Wygle Wide Web

A quiet field journal of digital archaeology. Reconstructing a life from 25+ years of digital traces, with occasional help from ChatGPT when things get weird or surprising.

Random Date Archaeology #8: The Guy Behind the Guy

The random number generator dropped me on Tuesday, April 9, 2013, and at first the date looked like a fairly ordinary slice of Bootstrapper Studios in full spin. I had apparently spent part of the day recommending an IFTTT recipe that created Asana tasks by text message, sharing music and video experiments, discussing several overlapping productions, and announcing to the internet, for reasons that were presumably very important at the time, “Yes. I am wearing Crocs. My eyes are up here.” Gmail had meetings, equipment, clients, forgotten chargers and the usual pile of logistical sediment produced by a person whose organizational system was held together with software, caffeine and whichever spot in my brain happened to remember what was going on. Then, sitting in the middle of all that noise, was a thread with Mitch Gitelman about something called Road to Returns.

I didn’t remember the project at all. The archive did. Road to Returns, sometimes called Road to the Return, was a tiny Shadowrun Returns update video we were developing for Harebrained Schemes almost exactly one year after their Kickstarter campaign. The entire thing was supposed to be about thirty seconds long, which naturally meant we had to compress a year of game development, a wildly successful crowdfunding campaign and the emotional burden of several thousand expectant fans into roughly the amount of time it takes me to explain what I would like on a sandwich. The proposed structure looked back at the original campaign, reminded everyone that Harebrained had asked for $400,000 and received about $1.9 million, acknowledged how much that changed the size and pressure of the project, and then pointed toward the game’s approaching release.

The surviving comments in the working document preserve a little piece of Mitch and me constructing the story together. I had drafted questions about how much money they raised and how long it lasted, and Mitch asked what I was trying to accomplish. I explained that I wanted the audience to feel the conflict of a team working its ass off for something it cared about. Mitch helped sharpen that into the much better question: you asked for $400,000 and received $1.9 million, so how did that change the game you were making? A week later we were preparing to record Mitch and Jordan Weisman at our office, and then, on the afternoon the session was supposed to happen, Harebrained shelved the piece so they could concentrate on another Kickstarter video. An Asana task survived to memorialize the financial aftermath: “What reduced rate for HBS not doing R2R.” Random Date Archaeology had led me to a video I worked seriously on, scheduled, prepared to record and then never made.

That would have been a perfectly respectable excavation, but finding Mitch in the middle of it made me realize that he was overdue for a post. Calling him a client is accurate in the same way that calling the ocean damp is accurate. Mitch and Jordan hired Bootstrapper to help make the original Shadowrun Returns Kickstarter video in 2012, and Harebrained kept returning for years: more Shadowrun work, Golem Arcana, Shadowrun: Hong Kong, BATTLETECH and a large collection of updates, trailers, tutorials, pickups and things that probably seemed perfectly organized while we were doing them. Mitch became a repeat collaborator, then a friend and sort of a mentor, although the mentorship rarely looked like somebody sitting me down and announcing that today’s lesson was about leadership. Mostly it looked like sitting together between takes, talking about work, life, family and people while somebody adjusted a light or tried to remember what line came next.

When I think about Mitch, the first thing that comes to mind is that quick cutaway in our first video where he holds up a sign that says “SORRY” and everyone in the office pelts him with whatever they can reach. I don’t remember who pitched the idea or where it came from, but I’m glad it made the final cut. The whole joke has a longer story that probably belongs in someone else’s post, but what matters here is how willing Mitch was to make himself the punchline. That made me like him right out of the gate. I also have strong memories of hanging out with him when the cameras weren’t running. We would just sit and talk sometimes, and he made me feel extremely comfortable. I don’t think that was unique to me. Mitch had a way of simply existing that put the people around him at ease.

The first Kickstarter happened at almost exactly the same time Finn was born, which meant I was trying to keep up with an enormous, fast-moving client project while my family had just changed completely. Most of Mitch’s kindness around that period happened in person or in text messages I no longer have, so I cannot reconstruct every sentence and I do not want to invent them, but two surviving email threads preserve the pattern. On April 11, 2012, in the middle of discussing campaign work and update videos, Mitch’s message included the wonderfully concise question, “Baby?” Nine months later, after enough time had passed for him to begin an email with “Long time!”, he was writing about SXSW and the first public Shadowrun Returns gameplay demo, but before he got to any of that he asked how the baby was doing. I do not remember those messages individually. I remember the feeling they helped create: Mitch cared about the human being making the work, not only the skills and craft I could bring to his project.

That mattered because it matched the way Bryan Zug and I believed Bootstrapper should operate. Mitch did not teach me to value the human first; I recognized that he already did. There was something powerful in discovering a client with substantial responsibility, deadlines, budgets and a studio to run who behaved as though caring about people was part of how excellent work got made instead of an obstacle to it. He could be kind without becoming passive, and he could disagree without making disagreement feel like rejection. I learned that directly when, after the first Kickstarter video produced much more immediate success than anything we had ever made, I asked Harebrained for a bonus.

I was nervous enough that I pitched the idea to Bryan first and he helped me draft the email. On April 19, 2012, I proposed that if the campaign reached $1.5 million, Bootstrapper would receive two percent of the final pledged amount to cover everything we had done beyond the original video. I believed the request was fair, but it also felt like asking the guy for a yacht. Mitch did not become angry or make the relationship weird. He wanted to talk through it. We did not receive the bonus I proposed, but Harebrained increased the remaining payment under our agreement to cover the additional update videos, and then we all kept working together. I remember Bryan helping smooth the whole thing over because he was the guy in charge and I was, as I came to describe myself, the guy behind the guy. The lasting lesson was not that I should ask every successful client for a yacht. It was that I could take a risk, hear no, negotiate like adults and remain respected on the other side of the disagreement.

I think that phrase, “the guy behind the guy,” was part of why Mitch and I connected. He was always next to Jordan; I had Zug. I cannot prove that Mitch and I used those exact words together, and I have now hedged that memory so thoroughly that it should qualify for archival insurance, but the structure of it feels solid. We both understood the peculiar role of standing beside the person who naturally becomes the center of the story. That role is not disappearing, and it is not merely saying no whenever the visionary gets excited. It is translating, steadying, shaping, protecting the idea long enough to discover whether it can work, and helping the person in front become more fully themselves.

Mitch gave me one specific nugget from his partnership with Jordan that I have carried ever since. My memory of the exact wording is imperfect, but it was something like: “Yes, now, how do we make it work?” Whenever Jordan came to him with a large idea, Mitch said he tried to agree with it first, even when he suspected it would not work. Then they could explore the details together. Mitch might gently introduce a problem, Jordan might discover the obstacle himself, or the conversation might reveal that Mitch’s initial skepticism was wrong and there really was a path through. Starting with yes prevented every idea from becoming an immediate fight. It protected the creative impulse long enough for reality to have its say.

I use that lesson all the time, although the identities of everyone subjected to the Mitch Gitelman Jedi Mind Trick will remain confidential. It is especially useful because my own first instinct is to say no to almost anything. When someone asks me a question by text, I have time to get past the first internal recoil and search for what I once called a truthful yes. That does not mean every request becomes possible, and it does not mean boundaries disappear. It means I try not to mistake my reflex for my conclusion. Sometimes the honest answer is still no. Sometimes the answer is yes under a set of conditions. Sometimes asking how an idea could work reveals that I actually want the future hiding inside it. Mitch’s method was not really about avoiding conflict. It was curiosity before resistance.

The relationship itself was harder to date. I could not identify a clean moment when Mitch stopped being a client I liked and became somebody personally important to me, because I do not think the transition happened as a single moment. The memory that kept surfacing was going to Jordan’s house after one of the Kickstarter campaigns and realizing I was simply part of the crew. I was not staff, but I was surrounded by a group of strange, creative outcasts who felt immediately familiar. The atmosphere Mitch and Jordan created made me feel less like the video vendor visiting a game company and more like I had wandered into a room full of my people.

Unfortunately, Harebrained did several campaigns with us… So my first attempt to place that dinner was a mess. It could have been Shadowrun Returns, Golem Arcana or Shadowrun: Hong Kong, and there were many other productions between them. The archive helped narrow it. Golem Arcana became unlikely because I remembered going home sick on the day it ended, and the surviving messages support the shape of that memory. Hong Kong felt too late. That left Shadowrun Returns, and on April 28, 2012, the evidence lines up almost comically well: at 7:24 that evening I emailed Mitch a link with the subject “Final Update Video.” At 10:29 I tweeted, “Had a lovely dinner with the @WeBeHarebrained team. These guys know how to challenge anyone’s geek cred. Amazing people. #ShadowrunReturns!” Later I reported that we had eaten bacon-wrapped steaks and fries. The campaign officially finished roughly ninety minutes after the dinner tweet, and just after midnight I celebrated $1.9 million and called it “an amazing month.”

Once I identified the campaign, the more important realization arrived behind it. The dinner was not when I entered the group. The month had already done that. The original Kickstarter was not one isolated shoot. I kept returning to Harebrained to make update after update, sitting in an absurdly small office, waiting between takes, solving the next production problem and getting to know the team. By the time the campaign ended, I already knew these people. Dinner was not the initiation ceremony. It was the moment I noticed I had been absorbed.

I went back and watched the original video again, and the office is even funnier than I remembered. The Harebrained Schemes “World Headquarters” sign is attached to a wooden door that opens into a room shaped roughly like an L, with the entrance at the top and Jordan’s desk running along the bottom leg. The video makes it look like a collection of different spaces because the camera keeps rotating around the bend, shooting down one leg and then across the other, moving Jordan from the windows to the center aisle to the workstation and cutting into close-ups that erase the surrounding architecture. Mitch gets his own corner and his own visual identity. The team stacks backward through the narrow passage for the introduction because there is nowhere for them to spread sideways. The same whiteboard, orange BattleTech artwork, large Shadowrun print, monitors, posters, desks, door, tissue box and scattered office debris keep reappearing from different directions, quietly proving that all these apparent locations are one tiny room being asked to perform several jobs.

I do not know the exact square footage, and I refuse to let nostalgia become a licensed appraiser, but it was tiny. Probably in the tens of square feet. The camera angles make it feel larger because each direction exposes a different decorated wall, the wide shots stretch the long axis, the close-ups blur the boundaries and the edit interrupts our spatial memory with graphics and artwork. Watching it now, I can see 2012 us making the room elastic. What I could not see from the video alone was what the room was doing to me. Every return visit placed me back inside that little L with Jordan, Mitch and the rest of HBS, and all those hours accumulated into belonging.

Random Date Archaeology began on April 9, 2013, with Crocs, an abandoned thirty-second video and a comment thread in which Mitch helped me make a question better. It ended a year earlier in a tiny office, during the month that turned a first client relationship into something much larger. That feels appropriate. Mitch’s influence on me was never one speech, one email or one lesson. It was a pattern distributed across years of work: checking on my newborn before discussing the next deliverable, disagreeing without humiliating me, showing me how to begin with yes, understanding the role of the guy behind the guy, and helping create a room—however physically cramped—in which a strange creative outsider could feel like part of the crew.

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