There’s a hole in my schedule, Dear Liza, Dear Liza.
For the first time in years, my game development time is entirely my own. Today was the first day of business since late 2001 on which I did not have a time obligation to a consulting client. Feels weird. 😉
Having made arrangements with our largest client to take a short hiatus (while we weather the vicissitudes of App Store reviewers), we did have an interesting quasi-game project penciled into the schedule. Unfortunately, as happens all too often in this industry, as we were warming up the fountain pen, the prospective client proved to be yet another “tire kicker” not actually serious about having the project produced professionally.
So, this means that…
You, yes you, can retain a professional game developer with more than 30 years of industry experience to design, program, or consult on your project.
Currently, I am actively working on Windows, Mac OS X, and iOS projects, with C++ and Objective-C code, though my abilities range far beyond those. I have particular knowledge of quality control, artificial intelligence, and traditional games. For more information [serious inquiries only]: firstname.lastname@example.org
Of course, I am actually reveling in having the extra development time for Digital Gamecraft projects, starting with Demolish! Pairs, for which there will be a number of announcements in the coming days and weeks.
The only thing (and the real point of this post) is… I need to get used to having all of my time for these projects. At the moment, I still habitually kick into time management mode, making sure that I stay on top of everything that needs to be done for each client. For now, I suppose, I am my only client. That works. 🙂