E3 Recap with Producer Quentin

Get an inside scoop of what the team did each day from the view of Starcats Producer Quentin! Also read to the end to find out what we are up to next!

 

Day 1: Scott and I flew into LA a day before everyone else so that we could check out the booth and make sure everything was in place. We got into LA on time, and got all of our supplies to the booth, or so we thought. But it wasn’t until we started opening boxes that we realized we had received a shipment of soap instead of the monitor stand that we were expecting to get. So I started to freak a little bit, because there was no way that we could run a successful booth without the bigger monitor that we were expecting to receive.

Day 2: Monday was spent receiving all of the other team members who were due to arrive, getting them their badges, and showing them around the E3 floor. I spent the day walking around the immediate area of the LA Convention Center because we were missing a cable for the monitor (I never found it but we made do). The team went out to dinner, then we got back to the hotel and wanted to do some last minute bug testing of the game to make sure we were good for the next day. We started bug testing at about 10, and the game was broken and unplayable by 11. Thankfully, we received the monitor stand that night so it was one less thing for me to stress about. Over the course of the next 3 hours, the team all piled into one of the hotel rooms and tried to fix as many of the issues as we could. Laughs were had, but mainly because we were all very jet-lagged and packed into a small room.

Day 3: We were told that the entire team had to have their booth set up by 9 am that morning, and the doors to the show floor opened at 11:45. The entire team didn’t need to be there at 9 as we later found out, so we spent a lot of time testing some more. 5 minutes before the doors opened, the computer we were running the game on decided to do a Windows update that we couldn’t stop. So for the rest of the week, we disconnected the computer from the internet so that we didn’t have to worry about any more surprises. Day 3 (Tuesday) was also the day that we were able to meet with the other teams, and that was a great experience as we found out all of the other teams were super nice people. It was actually another school that invited me to take part in the RoosterTeeth interview. (check out our twitter for the link!)

Day 4: This was arguably the most fruitful day. We were approached by the most publishers and industry professionals on Wednesday, and we had the most foot traffic from the general public on Wednesday. By Wednesday, we had changed the team’s time slots to be 1 hour slots instead of 2. We also changed the rotation of team members because I noticed that Tuesday had a lot of exhausted and un-engaged team members by the end of their 2 hour shifts. Other than the high engagement from the public, Wednesday was again pretty straightforward. We ended the day by going to a club that was rented out by the Women in Games Association and meeting some industry contacts we had met that day. The team got to network and all in all we got to relax a little bit.

Day 5: The final day of the conference was the day that we were all anxious for, since that was the day we would find out if we won the conference (spoiler alert: we didn’t). Day 5 (Thursday) was also the day that I woke up and had no voice. Literally, when I tried to talk, no sound would come out. So I took a vow of silence for 3 hours and wrote out all of my requests to everyone. The silence was supposed to be in preparation for an interview ESA told us we would have, but that interview ended up not happening due to “lack of time”. Anyway, the announcement time came around and Phonetica, the game from Ringling College of Art and Design won. The team was pretty disappointed, and the participation certificates didn’t really help them feel any better. But we knew that we had a solid game, and from the reactions, smiles and laughs, we got the confidence we needed. Everyone says that Top 5 games in the country is reward enough, but I knew that I needed something to finally tip me over the edge in terms of faith in the game. And that’s just because i’m horribly pessimistic.

Post-E3: The team is currently in talks to continue development of the game, and which route we want to go down, either PC vs Console release, Publisher vs No Publisher, Large vs Small team, etc etc. But we’re all in the mindset that I think we need to be, and I’m going to chase my dreams for as long as I can.