As a person of many creative interests who refuses to narrow down my hobbies, I often struggle to complete the projects I start. I try hard to divide up my limited time into “a little bit of everything all of the time!” (Bo Burnham’s songs have been stuck in my head for weeks.) Dividing my time between so many areas of focus means I pick up and drop a lot of ideas quickly.
That’s why committing to a posting schedule on this blog was one of the best things I ever did for my time management. Having the accountability for this means there’s at least one thing that I can’t pick up and drop without finishing. In most other areas, however, I don’t have much accountability driving me.
Game development, the creative endeavor I share with my husband, naturally has a little of that accountability, because when we work on a project, we know about each other’s progress on every step. However, there is not typically a specific schedule of time commitment.
That may be part of the reason it’s been so long since the last time Josh and I worked together on a game project.
Before we embarked on our current collaboration (fixing up and improving on Josh’s Ludum Dare 43 entry, from 2018), Josh researched and shared with me a workflow method called Agile, and suggested we try a version of the Agile method. A major tenet of Agile is working in short sprints (periods of time where all focus is devoted to a certain project, and other non-related, unessential work can wait).
So, we are now trying our first sprint. We decided to go with two weeks instead of 30 days. That means for this week and next, I’ve been using my scheduled work time only on work related to helping the game (with the exception of writing this post, which is why I’m keeping it short).
At the end of this sprint, we’ll be able to evaluate how well this method works for us. At that point, I’ll hopefully have more to say about it. 🙂