Despite actually getting a decent night’s rest, I felt groggier than usual in as I stood from my bed. Sleep had become a foreign concept to my body and the hours of inactivity I had subjected it to were taking their toll on me. I didn’t mind, though—I would surely feel better as the day progressed, not lost in a lethargic state of existence as I had been for more than a month.
I shuffled lazily to the bathroom and stared into the soulless eyes of my reflection—they looked as tired as I felt. Oh, if only it were Saturday, I mused. I managed to pull my toothbrush from the cup inside my medicine cabinet; I brushed my teeth as I disrobed and stepped into the shower.
I arrived at the office at 8:53—seven minutes early, technically, but late by everyone else’s standards.
I walked to the kitchen, which was to the right of the entrance, for a cup of coffee. Alice, one of the programmers who recently took up the mantle of sound designer when we started working on mobile games, was standing next to the coffee maker. “Spend the night in Hell?” she asked.
“Just didn’t have time to put on my makeup,” I joked as I reached for the coffee pot. “What does Matt have you working on today?”
Matt Butler owned the company. “Ambitious, but reckless and ignorant” is how he is best described. He came into some money and started the business without any real plan to speak of; it was only through his failures and the advice of his employees that he was able to recoup some of the losses incurred.
“Squashing bugs,” she replied. “You?”
“I’ve been keeping busy building a prototype for another game—it’s about time we moved onto something new. I may have some sound work for you if you get too bored with debugging.”
“Could be a nice distraction; let me know what you want.”
“Will do.”
I nodded at her as I walked toward my workstation at the back of the office. Matt was sitting in my chair with his eyes fixed on my monitor. I set my coffee on the desk in front of him, but his eyes remained fixed.
“What’s this?” he asked with his hand outstretched while moving his arm in a circular motion to encompass the entire screen?
I peered over his shoulder and snidely quipped, “Looks like code.”
He cocked his head and finally broke his gaze with my jesting remark. “Thank you,” he stated in an equally sarcastic tone. “What’s the code for?”
“I’m working on a prototype for a new game—I sent you an email.”
“When?” Before I could respond, he interjected, “I haven’t checked my email. Why aren’t you working on updates for that racing game—expansions and whatever the hell it is people put in updates for mobile games?”
“Well, Mudd-Runn has pretty much run its course—it’s been buried by new software on the marketplace and downloads are down to a fraction of what we launched at. Focusing resources on additional content wouldn’t be ‘fiscally responsible’ at this time. We need to introduce a new product to see if we can get some more money flowing through here—I explained this in my email.”
He stared at me for a few moments—an obvious displeasure with my condescending tone was written on his face. “Well, I wish you would have told me—when will you have something to show us?”
“This afternoon,” I lied, but I knew he wouldn’t organize a meeting until Friday at the earliest—the lie promoted an image of efficiency.
He pulled out his phone and scrolled through his calendar before responding. “I’m not going to be in the office tomorrow,” he paused. “I’ll set up a meeting for Friday before noon.”
“Sounds good.” I pointed at my chair, “Mind if I…?”
He stood up at the gesture and gave me a nod as he walked away. I sighed and sat down.
I stared at the code on my display for several minutes while I sipped on my coffee. Black—was never fond of sweetener in my coffee. Hot and bitter. It helped me think. The code, to someone unfamiliar, would seem like a broken string of random, imaginary words—to me, they were building blocks. I was creating something; my fingers on the keyboard breathed life into the dust of my imagination with the help of those strings of random, imaginary words.
I set down my cup and placed my hands on the keyboard—this was my domain, a world of my own making. I was in control.
My fingers clacked against the keys as I translated my idea to code—a long, tedious process, but one that always felt rewarding in the end. I paused infrequently only to build the program to see if all the components were working together nicely—they weren’t.
The visual assets I was using were leftovers from Mudd-Runn, the poorly named physics-based racer to which I owed my current employment. Alice was the one who suggested we switch to mobile game development, which turned out to be a smart move. Despite breathing new life into the company and saving it from collapse, her idea didn’t benefit her in any way—more work at the same pay. She loved her job, though, so she didn’t mind.
I ran the code again. A crude collage of images not intended for my prototype filled the display of my phone. After a few minutes on the controls, it seemed that character navigation was finally working properly—one of many things I needed to get down for Friday’s presentation.
As I distracted myself with the early prototype running on my phone, I heard a voice pull me back down to reality. “Hey, Tom, busy?”
I looked up to see Alice standing at the corner of my desk. “No, not really. Why?”
“Have any plans for lunch?”
I looked up at the clock on my monitor and was surprised to see it was already 12:17. “No—was just going to go grab some fast food or something. Why?”
“Want to grab some Chinese?”
I was always in the mood for Chinese; I nodded as I logged off of my workstation.
To be continued…
Freefall is the creative property of Andrew T.S. Bedgood and is protected by US Copyright law. Any use of this creative work without permission is prohibited.