4/26/2010

Where I've Been and Where I'm Going

The last year has been a roller coaster ride for me professionally, and I'm just getting a chance to catch my breath. First and foremost, I suppose I should formally mention my new employment with Siemens Corporate Research. Secondly, I'd like to chat a bit about what I've been up to beyond what I've already blogged about in the last year.

On April 1, 2010, I started working in the Knowledge Management team at Siemens Corporate Research in Princeton, New Jersey. I'm a contractor for now, and I am doing what I love - virtual world and social media work. I work with some really smart people, and can happily say that from the start when I interviewed with Siemens, it became clear that they had a solid grasp of the power of virtual worlds and to what sorts of experiences and environments they were useful. I'm not going to say more about my new job, since I'm not a public voice for the company, and I'd like to make clear that this blog will continue as an independent outlet that is neither funded by nor representing anyone but myself.

Sure, it means I'm limited by what I can say, but I was always limited, depending on what projects with which I was involved.

Last Year I Contracted with Linden Lab

Oh, yeah, there's that. I held my tongue for nearly all last year on a variety of items, including the SL Viewer 2.0, the new Orientation experiences, and some other things which, well, are still in the works. So, in a way, I probably am more free to talk this year than last, since the first two major items are out. It's not like I had a lack of topics with which to write last year, anyway.

The major highlight was working with Linden Lab on the new user experiences - the new orientation island. Early in 2009 a RFP went out to various solution providers. Involve won the bid. We consulted about curriculum, layout, functionality of different stages, web-flow prior to logging in, presentation of materials, themes, and continuing education past initial orientation. Ultimately, the recently released orientation project was constructed by another talented company, The Ill Clan. I was pleased upon touring the new orientation island that many of our recommendations had been adopted.

How To Win Contracts

Our secret to winning contracts, by the way? Clients - in general - have little imagination. There are exceptions to the rule, and they wind up being very good clients, but I won't say which ones. :) Our amazing Creative Director Ian Tepoot guided our proposals' art direction in a way that blossomed the imagination in some clients, and tickled the imagination of ones who already had one. Our proposals for clients always included maps, concept sketches, and thorough descriptions of possible attractions and functional elements, and machinima. Feedback from our clients has always been that we've done far more thorough and well-illustrated proposals.

Bad Luck Strikes On Top Of Bad Economy

A bad economy was difficult enough to deal with. Many developers had already fled Second Life by 2009, and certainly the phone wasn't ringing at Involve HQ as much as it did in 2007. With a good momentum into Q3, we were faced with two partners with extended family emergencies. Such is the nature of small business. It was tremendously sad having to start looking for a new steady gig, as I both enjoyed the flexibility of working as an entrepreneur, as well as the high-quality fun work at Involve.

Interim Work

I found myself, early 2010, back as an independent contractor. I had both good and mediocre experiences, but managed to avoid the bad this time around. I learned a variety of things while working independent:
1. The Second Life developer community is barely a shadow of what it used to be. Studios are now 1 to 3 people, the rare one being 4 or 5. Almost every one of them is a couple of co-owners and then contracted out. So if you're a client shopping for a solution provider - there are no more "Big" development companies. There are a couple still pretending to be big, but unless they have a portfolio of 20 to 30 projects in the past year, they're a small shop.
2. Second Life development companies have abandoned marketing altogether. The money's in education, simulation, and business collaboration.
3. Quality of work in Second Life still isn't high-end. There's a very good reason for that, and that's the money is still not there yet. Companies treat Second Life as if it's a web site being developed, not a movie production or video game, which is a much more realistic analogy.

I also have been working on an iPhone project. Which I can't talk about yet. (naturally)

The Trend - Companies are Doing It In-House

The trend which is dominating is that companies and universities are doing Second Life - for that matter, almost all virtual world work - in-house. Economic budgetary constraints are preventing them from investing in serious development. To add to the slow growth, Second Life and other virtual worlds have a slow learning curve. It takes years for companies to gain enough expertise to do seriously complex projects by themselves.

So I am not at all surprised that I am now working at a large corporation doing virtual world work in-house. I see it as a very positive sign that the industry is moving forward in a way that we did *not* see happen with virtual environments in the 1990s. Companies have long since starting seeing the value of having web developers in-house, and are fairly well sold on having social media specialists in-house. Now they are seeing the value in having virtual world experts in-house, as well. I believe this trend will continue, and there will be a lot of us developers who have been working continuously with virtual worlds that will find themselves helping to guide large companies on policies and direction for how to utilize virtual worlds. What was once the sherpa guiding of the 3rd party virtual world developer is becoming the in-house specialist.


8 comments:

TroyMc said...

Congratulations on your new job!

I'm not sure I agree with your statement "3. Quality of work in Second Life still isn't high-end."

Sure, there's a wide range in the quality of SL work, but some of it really is excellent. One example is the "Nemo" project (link below). Maybe you mean current projects aren't very big compared to some of those in 2007 (e.g. CSI:NY)?

Nemo link:

http://nwn.blogs.com/nwn/2010/03/nemo-in-second-life.html

Peter Stindberg said...

Being just in the middle of changing jobs I can relate to what you say.

One comment about "in house". For the past years I have worked as Marketing Director for a company making highly niche software products. When I joined the company we had external agencies, but they did not "get" it. Before they halfway understood our market niche, products and clients, a lot of money and time has been spent. So I did the obvious (which still was a fight with management) - I built an internal team that covered the work we would usually contract an agency with. I hired graphic designers, I hired copywriters, I hired webdevelopers. I even invested into in-house printing facilities and CD/DVD-recording robots. The result was that we could in the end produce marketing materials much faster, more to the point and cheaper than the competition.

I guess the same stands true for virtual worlds: there is no fricition and loss-in-communication with external agencies if you do it in-house.

Hiro Pendragon said...

@Troy

I indeed meant quality. Granted, I'm setting a very high bar; I've seen that it's possible to do computer game quality graphics with high levels of interactivity and still have low-lag, but it takes some serious game-design discipline and serious amounts of work. The budgets just aren't out there at this time.

There are notable exceptions, of course. The MadPeas team makes some really polished, fun games, as one example. I will definitely check out the "Nemo" project - that looks promising!

@Peter,

Thanks for sharing that story. That's a very good example of why in-house makes sense.

Troy McConaghy said...

SL currently has over 31,000 sims. If you spent only 10 minutes exploring each sim and didn't sleep, it would take you over 200 days to finish. I suspect you haven't seen it all.

Of course, SL isn't just places and things. Have you heard Skye Galaxy sing? Are you familiar with the complexities of the CDS constitution? The 7Seas Fishing Game? Ozimals bunnies? Zynga?

Personally, I have no worries about declining quality, creativity, or complexity in SL. The residents of SL still constantly surprise and delight me.

Troy McConaghy said...

Oops, I meant Zyngo, not Zynga. Haha! (Zynga is the company that makes Farmville.)

Hiro Pendragon said...

@Troy:

Yes, and the Internet has billions of web pages, but the better ones get passed around. Your argument doesn't really apply.

Skye Galaxy:
Is a performer, not a Second Life location.
CDS constitution:
CDS affiliates a lot of different sims, but a social agreement is not content, it's a framework of cooperation.
7seas, bunnies:
They may be a neat things to do, but they really just scratch the surface of what can be done with Second Life as a platform.
Zyngo:
You're going to use pseudo-gambling as an example of what's good about Second Life?

I'm not saying there aren't fun things to do, which is what I think you've inferred from my comments. I'm saying that there is very little high-end quality work. I cited one example of what I consider at / approaching high-end work. That's where I'm setting the bar, and your examples, while they may be well-made, fun, and viral, just aren't on the same level.

Troy McConaghy said...

The high quality of Skye Galaxy's music is largely agreed upon, and indeed you didn't dispute it. Are you saying that live music isn't "content" whereas 3D models are?

Maybe you've fallen into the trap of being the nail critic who dismisses anything that doesn't look like a nail. It happens. Roger Ebert recently claimed that no video game is art!

Hiro Pendragon said...

@Troy

No, I'm saying that a virtual world experience is more than a performer, in the same way that a movie's quality is more than one actor.