Articles for category: Delivery

November 30, 2023

Greg Thomas

Hurry Up

We are one day away from getting everything you set out to do 11 months ago. If you haven’t gotten it all done, hurry up, stop wasting your time, get back in there, and get it done. No excuses, you should have had it all done by now, I have no idea what you were thinking or why you were thinking it. Get it together, get in there, and make it happen. (That’s where all the shock content is going now). Or you can realize what you did do, the paths you did take, the steps you might have missed

November 27, 2023

Greg Thomas

There not called Task Points

Love them or hate them, Story points aren’t going anywhere. You can keep the debate rolling, you can keep arguing for points over hours or vice versa (I like vice versa myself). But remember, they aren’t called “Task Points”, there is, and always will be a duration to finishing a task – start, middle, end. Story points are an estimate, task work is the execution of the estimation, and you adjust your estimates (points) based on the execution of your tasks (the work).

November 17, 2023

Greg Thomas

The Journey

The journey is the memory we talk of. It’s the in-between moments of everything that comes together when it comes together, and how it comes together. It’s the small stories that we reflect on and remember without hesitation. It’s the best of us and when we get to the destination, all we talk about are the bumps and adventures that happened in the journey. Don’t miss out on the journey, it’s not worth forgetting.  

November 14, 2023

Greg Thomas

The Build Back

You miss a deadline. You miss an event. The work you put in didn’t pan out. The code you wrote still doesn’t work. The rules are broken. The game is old. Time to get back, time to build something new, time to refocus and not forget why you got started here in the first place.

September 8, 2023

Greg Thomas

Starting a New Game

I like to game, but I find the starting of games to be a roadblock. New controls, new features, new concepts, new directives – especially if it’s a “LIKE” game that you have already played before where you already knew what to do in it. The first few weeks of a New Game are critical because you have to commit to the learning, to figuring things out, to walking through what does and doesn’t work (and yes loads of mistakes and dying). Kind of like starting a new project, you need to commit, put the time in, and make it