Categories
amusing

“dinosaurs basically farted themselves to death”

Because there’s just not enough funny in the news these days:

:O

Categories
MMOG development programming security

LinkedIn (maybe) just leaked your password, won’t tell you; change it now

I’ve posted a few times over the years the … disappointing … state of LinkedIn’s engineering. But this takes the biscuit: it appears they were storing deliberately insecure passwords, and someone leaked the list:

http://news.ycombinator.com/item?id=4073309

(that page has links + info on how to check if your own password is in the mega list)

How bad is this?

  1. Many people have checked their personal, unique, passwords, that they claim to have only ever used on LinkedIn.com – and they’ve hit matches in the file.
  2. LinkedIn hasn’t told its users about the possible leak, more than 24 hours after it happened
  3. Many users re-use their passwords on other sites; any hackers could easily have stolen many accounts on other sites by now

How unlucky is LinkedIn?

This file is unsalted. That’s about as smart as locking your front door and then leaving the key under the mat – on the outside.

  1. Every tutorial, book, “newbie guide”, etc about using databases and writing login pages tells you never ever to do what was done here
  2. For any tech team, it is easy to check if this is what you’re doing, and tell your boss “uh, we need to fix that”
  3. It only takes a few *minutes* to prevent this problem, permanently. It’s not difficult

If LinkedIn were a small site, with a few hundred thousands users, I’d accuse them of laziness. But with 165million users, and a public company, you’d be looking at stunning incompetence by the tech wing of the company (the CIO and CTO never bothered to audit their own security?), or wilful negligence (no-one knew? really?).

Here’s hoping it’s a hoax…

Categories
games design startup advice

MakieWorld raises $1.4m funding for digital-to-physical toys

http://gigaom.com/europe/makie-future-doll-toy-funding/

“We’re making toys using game data and 3D printing,” explains Alice Taylor, Makielab co-founder and CEO. “We call ourselves a smart toy company, and for us that means there’s a digital side to it by default.”

The company slogan is “the action doll you design”, and here’s the concept in a nutshell: you hit the Makie website and create your own avatar, choosing from a range of shapes, sizes, features and outfits — the kind of thing that’s recognizable from all kinds of MMOs, virtual worlds and kids’ games. But then comes the magic: press a button and you get your digital figure turned into the real thing, produced as a one-off in bone-white plastic using cutting edge manufacturing techniques.

Congrats!

Categories
amusing games industry

TheChaosEngine is dead! NOOOOOOOOOO!

To anyone in the games industry, this should be a cause for weeping and decrying the Godless universe:

http://www.thechaosengine.com/forum/

(I’m guessing it’s just Network Solutions being typically crap and screwing-up the domain renewal)

Categories
bitching Google? Doh!

YouTube desperate for cash? adverts now “interrupt”, kill slow broadband connections

Noticed something new tonight…

  1. Started watching YouTube video
  2. Hit “Pause” because Google’s Flash code is dismal (crashes frequently, since the update from approx a week ago) and works badly on slow connections; you have to let it pre-load a big chunk
  3. YouTube response: the video stops, and an advert starts instead
  4. …which (so far this week) nearly always crashes Google’s video playback code, so you have to refresh the page, and start all over again

EDIT: incidentally, this is why it makes me so sad when Google Engineers say: “the web is so great! We can remotely nuke every version of Google products, force all users to lose everything and MAKE them have our latest version! They have no choice – it’s perfect!” … because it so often – even with Google – translates to: “we can force them to lose our decent, quality, working code, and force them to move to our buggiest, broken, badly designed, crappy versions – and give them zero power over their own computers!”

Meanwhile, for the first time ever:

Going to any video on YouTube now automatically logs my gmail email account against that youtube video, even though the two things are completely unrelated

WTF? #signs_that_the_google-pocalypse_is_nigh

I guess the big G is seriously hurting for money at the moment… crappy “in your face” advertising, plus some creepy “steal your data, screw the user for all they’ve got” privacy-violation … I’m disappointed; I thought they’d hold out longer than this.

Aside: Black-Hat UX optimization from Google?

This is so deliberate and in-your-face bad UX design – from a world leader in stats-lead-design, no less – that I’m hard pressed to explain it as anything but black-hat (i.e. deliberately designed to fool the user).

e.g. The link to “manage” the YouTube integration … doesn’t work, it just takes you to youtube.com. And the link to complain – “Send Feedback” – is a dead link that doesn’t do anything when clicked.

The “edit [services]” link (which is carefully hidden, to prevent the user from exercising control) doesn’t work either – it redirects to a lo-fi version of the page you came from previously.

It’s almost as if they didn’t want you to fight back! :)

Categories
amusing marketing and PR

Autodesk made an awesome iPad app…

…but they decided that only people with a Credit Card registered in USA or Canda are allowed to use it (even though it’s free).

So. I’m going to repay that smack-in-the-face by not linking to it, nor naming it.

Autodesk marketing: #FAIL.

Categories
games industry recruiting

Looking for a games industry job in UK, with enthusiasm but little experience?

How about this one:

http://sainsburys.jobs/vacancy/details/35959/games-buyer-at-london

A “buyer” for Sainsburys: you get to influence the titles stocked by one of the UK’s biggest retailers. I’ve never – ever! – met a games-buyer before, but I know quite a few buyers for more mainstream areas (clothing, fashion, etc), and so long as you’re organized and diligent, it sounds like a good job. You spend a lot of time dealing with the ebb and flow of what the public are actually buying – surely, very good practice for a career in design or publishing.

And yet, as I said … I’ve never met one before. Strange, that.

EDIT: and here’s another one, for Argos: https://www.apointplus.com/homeretailgroup/applicant/apps1.aspx?id=4129&rm=184

Categories
games design

Realm of the Mad God: Design Ideas, #1

(back to playing RotMG again)

1. the Oryx assault: make it more inclusive, more multi-player

Background: sooner or later, players learn that it is impossible to gain anything from the (compulsory) assault except level-ups. The assult is grouped into 3 separate squads of players, each of which have their own route into the center. There is an advantage to being first to the center – you get a chance to do damage to Oryx sooner, and get access to the portal in to his inner sanctum before the other squads.

Problem: 99% of players are guaranteed unable to enter the inner sanctum. They might as well quit before they start. 1% of players are almost certain to get into the sanctum – but need the help of their squad.

Change: Record which “squad” each player arrives in, and award a “squad bonus” to the squad whose player enters Oryx’s sanctum first.

Details:

  • hilight the players in the squad who have the necessary items to enter sanctum (e.g. with a glow)
  • use different shades of yellow on the map for the different squads, making it clear which squad is ahead
  • each time a player enters the sanctum, announce it in global chat, along with the squad ID (1, 2, 3 etc)
  • every player in the squad is credited with a temporary or consumable boost, e.g. one of:
    • +10% def bonus, temporary, lasting 5 minutes real time (rounded up – e.g. 8 def = +1 def; 13 def = +2 def)
    • +300hp pot, soulbound

Summary: Oryx assult becomes more competitive, more meaningful – and actually worthwhile for the lower-level players. Most importantly, the massive risk (very easy to die during the asssault) has a (potential) reward. The reward is temporary/consumable, so has no long-term effect on power inflation.

Categories
games design games industry games publishing

Lvl 50 on Kongregate; how many games industry people say the same?

I’ve played many hundreds – probably over a thousand – games on Kongregate alone, now.

On top of all the thousands I’ve played on console, PC, flash, handheld, mobile, etc.

I feel pretty confident in analysing game mechanics, and success/fail reasons for given game-designs, based off my extensive experience.

I frequently use my knowledge to influence design decisions and programming decisions in the games I work on.

But how many people in the games industry can say the same?

Hmm.

(PS: many people claim to “have no time to play games – too busy working”; my view has always been: if you really care about the art and the craft of this industry, you’ll make the time. No question about it)

Categories
games design

NASA cloud satellite data animation – hourly bitmaps?

I can’t find this. NASA’s web presence (in their defence, they have a **** tonne of data) is damn hard to navigate for simple queries (i.e. anything that’s not highly-specific, PhD material). I’ve found the “12 months of the year blue marble” dataset that gives you: Earth, without clouds.

And that includes a single momentary snapshot of: Earth, with clouds.

But – surely – somewhere there is “24 hours of clouds moving around earth”? Can’t find it! Help?

Categories
games industry games publishing

How much royalty/bonus for successful AAA video game?

Something like 90% of game developers NEVER get a royalty for their games, and almost as many never get a bonus.

But for the handful that work on titles where the studio negotiated a good deal (modulo the Publisher’s legal team using legal chicanery to make all royalties work out at “$0”) … it’s interesting to see what they get.

So, for Call of Duty, we have: Infinity Ward’s 2003 royalty deal with Activision.

NOTE: that doc *does not include* bonuses; it mentions them a few times, and says they’re taken out “before” the royalties. One of the publisher tricks is to award 100% of the profit to their own executives as “bonuses” – so that the external developer gets a royalties based off $0. You’d really want to see the bonuses doc too to check what the value of these royalties is…

Anyway, that aside, some headline points:

  • no upside limit (royalties aren’t “capped” – a sneaky practice I’ve seen publishers use before. A dev studio should NEVER accept a cap!)
  • NEW game series / IP created by the developer: developer gets 10% of net income (profit)
  • Sequels to the developer’s NEW games, or NEW games that re-use the developer’s game-engine, and NOT made by the developer: developer gets 2% of net income (profit)
  • Sequels made to the developer’s EXISTING games by the developer: developer gets 10-15% of net income (profit)
  • Sequels made to the developer’s EXISTING games and NOT made by the developer: developer gets 4% of net income (profit)
Categories
fixing your desktop

Warning: OS X Lion downloads gigabytes of data, secretly

When you “upgrade” to Lion, be aware that Apple will silently wipe your “auto install / update” settings, and start aggressively downloading every update it can find for every Apple app you use.

In my case, this was gigabytes of data – I really don’t care (and don’t want) “upgrades” to PhotoBooth and other trash that Apple pre-installs. But, because Apple wants to force these on you, they’d already wasted large amounts of bandwidth (on my laptop – on a desktop broadband connection, I wouldn’t care), and reduced my internet browsing for a few days before I found this out.

So … when you upgrade … remember to open “Software Updater”, and change the setting (that Apple has overwritten), back to “don’t check automatically”. Sadly, there’s no setting for “don’t download stuff unless I tell you to” – but at least turning off the auto-check avoids this.

Categories
fixing your desktop

Adobe’s Updater destroys Mac OS X: trying to remove it, part 1

UPDATE: this technique didn’t work. I’m still trying to find something that does. One friend suggested hard-coding the address of all Adobe websites into your “hosts” file, and blocking them. This would prevent you from visiting Adobe’s sites – but would prevent the evil Adobe Updater trojan from downloading – but it will still keep TRYING to run. I want to kill the damn thing completely.

Adobe just doesn’t seem to get the message: the latest version of Adobe Acrobat Reader puts a NEW virus(*) on your desktop, and all the old methods for removing it … don’t work. I previously used this tip from 2010 to remove the virus, while still using the Adobe software installed on my machine, but it no longer works.

With OS X Lion, I’m now trying again with a new approach (through trial and error this seems it might work – but I’ll update this in a few months if the virus still hasn’t come back)

  1. Open Finder
  2. Search for “Adobe Updater”
  3. Should be in an “Adobe Utilities” folder (if they had the chutzpah to call it “Adobe Viruses” I’d at least give them some credit for humour and outright shamelessness :))
  4. Delete that app – move it to Trash
  5. Empty the Trash (just in case it tries to run while hiding in the Trash – should be impossible, but with the back-door hacks Adobe’s already doing, you never know…)

(*) Adobe’s “Updater” has so far:

  1. crashed my laptop (multiple times)
  2. caused it to overheat to the point of hardware damage (laptop emits a screeching noise – that’s the hardware’s “emergency shutdown” warning)
  3. stolen my internet bandwidth when I’m on 3G modem, costing me money, and preventing me from using my own machine

This app cannot be disabled, the web is full of people complaining and begging Adobe to get rid of it, it’s installed secretly (the user is not informed it exists, let alone asked if they want it), and it has NOTHING TO DO WITH the actual app I installed.

What do you reckon? To me, that sounds closer to a virus than anything else. I don’t for a moment believe that Adobe is unaware of the amount of hatred it instils in their customers…

Categories
amusing games design

WTF is an Archveult?

One of the peculiar distinctions of Jack Vance’s writing is that he vomits obscure words onto the page as if he’d just eaten a dictionary that severely disagreed with him. Sometimes he seems to be parodying his characters – but other times he happily does it for himself.

To be clear: I’ve never seen him mis-use or abuse a word. When you know what all the words mean, it’s a joy to read (although he uses very few words – preferring to use the exact correct – single – word … than to use 10 more commonly-known words to describe the same thing)

Many of them I know – although I know that most people don’t. But at least as many I *don’t* know – although I do recognise them as genuine English words.

And then, occasionally, you meet an Archveult. And then it gets interesting.

JustF***ingGoogleIt: Google: Archveult

The only dictionary hit I could find was an evil bit of SEO that claimed – in the lies it told Google – that it held a definition for the word, but actually just provided a page that said: “I think you mistyped XXXX instead”.

Next step: commercial, offline, paper dictionaries. Real ones, Shakespearean ones, etc.

In the meantime, my best guess – and this is rather funny if true – is that it’s a deliberate portmanteau of “Archmagician” and “La Reyne le Veult” (the Royal Assent). Because the only story I’ve found it in so far (where the word is used repeatedly) is about an (almost) all-powerful woman attempting to conquer the universe by turning all men into women.

(and read the story before you get too excited by that)

Filed in “game design” because … well.

Categories
amusing iphone marketing and PR

Toshiba’s “failed vs. Apple” marketing

I feel sorry for Toshiba; they make good products, but their marketing
seems to belong to a much smaller, poorer company.

Take this advert, from April 2012, when Apple is already far along with shifting their whole laptop lineup to “ultra thin” MacBook airs (rumour suggests the non-thin models will continue to be phased out next cycle – doesn’t matter so much for this post, but if true, it adds extra emphasis to the post):

…and compare it with Apple’s photo from the same period:

Apple’s problems

The iPad 3 is considerably heavier and thicker than the iPad 2. This is a pain for users, but for Apple Marketing it’s a disaster. They’ve been fighting to prevent people equating “iPad” with “low power, low utility, inferior Laptop”. The iPad 1 had a fair go, but struggled. The iPad 2 went a long way to achieve it with it’s ultra slim/light/long battery life.

With other companies (e.g. Google) we’d assume that Apple did intensive market research on iPad 1 vs iPad 2, and found that weight didn’t factor into the purchase decision much. Given this is Apple … I expect it was an internal decision instead. They decided that the sheer awesomeness of the Retina display meant the pain of the weight + thickness would just have to be accepted. Personally, I agree: the Retina makes such a huge difference that it’s a no-brainer to buy an iPad 3.

(NB: even with the considerable increase in weight, and in battery quality, the iPad 3 has a considerably shorter battery life than previous iterations)

So, what does Apple do?

It’s not a bug, it’s a feature: Apple redefines Reality

All previous Apple marketing for iPad/iPhone has included side-on photos on the front page. iPad 3 is the first to use an isometric view – not just on the front page, but *everywhere*.

APPLE LESSON 1: If it’s bad, hide it.

The photo they use is EXTREMELY poorly positioned. The iPad 3 is contorted, the image is squished by perspective, the flower image looks terrible.

But you won’t notice any of that (unless you’re a product-photographer). No, you’ll notice HOW THIN IT LOOKS!

Apple carefully chose the angle to use perspective to hide the actual width of the product. It’s just shallow enough an angle to make it appear that you’re seeing the width – but just deep enough an angle to hide most of the width. (recall that the iPad 2 and iPad 3 both have a very deep bevel on the underside).

Apple also carefully chose the lighting: white iPad 3, ultra bright lights (my gut feel is these are even brighter than normal in Apple ads, which is very bright to start with), even the photo of a delicate thin flower (see what they did there?) is itself over-exposed a little. The iPad itself seems to almost … disappear … on the advert.

APPLE LESSON 2: If it’s really bad, make a photo that lies.

Toshiba: Fat, dark, and ugly

Let’s revisit Toshiba’s photo:

  1. the angle TRIPLES the width of the lid
  2. the angle DOUBLES the width of the base (look at the extreme bottom right edge – the base appears to mirror around the white hilight stripe)
  3. the inside is DARK, with HEAVY, THICK, DIRTY lighting
  4. the shadow underneath the laptop is ALMOST AS THICK AS the laptop itself, and coloured DARK BLACK

OK, so I could forgive poor colour scheme – marketing had no choice in that.

You could (maybe) forgive the stupid choice of perspective – maybe the laptop just looks ugly at any other angle. Or maybe they “needed” to show the ports on the side (if so, they failed: the lighting is so bad you can’t see the important ones).

But … who in Toshiba Marketing approved a photo with a black shadow underneath that makes their “thin” laptop look considerably thicker than it is? There’s no excuse for this: it’s a terrible photo (should have been rejected during the photo-shoot) – but it’s a catastrophically bad piece of marketing.

TOSHIBA LESSON 1: ?

Categories
entity systems games design network programming networking programming

Concepts of “object identity” in game programming…

Hume just posted his Lessons Learned from the warmup for Ludum Dare 23 (48 hours to write a game from scratch – starts this weekend!) – and his positive experience using an Entity System.

In his epic comment (sparked by a different Adam – not me, honest), is this gem:

“Using the entity system for the first time was unreal to me. It’s like polymorphic code. I did really weird things on the fly. For example:

– In the health processor, if the enemy was just destroyed, set a flag in the lifecycle component.
– In the lifecycle processor, if the fresh kill flag is set, extract its loot component and put that into a new entity with a small randomized velocity component and a gravity component so that the loot drops; then, remove most of the other components from the entity and add an explosion component.

The “enemy” still has the same entity ID — any other components that are looking for that entity will still find it (e.g. missiles homing in on the wreckage, or score processors looking for slain entities) — but by swapping one set of data with another, its implementation has changed from an enemy to some kind of non-interactive effect object.”

(emphasis mine)

Identity. It’s important.

(Quick sidenote: for all the people asking questions like “but … which variables do I put in Component A as opposed to Component B? How do I manage Events in an Entity System? … etc” – Hume’s approach above is a good concrete example of the first-draft, easy-to-write way of doing things. Copy it.)

Identity in games

This is one of those things that newbie game programmers seem to underestimate, frequently.

And when I say “newbie” I include “experienced, skilled programmers with 10+ years of coding experience – but who haven’t yet shipped a game of their *own*”.

(e.g. I’ve seen a couple of studios that started as Digital Agencies, or as Animation Studios, etc – that then transitioned to writing their own games. This is the kind of thing that they often struggle with. Not for lack of skill or general programming experience, but for lack of the domain-specific experience of game coding)

Examples of Identity in games, off the top of my head – all of these are independent, and interact in complex ways with each other :

  1. Game-role: e.g. … “enemy”, “powerup”, “start location”
  2. Code ‘object’ (in OOP terms): e.g. … “the sprite you are drawing at position (4,5) is part of Object X. X is coloured THIS colour”
  3. Gameplay ‘object’: e.g. … “the sprite at (4,5) represents a Tank. If a Tank sprite ever touches a Glass sprite, we need to play the Broken Glass noise”
  4. Physics element: e.g. … “5 milliseconds ago, our Physics Engine thought this thing was THERE. Now it’s over HERE. Don’t confuse the Physics Engine! Make sure it ‘knows’ they are the same object – not two separate objects”
  5. Network “master/clone”: e.g. … in multiplayer, there are N copies of my avatar: one per computer in the game. One of those N is the original – and changes to the original are constantly used to overwrite the clones; changes to clones are LOCAL ONLY and are discarded. Which is original? What do we do with incoming “changes” – which local Code Object do we apply them to? (your Code Object will be different from my Code Object – but they’ll both be the same identical Network Object, save mine is flagged “clone”)
  6. Proper Noun object: e.g. … “The Player’s Tank” is a very specific tank out of all the Tanks in the game. Many lines of game code don’t care about anything except finding and operating on that specific tank.
  7. Game-Over representation: e.g. … after the player has killed all the enemies, and they see a Game Over (won/lost/etc) screen, and you want to list all the enemies they killed … how do you do that? The enemies – by definition – no longer exist. They got killed, removed from the screen, removed from memory. You could store just the absolute numbers – but what if you want to draw them, or replay the death animations?
  8. …etc

Identity in Entity Systems

ES’s traditionally give you a SINGLE concept of Identity: the Entity (usually implemented as a single Integer). Hmm. That sounds worryingly bad, given what I wrote above. One identity cannot – by definition – encompass multiple, independent, interrelated identities.

But we’re being a bit too literal here. ES’s give you one PRIMARY identity, but they also give you a bunch of SECONDARY identities. So, in practice…

Secondary Identities in an ES

In OOP, the Object is atomic, and the Class is atomic. You cannot “split” an Object, nor a Class, without re-defining it (usually: re-compile).

In ES, the Entity is atomic, and the Component is atomic. But the equivalent of an OOP Object – i.e. “an Entity plus zero or more Components” – is *not* atomic. It can be split.

And from there comes the secondary identities…

A Primary Identity: e.g. “The Player’s Tank” (specific)
A Primary Identity: e.g. “a Gun Component” (generic)

A Secondary Identity: e.g. “The Gun component … of the Player’s Tank Entity” (specific)

Revisiting my ad-hoc list of Game Identities above, I hope it’s clear that you can easily re-write most of those in terms of secondary identity.

And – bonus! – suddenly the relationships between them start to become (a little) clearer and cleaner. Easier for humans to reason about. Easier *for you to debug*. Easier *for you to design new features*.

Global Identity vs. Local Identity

Noticeably, the network-related Identities are still hard to deal with.

On *my* computer, I can’t reference entities on *your* computer. I cannot store: “The Gun component … of YOUR player’s tank”, because your “Player’s Tank” only exists in the memory of your computer – not mine.

There are (trivially) obvious solutions / approaches here, not least: make your Entity integers global. e.g. split the 64bit Integer into 2 32bit Integers: first Integer is the computer that an Entity lives on, the second is the local Entity Integer. Combined, they are a “global Entity ID”.

(I’m grossly over-simplifying there – if you’re interested in this, google for “globally unique identifiers” – the problems and solutions have been around for decades. Don’t re-invent the wheel)

But … at this point, they also offer you the chance to consider your game’s network architecture. Are you peer-to-peer, or client-server?

For instance, P2P architectures practically beg for unique Global entity numbers. But C/S architectures can happily live off non-global. For instance:

  • On each client, there are ONLY local Entity numbers
  • When the client receives data from the server, it generates new, local, Entities
  • …and adds a “ServerGenerated” component to each one, so it’s easy to see that they are “special” in some ways. That component could hold info like “the time in milliseconds that we last received an update on this object” – which is very useful for doing dead-reckoning, to make your remote objects appear to move smoothly on the local screen
  • The server *does* partition all entities from all machines. But none of the clients need to know that

Or, to take it further, if your network arch is any good at all for high-paced gaming:

  • The server differentiates between:
    1. The entity that the game-rules are operating on
    2. The entity that client 1 *believes* is current
    3. …ditto for client 2, client 3 … etc (each has their own one)
    4. The entity that the game-rules accept (e.g. if a hacked client has injected false info, the game-rules may override / rewrite some data in the local object)
  • The server also tags all the entities for a single in-game object as being “perspectives on the same thing”, so that it can keep them in synch with each other
  • The server does Clever Stuff, e.g.:
    • Every 2 milliseconds, it looks at the “current entity”, and compares it to the “client’s belief of that entity”. If it finds any differences, it sends a network message to the client, telling it that “you’re wrong, my friend: that entity’s components have changed their data. They are now X, Y and Z”

… or something like that. Again, I’m grossly over-simplifying – if you want to write decent network code, Google is your friend. But the fastest / lowest latency multiplayer code tends to work something like that.

How?

Ah, well.

What do you think?

(hint: you can do wonders using Reflection/Introspection on your entity / components. By their nature, they’re easy to write generic code for.

But you WILL need some extra metadata – to the extent that you may wish to ‘upgrade’ your Entity System into a SuperEntity System – something with a bit more expressive power, to handle the concept of multiple simultaneous *different* versions of the same Entity. Ouch)

Yeah, I’m bailing on you here. Too little time to write much right now – and it’s been a *long* time since I’ve implemented this level of network code for an ES. So, I’m going to have to think hard about it, refresh my memory, re-think what I think I knew. Will take some time…

Categories
Google? Doh! recruiting

Google interview questions: beware the Interviewer

This is from 4 years ago, courtesy of Steve Yegge. I just came across it by accident, it’s wonderfully well written, but one bit caught my attention in particular:

“First, you can’t tell interviewers what’s important. Not at any company. Not unless they’re specifically asking you for advice.”

Wait – what? … why not? Surely – if you’re being an honest candidate – your views on what’s important are a huge part of the interview process? These people want to know what you’ll be like as a colleague, how you tick – no?

“You have a very narrow window of perhaps one year after an engineer graduates from college to inculcate them in the art of interviewing, after which the window closes and they believe they are a “good interviewer” and they don’t need to change their questions, their question styles, their interviewing style, or their feedback style, ever again.”

Ah. Right. Yes, makes sense now. Sad, but true.

I will also add: for all the reasons Steve cited, I *do not run interviews this way*, and haven’t for a long time now. In my late twenties, I learnt the hard way how stupid a lot of those practices are.

Looking back at my sole Google interview, it explains a lot: I had no idea that Google accepted / allowed these practices among their interviewers – I’d assumed they’d have actively stamped them out. Apparently not. It was a big part of why I never considered Google again: if “A people hire A people” and “B people hire C people”, that part of Google’s process stank of the B people. Not a place I wanted to work…

Of course, Steve’s still writing about Google’s hiring, and his criticisms seem to be getting sharper over time. Just last year, he dropped this into a post:

“It’s a match made in heaven, I’m tellin’ ya. It might take you a couple tries to get in the door, because Google’s interview process — what’s the word I’m looking for here — ah yes, their process sucks at letting in all the qualified people. They’re trying to get better at it, but it’s not really Google’s fault so much as the fault of interviewers who insist that you’re not qualified to work there unless you are exactly like them.”

So … given Steve’s one-man crusade to undo the bad work of Google HR, I’d recommend anyone rejected by Google to give them another go. But don’t look at interview prep questions, don’t brush up on obscure programming technique – just read and re-read Steve’s blog posts, and remind yourself that it’s “a stupid process” you’re trying to get past, one that doesn’t fairly represent the company – nor the colleagues – you’ll be working for.

Categories
fixing your desktop

Warning: before you install OS X lion

… It removes one of the most valuable features of OS X for laptop owners:

OS x lion WILL NOT recharge a plugged-in iPhone when the lid is closed (after 10 seconds of pretending to charge – just long enough to fool you – Apple cuts the power)

At conferences, on sales trips, on plane trips … I have relied on this feature many many times to recharge a phone off the laptop battery.

Now?

Denied.

No user setting for it (that I can find so far) just … Removed :(

Categories
games industry recruiting

Games QA job in Brighton UK

No link provided, but should be easy to find the studio email HR address:

“Hi All, I’m looking for a QA person to join us at Zoe Mode. I need someone with experience as I need QA for multiple titles of different genres. A sense of rhythm will help. Please pass this on, thx.”

Alys is a good person to work with.

Categories
bitching Web 0.1 web 2.0

Apple OS X install hell: way worse than Windows :(

Almost a year after Apple’s disastrous “force consumers to download Lion, instead of installing from DVD”, apparently it still doesn’t work. It’s hard to recommend OS X to anyone after this experience.

UPDATE 2: Apple’s “download a file from the internet” code is so bad it’s causing the MacBook to overheat – 80 degrees celsius, very close to the “automatically reboot” temperature. This is *to download a file*. Apple’s misuse / misunderstanding of web technologies seems quite incredible.

(the process is called “storeagent”)

My last 24 hours:

  1. Buy Lion
  2. Download starts
  3. …it’s a 4gb download, this takes a long time…
  4. Download stops at 25% for no reason.
  5. Resume button gives a wait cursor for 5 seconds, then goes back to “paused”
  6. Repeat twice
  7. Third time, the Resume button is disabled, and now Lion is stuck in “Waiting” and there’s no buttons you can press except “cancel”
  8. Remains in “waiting” for many hours. Googling suggests this is a permanent crash in Apple’s App Store.
  9. Cancel the download, re click the “buy app” link
  10. Apple quits OS X, kills all apps, deletes all unsaved data, throws me out to the login screen
  11. Login again, and Lion icon has appeared in the dock.
  12. …but: Lion now refuses to even start downloading – it’s stuck on “Paused, 0 of 0 bytes”

UPDATE:

  1. Try again (delete OS X Lion, re-purchase from App Store) and … finally the download starts. Waiting now to see if it will complete this time, instead of giving up partway like before…

I.e. Apple’s infrastructure is still blocking me from downloading the OS. How hard can it be to *download a file* ?

Next step: walk in to an apple store and ask them to give me a USB stick, since their webserver is FUBAR.