So I have set up the Trello board shown above for Eurydice Games. For the moment it's a single board with all the tasks I'm aware of on it. As and when I think of something else I add it to the board immediately, rather than trying to remember it (and inevitably forgetting).
This provides several advantages:
- I don't have to rely on my notoriously bad memory for important tasks,
- I can access the board from my phone, iPad or laptop,
- I can get a quick view of everything on my plate.
Trello brings several other benefits: I can label tasks and then filter them (I've currently got labels for the three games I have in active development, company stuff and blog post ideas), I can give tasks a due date and get reminders when they are approaching. I can also see tasks moving through the process and get the dopamine spike from incremental achievements. You can also include notes and checklists on tasks too.
I use Trello in a Kanban-esque fashion, with lists for future tasks, tasks to do in the next month, tasks currently in progress and tasks completed in the last month. Weekly and monthly maintenance keeps those lists up to date so I can focus on what is most urgent which is particularly important around a full-time job and a young family - I've little time to devote to this effort, so I want to make sure I'm using it effectively.
One of the reasons Reiver Games failed was that I lost focus when things got difficult. As sales came in slower than expected (hard to see as I didn't have a business plan with sales projections!) I became disillusioned and to some degree gave up. I had no idea how to drive sales of my games in far flung shops, so instead of spending every minute hustling to drive awareness and sales of my games (and I was doing it full-time at that point, so there was plenty of time available) I slumped and started watching more and more TV each day. Clearly with my limited time this time round that is not an option, I need to stay laser-focused on bringing my games to people's attention and finding those customers who would be interested in buying my games. I still don't completely know how best to do that, but with 200 (instead of 3,000!) copies to sell it should be easier this time.
I give almost all my tasks an aggressive (yet achievable) due date, and then work hard to achieve them. There's loads to do at the moment (I'm setting up the company, designing a website and organising the printing of my first game) and, with upcoming family holiday and work trip to Massachusetts, even less time than usual to do them. I'm doing a bit most evenings and also often during my lunch break at work. Once those things are out of the way the next focus is hand-making the pre-ordered games which take 45 minutes each.
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