Day 1: I spent all day doing things like setting up my company e-mail address, Messenger client, e-mail client, etc. I also made a list of things that I'd need to bring in from work and things for our IT Manager to get a hold of for me to be more productive. I spent the day kinda getting to know the guy I'd be assisting and also spent a bunch of time reviewing through the current state of the design documents and the company's wiki and forums.
Day 2: This is where I really starting to dive into the design documentation, getting more intimately familiar with it. I started going through the current FDD (functional design document), making notes and comments about various things that I sat down and discussed with the lead designer on the project. I also had a nice sit down with our Art & Design Director about where the company is at, where we're heading, and the overall structure of the company.
Day 3: (Friday) Well, I finished my initial run through of the FDD and I started work on visual effects for the game. The FDD was at about 80 pages at this point, and I needed to peer through it and come up with a master visual effects list for the entire game.
Day 4: (Monday) I reviewed over the Visual Effects list with the lead designer. I spent a good portion of the day moving onto creating a sound effects list for the game and I started work on a Photoshop template for GUI design for the title I'm working on for both the DS and the Wii. I also started a master list of GUI objects in the game to help aid me in the creation of the Photoshop GUI template. I also worked on a Use Case for the visual effects list for a part of the game.
Day 5: I returned to my use case after getting feedback on it, but I was pulled away from it to work on a more urgent matter - getting a list of voice overs done today, because the lead designer is leaving town the following morning. So, I spent some time work on that. I also cleaned up the SFX list and I then put both lists into our Audio Design Document. I also had the pleasure of being at my first team meeting, where I got to introduce myself to everyone. I felt kinda dumb.
A coworker, who is a GD.net member as well, commented about how it's something that I walked right into a game designer position right after college. I'm still excited about it, but I feel a little dwarfed at BLS, even though it is small, because most of the guys here have at least a few titles under their belts. I'll get there soon enough, I suppose.
Day 7: (Today) Well, with the lead designer on the project gone, I found myself at a stand still. I got the GUI design templates to point of where I wanted them, but beyond that I wasn't sure what to do next. I sat down with the Producer and figured out a little plan of action. So far I've been kind of spoon fed my assignments by our lead designer. Now I'm entering a little more of a self governing position. Interesting stuff.
All in all I think Black Lantern Studios is going to be a pretty cool place to work. Everyone here seems to enjoy what they do, which is certainly a change of pace from most jobs. It is going to take a little getting use to as far as spending so much time sitting in front of Word on a regular basis, but I think I can get used to it.
I wish I could say what I'm working on, but obviously I can't because it is at such an early stage. I can say however that I'm pretty excited to be able to work on both the Wii and the DS right off the bat.