Overall Performance Grade: C+
As we officially begin 2012 after taking our annual two week “break” (during which I actually worked every day), it is a good time to do a quick review of the past year at Digital Gamecraft and SophSoft, Incorporated.
What went Right
We started the year with enthusiasm and energy. A new product, Demolish! Pairs, was designed from the ground up for iOS, the artwork went from specification to final in short time, and a playable alpha version of the product was programmed within a few months. Internal procedural changes brought better efficiency and productivity (and require few changes going forward), and our marketing and social media efforts got off the ground late in the year.
Additionally, our collaboration with Goodsol Development passed the 10-year mark in September (and continues on). We shipped 10 different SKUs of Goodsol projects for publication, as well as 5 more that remained unpublished for various reasons. We ended the year strongly with another 2 products essentially finished, one of which will be published this week (while the other will remain a private bonus for beta testers).
What went Wrong
Despite the quick development of Demolish! Pairs to a playable alpha version, it did not ship during 2011, which was one of my primary goals for the year. In fact, I/we did not manage to reach any of the three challenging goals I set (business, individual, or family). As noted at the beginning of the year: “no excuses allowed.” I failed to meet those goals.
Although the Goodsol projects were flowing early in the year, during the second part of the year, I (personally) got bogged down in the development and testing of two lesser features for Pretty Good Solitaire Mac Edition, along with the 50 new games added, and the beta test became much longer (and more tedious) than anticipated. That was not ideal.
What went Horribly Wrong
Of course, the worst and most significant occurrence of the year was the loss of my close friend, business partner, and artist, Rick Tumanis. That, alone, colored the whole rest of the year a little darker. (City Pulse recently included Rick in their remembrance of 10 people who died in 2011.)
In the end, I awarded a grade of C+ for overall performance in 2011. Looking back, although specific goals were not met and perhaps productivity could have been higher, the fact remains that we are still here and viable, several products were published, new games were implemented, and progress was made towards our long term corporate goals. Even in light of a major setback, we still left the year in better shape than we entered it, hence a slightly above average grade.
How did your 2011 wind up?