We Interview Indie Developer Lazy 8′s Rob Jagnow
// March 2nd, 2010 // Half a Million Seconds
In this, the latest in Dejobaan’s interview, Leo finds out why Rob went Indie and gives you some insights into what it takes to be an IGF Finalist. here goes:
LEO JAITLEY of DEJOBAAN GAMES: They say your name is Rob….tell us more…
In a way, I feel like I stumbled into game development. I interned at Pixar for a couple summers while I was getting my Ph.D. and I fully expected that when I finished school, I’d travel around the world for a year and go back to Pixar. But when graduation finally came, I found myself in an accidental relationship — one of those, “when you’re least expecting it” relationships.
So I went ahead with my plans to travel the world for a year and then ended up back in Boston to be with my boyfriend. The job hunt led me to Demiurge, a small game studio in Cambridge, and I fell in love with game development. When my boyfriend graduated, his job hunt led him to Google, so we moved together to San Francisco and I decided to try my hand at starting a company of my own. And thus, Lazy 8 Studios was born.
LEO JAITLEY: What did you friends and fam say when you said you were “going indie”?
ROB JAGNOW: My family puts a lot of emphasis on independence and self-reliance, so there was no freaking out when I said I was going to leave a steady job to start a new company. My boyfriend of five years has supported me 100% of the way, even when I went into debt, just before I released Cogs.
LEO JAITLEY: Tell us about your workspace – are you a “work from home while watching Oprah” kinda dev, a “get out of bed and trudge through the snow to the office” kind, or something else?
ROB JAGNOW: My office looks a lot like a guest bedroom. Maybe that’s because it’s the guest bedroom. So the commute is awesome, but the reality is that working from home isn’t for everyone and takes a lot of discipline. When I started, I made sure to set up good habits like never ever turning on the TV during the workday. Brendan, the artist for Cogs, comes in about 20 hours a week and sits at a second workstation in the “office.” I think we’re both probably more productive when we have someone else around, so that works out well.
LEO JAITLEY: You wake up on a Wednesday morning. Congratulations — you have a full day’s work ahead of you! What do you get done in the first hour?
ROB JAGNOW: Nothing. Or at least that’s what it feels like. While I sip on an Earl Grey, I catch up on email and Twitter, check the latest headlines (and kitten videos) on Reddit and peek into Facebook. Getting through my email and keeping up with the gaming news are actually important aspects of my job, but for some reason, unless I’m designing game features or writing code, I don’t quite feel like I’m really “working.” I really need to get over that.

LEO JAITLEY: Okay, go on and tell us about the subsequent 10 hours.
ROB JAGNOW: I usually have a list of “to dos” that I put together the previous day to remind me where I left off. So once I’m caught up on email (Disclaimer: I’m never actually totally caught up on email), it’s time for programming. New game features, bug fixes, prototyping. I love it. It’s hard to imagine a job where I don’t write code. To me, games are art and the keyboard is my paintbrush.
LEO JAITLEY: Would you classify yourself as more of an artist or a tech wiz? Master of biz? Maybe you do it all, tell us about it Jack…
On one hand, I consider myself relatively artistic as programmers go, but real artists put my work to shame. I like to think that puzzle design is one of the places where my artistic and technical sides dovetail nicely.
LEO JAITLEY: We have a few favorite moments in our studio’s history — care to share one of yours?
LEO JAITLEY: Tell us about a game that inspired you to MAKE games.
LEO JAITLEY: A picture’s worth a thousand words. Got any photos you’d like to share of…
ROB JAGNOW:In the image below, he guy in the middle is Alexey Pajitnov, creator of Tetris.
[UPDATE: Cogs is now live in the app store!]
LEO JAITLEY: Is there a question you wish we had just asked you (and what’s the answer?)?
And if you’re serious about following through, you should be prepared to not just create a game but also promote it. I wrote the Cogs postmortem to help give realistic expectations to new developers, so it’s worth reading if you’re in that boat.






