I survived PAX! Mostly. I think my feet may need another week to recover. I was amazed at just how huge PAX has gotten. Over 100K gamers invaded Seattle and packed downtown. Most impressive to me was just how smoothly everything ran. They really do have things down tight up there. Very smart crew running things. I was also rather surprised at just how large the indie game scene is up there. Makes me wonder if there's a similar scene down here that I just don't know about. Gonna have to do some looking around to see if there is.
On the Wanderer front, we had a good show, showing off the game at the Logitech booth. It was very cool of them to give us this opportunity and I really appreciated it. Makes me love their gear even more. My aging Illuminated Keyboard is due for replacement, so perhaps that G19s will be finding a home on my desk soon... Anyways, everyone who played the game gave good feed back and when they found out the game was only 2 months old, they were all duly impressed. The Cadenza lads are taking this week off for recovery and then next week we do a postmortem to go over what players liked and didn't respond well to in the demo and start the actual production phase were we focus on creating actual final assets instead of a lot of placeholder or temp stuff. That's the phase were things get really intense as that's when features and mechanics really have to prove their worth or meet the axe.
I really wish I could take this week off to recover as well, but this week is the first week of production for SP's 17th season. Needless to say, taking time off won't be an option for me for the next 3.5 months. Whee! I just have to take advantage of the fact I'm being paid rather well for essentially sitting on my thumbs for the vast majority of the time by doing animation for The Wanderer as well as digging further into designing my own iPad game. Easy, right?