Tomi may move to Paris to run Broderbund France. Her maybe-future colleagues, Dominique and Veronique (whom she calls “the puppies”) stopped by this morning and I gave them a demo of POP. They flipped. They love it. They want to sell it in France. I told them how valuable Tomi’s input has been on the game design (can’t hurt, if she’s going to be their boss).
In the afternoon, I demoed the game for Gary and Dianne Drosnes, who is in charge of acquisitions and licensing.
Doug told Tomi that POP is the only product Broderbund has in the works that he thinks will be a hit. “It’s been four years since we had a hit,” he said.
Joe from Tech Support cornered me and talked for ten minutes about how my game is “setting a new standard.”
All I have to do is finish it.
I called up Avril Harrison, highly recommended graphic artist, to ask if she could do a title screen for POP. She’ll come by tomorrow morning to see the game and show me her samples. She charges $30 an hour.
Last night I went to Tower Records and bought a bunch of the stuff George’s friend Erik recommended – Lloyd Cole, Grace Jones, Tom Waits. Blew $100 in thirty minutes.
Avril Harrison is a bargain.
Started working on the title and demo sequence for POP… double hi-res unpack routines… according to schedule. I’m a little nervous to be forging ahead like this, considering the millions of bugs I’m leaving behind (for now), but if I don’t plunge into it, it’ll never get done.
Hired the lovely and talented Avril Harrison to do a IIGS title screen for POP. She’s Scottish. And married.
The title and demo sequence is taking shape. It’s a lot of logistical hassles with disk access and memory management. Robert lent me his double hi-res unpack routines. Another few days and all the major pieces will be in place.
I’m obsessed with this Tom Waits album (Big Time).
Sophie K. is going to be my marketing manager. That sucks. I want it to be Latricia.
All day alone at the office. The game now fits on a single two-sided disk and seems to be working pretty well. Now I’m home on my Mac, working on the story line and opening sequence.
The game is definitely entering a new phase. The serene, solitary part of it (two and a half years) is ending and all kinds of other people are getting into the act. My job now is not just trying to make a fun game, but getting people excited about it, and, to a degree, orchestrating their efforts, without stepping on their toes or impinging on their territory. The world has left me alone for two and a half years, and now it’s bursting in.
I’m not ready. There’s so much work still to do.