4 ms·
> As a counter-example, when I was at Sago Mini, I was getting incredibly nitpicky and subjective feedback about the precise way in which to procedurally animat
by armadsen 6y ago
> As a counter-example, when I was at Sago Mini, I was getting incredibly nitpicky and subjective feedback about the precise way in which to procedurally animate sheafs of wheat in a field in a game for toddlers. While the same culture of quality and branding concerns apply, this felt like a waste of time past the first few iterations.
For what it's worth, as the parent of a 5 year old who has loved Sago mini, the quality, care, and polish in the game/app and the subscription boxes has definitely shone through (I'm an iOS dev myself). Which is not to say that it was taken too far internally. Just remarking that the work you and others did there hasn't gone unnoticed, despite it being a game for toddlers.
- JabavuAdams 6y agoThanks, glad the games brought joy to you and yours. Craft and quality are certainly central to Sago's branding. Frankly, I'm a bit annoyed at them as they let me go just before the end of a long probationary period. They were totally happy to use me and my photogenic daughters for a Father's Day twitter post. When the project I was on hit a snag, my immediate manager overreacted and let me go, to the surprise of me and the other senior developers. Recently, during the George Floyd hand-wringing their CEO (who I think was not particularly involved in the events I've described) reached out to me on how to attract and retain diverse talent. I felt like replying "Dunno -- don't fire diverse talent for BS reasons?" My kids still remember the awesome time they had visiting the Sago office and ask me why I don't work there any more. Anyhoo ... that's games. EDIT> Oh wow, 2017. I had put that away in a box. Got laid off, got dumped by brainy hot summer fling girlfriend, and got divorce papers finalized all in like a 3 month period. Good times. Not bitter.