“All the Small Things” — Week Six Recap

I’m not a morning person. Before I have some swigs of highly sweetened coffee, I hardly open my eyes to acknowledge the existence of anyone or anything. And by the time I get to the office, I’ve probably growled and groaned thirteen times at helpless inanimate objects that did nothing wrong except get in my way.

These mornings continue into the Command Center, where I check and update our Follower Tracking spreadsheet. This document tracks our subscribers on YouTube and in our email system, our likes on Facebook, and our followers on Twitter. Each day since the start of Reactuate Games the total has gone up. Some days it’s 17 new people interested in what we are doing here, and sometimes it’s only 2.

Though it’s still early and my coffee hasn’t fully kicked in yet, every morning I look at our spreadsheet, I smile.

When you’re working for a company, and a humongous goal is plopped in front of you, egging you on, teasing you to catch it, the small accomplishments seem to fade in the sidelines of the race. But it’s important to celebrate these little victories, like our follower-count, too.

For example, last week RG was added to a few game developers’ lists on Twitter. When I read the notifications, I cheered at my desk, stoked that people were beginning to see us as a real game studio– a working and thriving video game company.

Now, in the world of Twitter, an addition like this may seem trivial, but I was honestly and pleasantly surprised! Of course, this whole time I believed in what we were; however, this validation from others felt good. (Yes, Momma always said not to care what others think, but this here is about marketing, and it’s all about the fans and support). Reactuate Games needed that acknowledgment … I needed us to have that acknowledgment, though it be a small one.

Screenshot 2015-07-06 13.42.05
Sam’s sandworm

Other little wins occurred last week as well. More and more graphics are emerging from the imaginary and being transferred into Guardian. Sam completed a builder unit that will construct buildings for the colonists, and he also designed a beastly sandworm (which personally reminds me of something from Starship Troopers). It’s scary for sure, and the colony’s controller will have to try his best to protect the people from this disastrous threat.

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Moving particles / Luxury housing

Austin worked on particle effects for the game, as well as the construction process, which will include choosing a location to build on and having a unit construct the building. Katey also made headway by creating a luxury home model that colonists will reside in once on the new world. These skyscraping structures will help the ex-earthlings keep their extravagant and polished lifestyle while away from their native planet.

The saying holds true: it is the little things that count. And it’s the big things. And the medium-sized things. All the things count. Because with each step we take, we are farther than we’ve ever been before.

And that’s worth getting a little giddy about.

… even at 9 a.m.

 

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