and not post a blog; Matt Fairfax pointed out in our associates forum the other day that it’s been over a month since our last blog. Shame on us.
It has been a discussion point the past couple of weeks on the importance of drafts. Anyone who has worked with me over the past five years or so has heard me use the phrase “move the rock”. This phrase simply suggests that you just need to do your best, close your eyes, and start somewhere. Even if you are completely wrong, you are still one step closer to being right. It takes some courage to be that wrong and share it with others.
I think of difficult, large, intimidating projects/tasks as if they were a boulder stuck on the side of a hill. Often, the hardest part is getting the rock to move. And once you have started, you need to keep momentum or the rock will roll back over you. OK, it’s cheesy, I know…but it’s true and one of the tenets that drive my decision making process.
My inbox is a mess. My todo list has three new priority levels: “Must do today”,“Critical”, and “Most Critical”. But it’s time to take a break and be an example of my own advice by typing this blog as fast as I can think…it’s a draft…so excuse the grammar issues and lack of images with quippy captions.
There’s so much going on here. We’ve been interviewing and hiring a lot of people. More on that in another blog.
We’ve also taken our project management to the next level and we are using both weekly sprints and Gantt chart/waterfall for horizon planning. It is great to see us improving with both of these practices. I’m hearing people have conversations that are forecasting issues three weeks in advance of the problem, which is exactly what you hope to hear. Every week we are discussing the current “critical risks” and people aren’t afraid to jump outside of their job description to step in and resolve them (yes, our new web developer is finding some extra time to do some sound and video work for the 1.1 launch...kudos). Some of the community members have noticed that we are working really hard to keep you informed on the bugs we gather and fix by posting in the forums…thanks so much for the feedback guys.
The push towards 1.1 final is going well. I’m acting as release manager and having a blast. We are currently in risk mitigation mode and spending our time working on bugs that fall in one of two categories: 1) those showstoppers that block us from release( i.e. “Ticket no. 1721: Current revision is severely leaking material/shader memory”) and 2) those that are low risk for generating new bugs but are still impactful on your experience ( i.e. Ticket no. 1580: Toggle netGraph keybind invalid”). Both examples are fixed BTW. At the end of the day on the 18th, I will lock down the repo and declare the code a release candidate. The only work that is allowed past that date must be approved by me and related to any additional showstopper bugs that we find. If we do not find any, the release candidate becomes our release and we will update your accounts.
To manage your expectations, I expect that the process of going from RC to release will take a week or two. If during the end of the release QA pass you find a showstopper bug that is in a part of the code that a lot of other code depends on (a.k.a. high afferent coupling), you need to reset the clock after your fix the issue to make sure your fix didn’t create new showstoppers. I will be growing out my rally beard starting on the 18th to make sure we don’t get stuck in a release candidate iterations.
This release will include simultaneous updates across many different functional groups at GarageGames. This is where Gantt charts and a solid plan that forecasts the weeks ahead is crucial. Our project manager must track resources and dependencies across Marketing, Documentation (reference API, tutorial, and guides), Web-Development, QA, Art & Demos, and the T3D development team. We will be flipping the switch on all team’s work when the release is ready to go live. This is the biggest multi-function release I have been a part of here at GarageGames and it is a testament to solid project management, experienced GarageGames veterans, and a cast of new talent.
It is way too early to celebrate. I sleep with one eye open waiting for that big “oh crap” moment which luckily, has not happened yet.
Well, back to work. We have our first sprint meeting for a different project starting tomorrow at 8:00am.
P.S. I just read that Phill Carlisle, long time community member is “Back with Torque”. He was the second person to post on my first blog back in the day. It’s great to see a familiar name back on our site and I can honestly say that his short and sweet blog has made my day!
It has been a discussion point the past couple of weeks on the importance of drafts. Anyone who has worked with me over the past five years or so has heard me use the phrase “move the rock”. This phrase simply suggests that you just need to do your best, close your eyes, and start somewhere. Even if you are completely wrong, you are still one step closer to being right. It takes some courage to be that wrong and share it with others.
I think of difficult, large, intimidating projects/tasks as if they were a boulder stuck on the side of a hill. Often, the hardest part is getting the rock to move. And once you have started, you need to keep momentum or the rock will roll back over you. OK, it’s cheesy, I know…but it’s true and one of the tenets that drive my decision making process.
My inbox is a mess. My todo list has three new priority levels: “Must do today”,“Critical”, and “Most Critical”. But it’s time to take a break and be an example of my own advice by typing this blog as fast as I can think…it’s a draft…so excuse the grammar issues and lack of images with quippy captions.
There’s so much going on here. We’ve been interviewing and hiring a lot of people. More on that in another blog.
We’ve also taken our project management to the next level and we are using both weekly sprints and Gantt chart/waterfall for horizon planning. It is great to see us improving with both of these practices. I’m hearing people have conversations that are forecasting issues three weeks in advance of the problem, which is exactly what you hope to hear. Every week we are discussing the current “critical risks” and people aren’t afraid to jump outside of their job description to step in and resolve them (yes, our new web developer is finding some extra time to do some sound and video work for the 1.1 launch...kudos). Some of the community members have noticed that we are working really hard to keep you informed on the bugs we gather and fix by posting in the forums…thanks so much for the feedback guys.
The push towards 1.1 final is going well. I’m acting as release manager and having a blast. We are currently in risk mitigation mode and spending our time working on bugs that fall in one of two categories: 1) those showstoppers that block us from release( i.e. “Ticket no. 1721: Current revision is severely leaking material/shader memory”) and 2) those that are low risk for generating new bugs but are still impactful on your experience ( i.e. Ticket no. 1580: Toggle netGraph keybind invalid”). Both examples are fixed BTW. At the end of the day on the 18th, I will lock down the repo and declare the code a release candidate. The only work that is allowed past that date must be approved by me and related to any additional showstopper bugs that we find. If we do not find any, the release candidate becomes our release and we will update your accounts.
To manage your expectations, I expect that the process of going from RC to release will take a week or two. If during the end of the release QA pass you find a showstopper bug that is in a part of the code that a lot of other code depends on (a.k.a. high afferent coupling), you need to reset the clock after your fix the issue to make sure your fix didn’t create new showstoppers. I will be growing out my rally beard starting on the 18th to make sure we don’t get stuck in a release candidate iterations.
This release will include simultaneous updates across many different functional groups at GarageGames. This is where Gantt charts and a solid plan that forecasts the weeks ahead is crucial. Our project manager must track resources and dependencies across Marketing, Documentation (reference API, tutorial, and guides), Web-Development, QA, Art & Demos, and the T3D development team. We will be flipping the switch on all team’s work when the release is ready to go live. This is the biggest multi-function release I have been a part of here at GarageGames and it is a testament to solid project management, experienced GarageGames veterans, and a cast of new talent.
It is way too early to celebrate. I sleep with one eye open waiting for that big “oh crap” moment which luckily, has not happened yet.
Well, back to work. We have our first sprint meeting for a different project starting tomorrow at 8:00am.
P.S. I just read that Phill Carlisle, long time community member is “Back with Torque”. He was the second person to post on my first blog back in the day. It’s great to see a familiar name back on our site and I can honestly say that his short and sweet blog has made my day!
About the author
Manager, Programmer, Author, Professor, Small Business Owner, and Marketer.
#2
05/12/2011 (12:19 am)
I am patiently waiting Eric, we appreciate the hard work to squash bugs. Make sure to get those bed bugs too.
#3
05/12/2011 (12:44 am)
I know you guys are crazy busy (just look at the number of "bug fixed" posts that have been popping up o the weekends for the last month) but we really do appreciate you guys taking the time to give us a solid update =)
#4
Keep at it, I know the feeling of pushing the rock all too well. Anyone who has ever shipped a game knows that feeling I think ;) the slow grind towards finished.
Look forward to hearing what you have planned after the release. See how the roadmap looks and how it fits in with our plans.
Take it easy and remember to take some time for yourself occasionally!
Phil.
05/12/2011 (1:41 am)
Hey Eric,Keep at it, I know the feeling of pushing the rock all too well. Anyone who has ever shipped a game knows that feeling I think ;) the slow grind towards finished.
Look forward to hearing what you have planned after the release. See how the roadmap looks and how it fits in with our plans.
Take it easy and remember to take some time for yourself occasionally!
Phil.
#5
Looking forward to all you guys have in store for us. Keep up the great work and keep that rock rolling!
05/12/2011 (2:25 am)
It's good to see the bugs resolved progress in the forums and this blog that reminds us of your diligence to make Torque as awesome as it can be. Looking forward to all you guys have in store for us. Keep up the great work and keep that rock rolling!
#6
Thanks for all the hard work! :)
(I kind of missed that appreciation thread?!?Gonna catch up with that)
05/12/2011 (3:07 am)
I always thought, that there is no new blog because you guys are super busy, which encourages me for my projects 'cause I know greatness is happening!Thanks for all the hard work! :)
(I kind of missed that appreciation thread?!?Gonna catch up with that)
#7
// Off topic awesomeness for T3D and 3dsMax users:
Soon after the 1.1 Final release I will be releasing EasyBaker! for 3dsMax & T3D.
EasyBaker! is the older brother to Easylight!(which has never been publicly released due to private-licensing to a nameless company).
EasyBaker! is essentially Easylight!2.0
- It's a light manager & real-time-texture baking tool that takes advantage of Max's multiple renderers(Scanline,MR,WIP@Vray) to grab & bake the specified visual effects of each object's surface whilst including Max Material properties! Basically; it rocks.
- Example: Build cubemaps,caustics,heat maps,full blend-overlay maps, depth maps, etc. Configure a scene or 1 object..the power is in your hands. ..Just don't drool on your keyboard.
//
Blog coming soon.. with a contest for G.A.S. tools/models.
Why did I mention that stuff?! ..because;
T3D 1.1 is nearly here! H.U.Z.Z.A.H.! :P
05/12/2011 (5:27 am)
Brilliant to hear Eric. Seeing that so many issues have been resolved recently, I have kept myself quiet as heck. Reading about and seeing how many hands have been helping the bug squashing venue has really allowed me to see the newGG pride. There's certainly a mild-smile on my face. +1 @ Beard with Pride.// Off topic awesomeness for T3D and 3dsMax users:
Soon after the 1.1 Final release I will be releasing EasyBaker! for 3dsMax & T3D.
EasyBaker! is the older brother to Easylight!(which has never been publicly released due to private-licensing to a nameless company).
EasyBaker! is essentially Easylight!2.0
- It's a light manager & real-time-texture baking tool that takes advantage of Max's multiple renderers(Scanline,MR,WIP@Vray) to grab & bake the specified visual effects of each object's surface whilst including Max Material properties! Basically; it rocks.
- Example: Build cubemaps,caustics,heat maps,full blend-overlay maps, depth maps, etc. Configure a scene or 1 object..the power is in your hands. ..Just don't drool on your keyboard.
//
Blog coming soon.. with a contest for G.A.S. tools/models.
Why did I mention that stuff?! ..because;
T3D 1.1 is nearly here! H.U.Z.Z.A.H.! :P
#8
What? No "Fluffy"?
@ E.B.
Thanks for the baseball link of explanation, for a moment there I felt like Americans must do anytime cricket gets mentioned ... googly, silly mid-off, anyone?
:P
05/12/2011 (5:52 am)
Quote:
My todo list has three new priority levels: "Must do today","Critical" and "Most Critical".
What? No "Fluffy"?
@ E.B.
Thanks for the baseball link of explanation, for a moment there I felt like Americans must do anytime cricket gets mentioned ... googly, silly mid-off, anyone?
:P
#9
@All - Thanks for the support and understanding. Going dark and being heads down results in the positive and negative. It's great to see your patience and acknowledgment of our progress. Believe me when I say this is a top to bottom effort with nearly all hands on deck.
05/12/2011 (6:32 am)
@Eric - Excellent blog. Seeing the process laid out for everyone to see is a great way for me to see how hard we have worked to improve our processes.@All - Thanks for the support and understanding. Going dark and being heads down results in the positive and negative. It's great to see your patience and acknowledgment of our progress. Believe me when I say this is a top to bottom effort with nearly all hands on deck.
#10
05/12/2011 (7:04 am)
Great news Eric. Thanks for the update.
#11
05/12/2011 (9:22 am)
Glad to see things are moving ahead, and it's understandable if you don't post much now and then....some things need to take priority, as you well know. I'm looking forward to the day when I start pumping out some quality art for GG and other Communities. I've been hibernating for years. ;)
#12
05/12/2011 (9:30 am)
Eric breaks out some insperation...Quote:...âmove the rockâ. This phrase simply suggests that you just need to do your best, close your eyes, and start somewhere. Even if you are completely wrong, you are still one step closer to being right.Great Blog!!!
#13
05/12/2011 (9:43 am)
Set a reminder on your phone so that once a month you drop a blog update and then take the whole crew out for a picnic at Mt. Charleston. I don't care how close to ship you are, you need at least one day a month to open the pressure valve. And for those of you on the GG crew who just moved to Vegas, Mt. Charleston is a nice retreat - it's always cooler up there, especially if you're not used to our summers yet.
#14
05/12/2011 (10:18 am)
Keep pounding that rock!
#15
05/12/2011 (1:00 pm)
Keep up the great work GG! Sounds crazy just typing it, but I'm really looking forward to porting over to 1.1 final. Just reading all the bug fixes and feature tweaks on the forms has me pretty damn excited for the future.
#16
05/12/2011 (1:34 pm)
great analogy with moving the rock. Being an engineering/construction manager in my day job on a Billion dollar highway project in california i know exactly what you mean, just be carefull when the rock gets moving fast that no one gets run over :)
#17
And props on a soon to be release of 1.1. I still need to get new Torque, but I am really looking forward to it.
05/12/2011 (2:52 pm)
Eric, I wanna see that beard when it creeps up.And props on a soon to be release of 1.1. I still need to get new Torque, but I am really looking forward to it.
#18
05/12/2011 (8:10 pm)
@Glen, One things for sure...if I do grow any reasonable size beard...it will be gray.
#19
Also, those are some crazy metaphorical physics you have going on with that rock ;P
EDIT:
Oh wait... I guess we're rolling the rock UP the hill. My bad.
05/13/2011 (7:13 am)
I've not been active here in a while but I keep up on official blogs and It's always good to hear how things are going in the Garagegames offices.Also, those are some crazy metaphorical physics you have going on with that rock ;P
EDIT:
Oh wait... I guess we're rolling the rock UP the hill. My bad.

Torque 3D Owner Peter Pedersen
Wandering Willow
Well maniging time and saying no to appealing/interesting tasks can be hard to learn, and the rock is just a merciless one that will crush your guts out if you slip.
and thanks to Matt for waking you from your work frenzy ;-)