Okay so this is just a little tongue in cheek post to break the silence on this site since [checks] September 23rd 2023 😮
The simple fact of it is that from about October last year I was heavily in “shipping a game” mode, and from January until launch in May (and then last patch in June), it consumed pretty much all of my waking hours (or at least didn’t leave much time or energy to do anything else).
It’s not like there was mandatory crunch or anything, but there was lots still to do in our stretch goals, and I’m the kind of person who maybe dives a bit deep on work to ensure the shipping product is everything it can be.
Was it worth it? Well we shipped to very solid technical reviews that my team and I can feel proud of, and we were able to get lots of stretch-goal bells and whistles into the project for launch day and have even been held up by technical reviewers as a good example of the way to do things in UE5… so I’m going to say “yes”, but with the caveat that I’d rather avoid the need to commit quite so fully in future. That said, now we are at-least much better-situated for future projects/launches having built a lot of what we needed during this one as we went; we can just reuse it now.
Then comes the post-project R&R, using backlogged holiday to try to rest up, which I actually largely spent on backlogs of chores and getting some of my house packed up and organised for a future move (things I didn’t have time for earlier in the year), and so didn’t really have time to work on coding projects or get posts up still 😑
And that brings us to today, where I’ve cleared a lot of those backlogs, I’ve started finding a bit of time to work on things again (including this weekend), and the wheels are turning for new posts to put up.
So, hiatus hopefully over, more posts to follow 😁🤞
Next up will be the Steam Deck related posts I promised before!


Leave a comment