My life in software

Floppies
Photo by Blake Patterson

I've been writing code almost as long as I can remember, and I've had a weird, reflective relationship with my projects, they regularly change my life. Here's the code that I built, and that helped build me.

28th April 198X – Anna's birthday card

My first taste of how powerful software could be was for my sister's birthday, when I was maybe eight or nine. I'd been fooling around with the wonderful programming manual that came with the ZX Spectrum, and found a listing that played 'Happy birthday to you' via BEEP commands. I combined that with some blinking ASCII graphics I built myself to approximate a birthday cake, and presented it to her and the rest of the family. They all told me they loved it, and that was a heady feeling. That joy in showing off something I've made myself continues to be the best part of my work, even if I've never managed to do anything that's quite as comprehensible to my family since.

1991 – Mars Landscape

When I was 15 I made my first money by writing code. I put together a procedural texture generator in BASIC for the Archimedes series of computers, and made 15 pounds when Acorn User published it! Sadly it would be another six years before I'd earn anything else through my software, so I had to rely on supermarket shelf-stacking instead.

1993 – Ped => Hex

Inspired by Coldcut's pioneering video work, and the 'Public Domain' disk-sharing-by-mail world that was the poor man's BBS, I put together a demo in ARM assembler. I was most proud of the 'ohhs' and 'ahhs' it pulled out of people, not because it was technically astounding but because I used every trick I could to make it have an impact, from strobing to a psychotropic color palette. In that sense it was a lot like a logical continuation of Anna's birthday card.

1994 – MUDs

Before there was World of Warcraft, there were text-based 'Multi-User Dungeons'. I'd got hooked on them a couple of year before, when me and a friend would sneak into the University of Cambridge's computer labs, but when I went away to college it became a debilitating addiction. I ended up getting an 18% overall mark averaged over all my first year exams and coursework, and got married, disasterously, to a girl I'd originally met through one of the systems when I was just 19. I spent time upgrading an maintaining some code for one the systems I used, which would have been an excellent foundation for the exploding world of the web, if I hadn't decided that TCP/IP networking wasn't interesting enough to keep working on!

1996 – XPacman

When I went away to university, my Acorn was becoming obsolete and I couldn't afford to get another computer, so all of my programming was on Manchester's set of Sun terminals. I grew to abhore the XWindows network-based model of GUI development, but I did learn enough to create a Pacman clone. I loved the calm and quiet of the computer labs, as a contrast to an increasingly stormy home life.

1997 – Diablo for the Playstation

After I graduated with my BSc I was giddy at the prospect of being able to work full-time writing software, and especially to follow my dream of writing game software. I got my first job with Climax Industries (endless comedy value) working on porting Diablo from the PC to the Playstation 1. The salary was $15,000 a year, which after measuring my supermarket wages hourly sounded like a mind-blowing amount of money. I soon learned I was actually making less than I did stacking shelves, but the experience of working with some very savvy engineers and learning to read other people's code was a crucial education. Gosport was by far the roughest place I've ever lived, I got mugged before I'd been there a week, and the paltry pay, high rent and an unemployed wife drove me deeper into debt. I was at the point of getting letters threatening county court judgments, and that experience has left me deeply averse to ever taking out any sort of credit. After six months I found a better job up in Scotland, and could begin to dig myself out of that hole.

2001 – Pete's Plugins

My marriage finally ended, and I decided to take some time out to travel. My first stop was the US, where I intended to work for maybe six months and see a bit of the country. I fell in love, both with the country and a girl, and I've been here ever since. I'd been learning my craft in the game industry for the last few years, but it wasn't the creative endeavour I'd dreamed of as a kid. As an outlet for that, I started writing software that harked back to my demo days, effects that I could project onto screens at clubs and concerts, with me controlling the video in a way that complemented the music. I loved being able to actually see my audience reacting to my work, right in front of me, that's so rare in coding, it drove me to produce more than I'd ever imagined I could. Over the course of a year, I wrote over forty effects in my spare time, and released them as open-source plugins for all of the popular VJ packages. Users kept bugging me to port them over to something called After Effects, which I'd heard was a tool professional video producers used. Once I did, the reaction was amazing, people were literally emailing me to ask how they could pay me for the effects. They were used to buying three or four effects for a thousand dollars, and I was giving them forty for free. I was slowly catching on to the whole capitalism thing, so I quit my day job to produce a new set of professional plugins for that market.

2003 – Apple Motion

It rapidly became obvious that setting up a small business, even one with customers clamoring to give me money, was not going to be possible as an immigrant. Happily Apple approached me on the basis of my open source work, offered to buy out the few months of work I'd put into my business and have me help build a new secret project they were working on. I spent five years working deeply with all sorts of graphics technologies within Apple, using my game engine experience to help deal with graphics driver issues and all sorts of GPU programming adventures.

2006 – SearchMash

I was growing increasingly fascinated by the power of the web. I could already see the writing on the wall for desktop software, and knew I wanted to work with more creative control, which meant becoming my own boss. SearchMash was my first real experiment on the web, a klunky Java applet that displayed a split-screen view of Google's search results. I went on to follow similar threads with GoogleHotKeys, and then dived into applying my graphics skills at analyzing large data sets with more social tools like Event Connector. I'm not even sure how many of these experiments are still functioning, but it was a real education in what actually works for engaging people.

2008 – Mailana

My green card finally came through, so I left Apple and set out to build some of the tools I wished I'd have while I was there, a service to locate experts and external contacts within large companies using only the information lying around on their Exchange servers. The experience was a fantastic education in how not to kick off a startup. Though I did run a few small pilots, I focused almost entirely on the technology for a year. I talked to potential investors more than I talked to potential customers. Inevitably I realized after a year that I had a big bag of technology but no business. The only bright side was that I'd ended up getting some love when, on a whim, I applied that processing pipeline to Twitter

2009 – FanPageAnalytics

After that realization, I spent some time metaphorically wandering in the wilderness. I knew the enterprise approach was dead, but I couldn't get a good handle on a consumer angle. I moved to Boulder to get some mentoring at Techstars, but none of my experiments worked. The most interest I had was for a Gmail-based service that would send useful information to you about people who'd emailed you, the same sort of thing you get when you Google someone's name. I couldn't find an API that would allow me to do that sort of query, so I decided to write my own search engine to crawl the public pages of the sites I cared about. While I was doing that, I noticed that Facebook had lots of interesting information in those crawlable pages, and thought there might be a business in providing analytics for brands, giving them extra information about their (and their competitor's) fan pages on Facebook. FanPageAnalytics was born, and then quickly died as I got entangled with Facebook's legal department.

2010 – OpenHeatMap

I had a lot of time to think about what was working, and what wasn't, as I waited for the Facebook saga to end. I'd had over 500,000 people visit my Five Nations of Facebook map in just a few days, but other than the extra readership I didn't build a business relationship with any of them. I realized that people loved these online maps, that this was an amazing distribution channel for reaching an audience, and I wanted to build more, and help other people build their own. I couldn't find existing tools that did what I wanted, so OpenHeatMap was born, and that's where I am right now. I'm happy with the progress the free site is making, and a revenue-generating spin-off is in early testing. I wonder how this one will change my life?

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