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Jonathan Kromrey, or “Krom” as he's known by friends and colleagues, is a producer at I-play (www.iplay.com), a leading publisher of mobile games like 24, The Fast and the Furious, Jewel Quest, and Skipping Stone,
chosen as "Game of the Year" at the 2005 Mobile Choice Awards. Jonathan
has produced, directed, written and developed games for all platforms
over eleven years for companies such as Strategic Simulations Inc., The
Learning Company, Mattel Interactive, Namco, Eidos, and I-play.
Tuesday, 11/15/05
5:23 AM (No, I'm not kidding.)
The
fast blast of traffic horns races from the alarm clock and crashes into
my mind, scattering my all-night “almost-got-it” dream as I'm about to
place the last of hundreds of little square pegs into little square
holes. I hate dreams like that.
Then the vision fades into the realization I need to get up and get going – this is Gold Day for the 24
mobile game project, and I can already sense the work that's waiting
for me, anxious to pounce from the digital depths of the Internet while
I try to fend it off with only a laptop and a mobile phone.
Morning
routine ends after a quick breakfast with wishing the kids a good day
and kissing my wife Wendy goodbye (she's the smartest and most
beautiful woman in the world - and she played D&D before I met her!).
6:45 AM - Work Begins
It
starts the same way every day - in my driveway. Start the car, hook up
the power to my Treo 650 and being to download my emails over the air
as I drive. On a busy day there are typically over 200 messages by the
time I can glance at them while in the green/red traffic line to get
onto Highway 101 – most are auto-notifications of game versions posted
on the I-play Repository/publishing server so I skip through those
until I recognize the name of someone on the team and see that they
have a question I can review quickly.
It's
unusually warm in California today and in the low 60s already. The
stop-and-go from San Jose in the South Bay to San Mateo on the
peninsula takes about an hour and a half, and is roughly 75 miles
roundtrip… but hey, I love making games so it's not so bad.
8:15 AM
I
pull into the parking lot, and check again for new emails. There's 150
new messages since I have been driving. The UK group is 8 hours ahead
of us and getting to the end of their day (4:15 PM) so their test
results are getting posted.
It's
quiet as I walk into the building and head up to the 5th floor. Chris
Johnson, fellow compatriot and Head of Production for the US is here
already at his desk and talking to the UK group via Skype. I wave at
him from across the aisle while I start up my laptop, start a fresh pot
of coffee brewing, and take a look outside. We have a great view of the
bay, a pool table, and a foozball set (which I don't usually play
because I've been focused on getting 24 out the door).
8:30 AM
I've
had a moment to collect my thoughts and get caught up on the bugs that
are remaining in our assortment of reference builds. The best news is
that Bruno Mateus (Sr. Programmer at Big Blue Bubble) has already been
working on the issues already for 3 hours (I love Canada!), so there
are already builds up on the FTP site waiting to be uploaded and
freshly tested.
I
call the I-play UK office and chat with the QA Lead as it's now 4:30 PM
and he's winding down his team and the US QA team is now arriving. The
torch has been passed back again like the Olympic flame, or a hot
potato.
8:45 AM
The 24
builds have been put in by the team, but I need the additional FIGS
versions (French, Italian, German, Spanish) so the localization group
can get a headstart on as many builds as possible once the English
versions are cleared. The 24 game is very deep with lots of
content so we have 3 different versions of the game for High Memory
(series 60 devices), Medium Memory series 40 devices with 100k of
memory, and Low Memory series 40 devices with less than 64k available.
It's a challenge, but with every group working efficiently together
we've been not only able to get it done, but also on time and on budget.
The
team confirms that they should be ready in approximately an hour at our
daily “formal” conference call at 10:30 AM, PST. I send an update to
the Localization group in the UK that the new FIGS builds will be ready
when they arrive tomorrow morning.
9:30 AM
I realize I'm already out of coffee, so I get more.
One
of the builds already cleared through QA works on the mobile phones we
have sent to the licensor (20th Century Fox) so I upload the game link
on our sever and send it OTA via a text message to their handsets.
Their devices will beep and show a message has been received, then when
the link in the message is activated the game will be installed. I love
it. Getting builds to a licensor for review and approval has never been
faster or easier. I have a separate site to send the game to 20th
Century Fox in the UK as they use a different carrier and system, so I
refer to the list of phone numbers and devices to make sure I've got it
right.
The Fox Mobile group and 24
television show producers have really liked our game concept (where the
player actually is a secret agent like Jack Bauer and is using his own
mobile device to tap into the government anti-terrorism network and
help other agents out). They've been really supportive and fast to
respond, so I'm hoping to hear that we have licensor approval as early
as two days from now.
10:30 AM
(Mmmm coffee…)
Time
for the daily development conference call. Ian Grutze (US QA Lead),
Chris Johnson (Head of Production), and myself, touch base with the
developer every day, prioritizing the fix list and reviewing what else
is coming down the pipe.
For
today, it's not just the code I need to have, it's also all of the
other items that fulfill the milestone: video of gameplay, screen
shots, legal statement, application specifications, final GDD / TDD,
three walkthroughs (one for each content set), etc. Mark Maia (Art
Director at BBB) has everything waiting for us on the FTP site. I start
the download from the meeting room (thank goodness for wireless
connectivity) as we speak.
I check the list and everything seems to be there so we sign off and begin to process the new build.
11:30 AM
After
writing up the meeting notes I send them to everyone who attended to
see if I missed anything. Then I take short a break and scope the game
news and info. The IDGA production Track is amazing and a feature a few
weeks ago about transforming entire walls into dry-boards is something
I'll suggest to Chris.
Some of the testers pass by talking about the new Xbox 360 and the riots that happened at a few locations. I played the Call of Duty 2 demo the other day in Toys R Us and it looked impressive and played well.
Noon
The Gold candidate of 24
is coming along nicely. QA has a few questions but they're not
showstoppers so they hunker down to go through all of the playthroughs
– there are three medals you can win, but some only appear if you beat
the game under certain times. We're down to 2 B bugs but they're deep
within the game so it will take a few hours to verify if they've been
fixed.
I
call BBB and let them know what issues remain to be verified and that
things are progressing well. It's 3PM for them and they would like to
go home at a reasonable time tonight (the development teams both
internally and externally have been working the last six weeks straight
and I'd like to give everyone some good news).
I'm
happy that we've been able to stick to our ultra-aggressive schedule
and how everything is falling into place like a well-oiled machine.
1:00 PM
Ah, the daily question “Where to go for lunch? Healthy, not-so-healthy, or breakfast?”
I
go with Chris and our Conversion Project Managers - Brett Conklin, and
Kari Hattner - out to Baja Fresh and I select something healthy – the
Naked Burrito – very risqué sounding, but actually just a burrito in a
bowl and without the tortilla. During lunch we talk about WoW (World of Warcraft), some new games on handhelds and new licenses that are under review, then WoW some more, and then WoW on the way back.
2:05 PM
Must…. stay…. awake…!
I
grab my last cup of coffee for the day in order to power through the
lunch that's making me so sleepy, and start to review the next licensed
game potentials from other Hollywood film and television licensors.
From
our past experiences in the game industry Chris and I have met many
talented and reliable people, so after mulling over the concept, we
review which of the best developers we'd like to touch base with and I
send out a few feelers to check their availability.
Lucky for me, one of the projects is perfect for BBB, and I know they have a team soon available from Mahjong Quest.
I touch base with Damir Slogar, their CEO, and he's excited about the
new opportunity. I point out a few existing engines that they have
which might be useful and Damir promises to send me a team breakdown
and proposed budget in the morning.
3:15 PM
Great
news! US QA has confirmed that the bugs are verified fixed and the
first set of reference devices are good to hand over to conversion. I
first call the team at BBB and they raise a ragged cheer and I bid them
good night. All I need is the source code to be posted to the FTP site
so the conversion groups can begin the next stage – taking the code and
porting it to over 250 devices.
I
walk over to Brett and give him the thumbs up – his work is just
beginning, and won't be fully complete until the middle of January.
After that it's submission to carriers (Sprint, Verizon, Cingular,
etc.) and then 6 weeks later - release! He's on the phone with the
conversion group and says that the code will be available to them
within minutes.
To
polish things off, I sit down and update my daily status report for the
project and send it out to everyone I can think of – QA, Production,
Marketing, Sales, and Localization.
4:30 PM
Next!
There's always more than one project at a time going on, so now that I'm at the end of 24
I make myself some green tea and settle down to check some of the other
proverbial eggs in the basket. First I take a moment to review I-play's 2006 Road Map – Winter Olympics, 24, and 2F2F are in the early part of the year – uh oh. Need to start the concept for “24:
part 2.” It feels strange to have to almost be in the middle of
production on the second game when the 1st will be shipping, but the
mobile space moves extremely quickly. I'm hoping we'll have a bit more
time than the first game (3.5 months) – I make a mental note to check
to see if we've set a record.
5:30 PM - SWOT
I
create a SWOT report for each of the next upcoming projects (Strengths,
Weaknesses, Opportunities, and Threats), then run some preliminary
numbers based on a 5 month development cycle as well as Profit and Loss
spreadsheets. One of the ideas doesn't match up so we'll either need
more time or we'll drop it. The other 2 look promising so I fill in the
rest of the production dates, starting backwards from when we need to
release it, submit it to carriers, start conversion, end production,
Beta, Alpha, 1st playable, Concept, contract – and see that if we make
decisions quickly we can make the dates that we currently have.
Naturally,
something will happen to cause these dates to be in jeopardy, so I add
a few weeks buffer, just to be on the safe side.
6:15 PM
Last but not least!
I'm tired but feel good as I say good night to the testers and head home.
On
my way I get a call on my mobile from a Korean developer/publisher
who's looking for a distributor for the US and EU. There might be
something there so I set up a time when we can see more of the concepts.
7:40 PM
The
smell of raviolis and the sight of my family's smiling faces greets me
as I come home. After a relaxing meal and reviews of the boys' homework
we have a quick game of Candyland (for the youngest) and Yu-Gi-Oh with
the boys and then it's bedtime for the kids and a bit of World of Warcraft for Wendy and me. There's a quick quest that we've been waiting to complete and we're close to leveling up…
All
in all I have to admit that I feel very much in life like the Paladin I
play in the game – able and experienced to dispatch threats and issues
as they arise and at the same time provide support and encouragement
for everyone who works with and around me. I feel like I'm the luckiest
man alive.
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