SIPBLOG: There and back – 8/15/22
Hello, it’s Brendan Horack again.
SIP22 ended 10 days ago and I have had some time to process all the fantastic and chaotic events of the past few months. I had the privilege of taking part in this program with a unique perspective. It was amazing to be able to watch the teams work, learn, and see the ideas they had grow and change. That being said, I also saw the teams make mistakes and work through frustration. Fortunately, we were mostly able to stave off Covid-related issues.
The cliché is that every year SIP games get better. It’s true. No disrespect to the teams of past years. Every game that comes out of this program is stellar, but even this year’s teams will have to learn to understand that next year will probably be even just a little better. During the ideation phase, I sat in with every team at different points, and for the most part, I could tell which ideas they were really passionate about very early. They would continue to come up with other concepts, but there was just something missing. One team, not going to point fingers here, briefly ran with an idea that ultimately was not what I thought they would, and they ended up changing concepts and it worked out really well for them.
Seeing so many of my coworkers break out of their shells and grow in a social manner was one of my favorite things to watch this summer. I have a lot of fun networking and talking to new people with new and different perspectives and ideas in this industry. I mean, I’m 22 years old and still in college. I can learn something from anyone I meet. We had so many great opportunities for everyone in our program to meet and learn from SIP alumni, industry professionals and veterans, and some folks that fall into both categories. Our event with Modulate at WPI Seaport was probably the best networking event MassDigi has done for SIP.
Finally, critiques. Wrangling scope is something that even professionals deal with. Some teams ran into issues wrangling their scope, but I believe this is something that can only be taught through experience. Many professionals also deal with crunch. Crunch is not inevitable but is typically a symptom of scope creep among other issues. I can’t blame them. Everyone had big dreams for their games and 11 weeks to make them come true. These teams did amazing work and made some really important mistakes that they learned a lot from.
Personally, I had the pleasure of speaking with and scheduling a lot of guests and events. There were so many great people and I wish I could thank them all here. However, there were also hiccups and struggles with communication along the way. But I learned a lot about communicating and planning events. In fact, I almost messed up the timing with our friends at Elm Park Community School. But with some extra effort, we made it work. All my mistakes helped me grow when it comes to managing under stress (which I needed). Throughout the summer I even began to work on documentation to make scheduling speakers a simpler process regarding those we feel are essential to bring in. I also had the privilege of connecting with some higher up marketing professionals that help me personally when it came to planning the campaigns for the fall. I have a LOT of plans. I have ideas for where, globally speaking, to market the games, and ideas to make our 2023 PAX East booth more engaging. You’ll just have to keep an eye on us to see what happens.
I can’t wait to see how well these games do with some advertising support behind them. To everyone I worked with this summer: Thank you so much for making this experience great. Programmers, artists, designers, composer. Everyone. You are all so talented.