On Thursday, June 26th, 2019 at the SL16B celebrations, the fourth of five Meet the Lindens sessions was held at the SL16B Auditorium. It featured Xiola Linden, Lead Community Manager and Strawberry Linden, Marketing Content Specialist.
The SL4Live TV video of the event is embedded below, with a couple of brief biographies on Xiola and Strawberry, based on comments they made during the session and in Xiola’s case, at past events.
Xiola is the Lead Community Manager at Linden Lab. she originally came to Second Life in 2006, and joined the Lab in 2011. Her role is broad-ranging, including elements of customer support, through blogging and social media output for the Lab, to organising events such as the in-world get-togethers. For a period of time she was also responsible for community management work on Sansar, but has been back working full-time on Second Life for around 18 months. She will celebrate her eighth anniversary with the company in November 2018.
Born and raised in California’s silicon valley, she naturally immersed her career in technology, working for the likes of Yahoo!, with a particular interest in creative communities. It was a friend’s invitation that she try Second Life that got her started on the platform, and she remains active in-world on her personal account. Her engagement in the platform led to an interest in joining the Lab as an employee, so she started keeping an eye on the Lab’s career page and when a community related post to opened, she applied and was recruited.
Strawberry and Xiola Linden. Credit: Strawberry Linden
Strawberry Linden
Also known as Strawberry Singh, she is one of the more high profile lab recruits to come from the ranks of Second Life residents, thanks to her work in building her own brand – blogging, vlogging, fashion tips, tutorials, etc., – that has been hugely popular among Second Life users, particularly those with a focus / involvement on the fashion aspects of the platform.
It is her personal brand that played a role in her decision to carry her fist name over from resident to Linden in becoming Strawberry Linden – although she notes that she had advice from Patch Linden and others to keep her Linden persona separate from her personal SL persona and admits to perhaps regretting not heeding it!
As a Marketing Content Specialist, she is focused on Second Life (no involvement in Sansar), her current focus is on tutorial videos to help incoming new users, starting with the basics: signing-up, walking around in-world, etc. From here she plans to move onto more intermediate subjects and onwards to more advanced topics, covering a broad range of subjects: buying Linden dollars, editing the avatar shape, dressing, use mesh avatars and mesh heads, etc., with videos aimed at more established users, rather than being purely for newcomers.
She had no major preconceptions about working at the Lab prior to joining, but has been impacted by the degree of love staff have towards the platform. She also loves the fact she can continue with a lot of what she did as a resident: dress avatars, create looks, take photos and make videos, and hopes to be able to carry over her blog challenges to the Lab.
On Wednesday, June 26th, 2019 at the SL16B celebrations, the third of five Meet the Lindens sessions was held at the SL16B Auditorium. It featured the Lab’s CEO, Ebbe Altberg, aka Ebbe Linden.
The following is a summary of the session covering the core topics raised, with audio extracts where relevant.
Discussion points have been grouped by topic, and not necessarily in the order raised during the session.
I have focused on those topics liable to be of the most interest to readers / generated the most informative answers, so this is not a summary of all comments. etc..
Topics are give as bullet-point highlights for ease of reference.
Audio extracts are provided.
These have been cleaned-up in places to remove repetition or pauses, etc.
Audio extracts may concatenate comments on specific subjects that may have been made at different points in the discussion, and so do not always match the chronology of the video.
Timestamps to the SL4Live – TV video are provided for those who would prefer to listen to Ebbe’s comments “in the raw”. This video is also embedded at the end of this article.
Note: the following is taken from both Ebbe’s comments and my own research into his background, carried out when he joined Linden Lab in 2014, and which also included input from Ebbe.
Swedish by birth and still by nationality – he is still working in the US on a green card -, Ebbe graduated fromTärnabySkidhem in 1983. His time there was focused on skiing, as he wanted to be a ski racer, with his eyes on the Swedish national team and the world cup. Unfortunately, a back injury stopped him pursuing that particular career option, and so he crossed the Atlantic to study Middlebury College, Vermont, USA.
Ebbe Linden, aka Ebbe Altberg. Credit: Strawberry Linden
Founded in 1800, Middlebury is regarded as one of the oldest liberal arts colleges in the United States. While there, he “spent a lot of time in the art studio and the computer lab in an extreme left brain / right brain type of education”, before graduating with a degree in Fine Arts and a concentration in Computer Applications.
From Middlebury, and with the clock ticking down on his visa, Ebbe “slipped into Microsoft on a random banana peel”, where he spent twelve years. Joining in the pre-Windows era, he was particularly involved with the Office products (Word, Mac Office, etc) and multimedia products.
In March 2000, he moved on to Ingenio, a company that created marketplaces for people to buy and sell information over the phone. While there he was responsible for managing the engineering, program management, operations, and quality teams, and served as the company’s interim CEO before taking on the mantle of the Chief Product Officer. And while he doesn’t often mention it due to not being a huge fan of the patent system, he “racked up quite a few patents there.”
After Ingenio, Ebbe joined Yahoo! n February 2008, filling out a number of senior roles, including Vice President, Head of Audience for the company’s EMEA division, being based in Rolle, Switzerland, managing some 180 people and multiple products across six countries. During this period he also served on the board of Yahoo! SARL (Société à responsabilité limitée) – think the equivalent of a Pvt Ltd company in the UK or a limited liability partnership in the USA, before returning to the United States to become the Senior Vice President for Media Engineering at Yahoo! with global responsibly for Media Engineering, a position that involved managing an organisation of more than 600 engineers, architects, program managers and quality engineering staff, as well as having dotted-line oversight of some 150 product managers and designers.
Linden Lab’s chairman of the Board, Jed Smith, is a long-time friend of Ebbe Altberg, and had previously tried to get Ebbe to join the company prior to his appointment as CEO in 2014. (image: Owl Ventures)
Following Yahoo!, he took up the challenge of turning around a small tech company called BranchOut, based in San Francisco. Around two years old at the time of his joining, BranchOut had been through a roller-coaster ride with its product, a Facebook oriented application designed for finding jobs, networking professionally, and recruiting employees. Seven months before Ebbe joined the company, the app boasted 25 million users across 60 countries – but by the time he came on board, the user base had shrunk to just 3 million. Under his guidance, the company pivoted the BranchOut app into a new workplace messaging application called Talk.co, launched in October 2013.
Ebbe was actually aware of Second life – and had experienced it first hand – a long time before joining Linden Lab in 2014. His son Aleks, had been heavily involved in SL, starting with the Teen Grid, making content and then moving to developing a successful in-world business there (Aleks is now an Lab Employee, working on Sansar, where he is a regular at in-world community meet-ups and product meetings).
More particularly, Ebbe has had a long-standing friendship with the Chair of the Lab’s board of directors, Jed Smith. LL was one of Smith’s first investments when he became a venture capitalist, and through Jed Ebbe gained an awareness of the Lab, its product, and met Philip Rosedale.
So I fell in love with the idea, and understood what Philip and Second Life was trying to achieve, but it wasn’t until many, many, many years later – well, five years ago now – that it came up that they were looking for someone, and it was the right time and place for both the Lab and me to hook up and see how I could help keep things going here.
I have not regretted that decision for a second, it’s been absolutely fantastic; it’s an incredible group of people I get to work with. Having the Second Life team is just an absolute privilege … Everyone is just incredibly passionate about the product … that’s just been a very, very enjoyable ride for me so far.
– Ebbe Altberg, Meet the Lindens, June 26th, 2019
The Lab’s Battery Street staff (image: Ebbe Altberg, via Twitter)
One of the greatest rewards he sees in being with the company is diversity, be it within the people working the Lab or using Second Life, or the equally rich diversity of uses people find for Second Life – be it as a means of expression or as a platform for business, as tool for health improvement or an aid education, and so on, and the multiple ways Second Life can benefit those who engage with the platform.
He is also drawn to the technical aspects of the platform, including its multiple challenges, and the way it combines so many different capabilities: tools for content creation, options for social engagement, the ability to run a virtual economy, etc., all of which combine with the need to constantly discover / learn new things about the ways in which SL is being used, to continually refresh interest in, and enthusiasm for, managing, improving and expanding the platform.
As a world Second Life has a huge diversity of uses, and there is no single “one size fits all” solution.
Has always and consistently stated a belief that virtual land in SL is too expensive [it has been a major theme from users throughout his tenure as CEO as well, and preceded his arrival at the Lab].
HOWEVER, Land fees generate the majority of the Lab’s inflow of revenue, even if it has been over-monetised by the Lab in order to meet that revenue requirement.
Therefore, if land fees are to be reduced, the Lab must find ways to move its revenue generation from virtual land to other opportunities that have previously perhaps been under-monetised in their ability to generate revenue. These include things like Premium fees and consumer-related revenue generation options.
Also feels there has been an imbalance in the way SL operates, as a merchant without any land can produce goods and sell them (via the Marketplace) without really paying for the opportunity to do so (just 5% commission on sales), and could then cash-out with very little cost to their revenue.
Unfortunately, both trying to broaden LL’s revenue generation options to decrease a reliance on land fee, and trying to correct some of the balance in where fee are obtained to help with that revenue generation, can result in some feeling hurt.
LL are attempting to be careful in how these shifts are made, as there are major risks involved (for both in-world business and the Lab itself), and so are progressing in small steps – the recent Premium and processing fee increases being the latest of those steps.
Believes there are still opportunities to further re-balance things, and to reduce land costs.
Also believes it is fair to say that while things like credit processing fees have been increased, they are still well below what might be regarded as “industry standards” for many digital transactions, which can be 30% and upwards.
Understands that the increases have impacted people, notably creators with very low margins, and who may have to make adjustments to their pricing, etc., and recognises that changes like those now implemented (as of June 24th) might make it tougher for some to survive, but believes the changes are necessary.
Points out that one of the consequences of high tier is that SL so often loses stunning public regions that have been built, and which people miss when they vanish.
On Tuesday, June 254th, 2019 at the SL16B celebrations, the second of five Meet the Lindens sessions was held in the SL16B Auditorium. It featured the Lab’s Senior Director, Second Life Engineering, Oz Linden and April Linden, Systems Engineering Manager, Operations.
The following is a summary of the session covering the core topics raised, with audio extracts where relevant.
Note that there are three videos of this event that I’m aware of:
Discussion points have been grouped by topic, and not necessarily in the order raised during the session.
I have focused on those topics liable to be of the most interest to readers / generated the most informative answers, so this is not a summary of all comments. etc.,
Topics are give as bullet-point highlights for ease of reference.
Audio extracts are provided.
These have been cleaned-up in places to remove repetition or pauses, etc.
Audio extracts may concatenate comments on specific subjects that may have been made at different points in the discussion, and so do not always match the chronology of the video.
Timestamps to the part 2 of the SL4Live – TV video are provided for those who would prefer to listen to comments “in the raw”. This video is also embedded at the end of this article.
About April and Oz Linden
April Linden
April has some 20 years of experience in systems engineering, and is genuinely passionate about Second Life. She first became involved in the platform in 2006, and is still extremely active as a resident.
I actually own a couple of regions, and I’m in-world probably way more as a resident than I am as a Linden. At the end of the day, I leave the Lab, go home, have some dinner and then log-in as a different account and spend my time in Second Life.
– April Linden, Meet the Lindens, June 25th, 2019
In this, April is one of a large number – in difference to the hoary old claim that “Lindens don’t understand SL” because they’ve “never been residents” or they’re “never in-world” – of Lab employees who have joined the company from the ranks of SL users (in fact if you look at the list of those Lindens who have attended Meet the Lindens over the years, the many are former residents who have not only joined the company, but have also risen to senior positions within LL.
Joining the company in 2013, April worked within the systems engineering team, and was promoted to her current position of Systems Engineering Manager, Operations, some 18 months ago. For her, the great attraction of the platform has been, and remains, the empowerment it gives people to express themselves positively.
I come from a background – well, I’ll just be frank, where LGBT issues were not to be discussed, and it was through Second Life that gave me the power and the anonymity and the courage, really, to learn more about myself. And Second Life gave me the power to make my life so much better … This platform is so important to me, I work here to keep it going; It gave me the courage to be more than I was, and I really appreciate Second Life for that.
– April Linden, Meet the Lindens, June 25th, 2019
The bunny and the wizard who bring us Second Life: April Linden (Systems Engineering Manager, Operations) and Oz Linden (Senior Director, Second Life Engineering). Credit; Strawberry Linden
Oz Linden
Oz is the Technical Director for Second Life. He joined the company in 2010 specifically to take on the role of managing the open-source aspects of the Second Life viewer and managing the relationship with third-party viewers. In his previous role, he had been responsible for leading the company his was working for in taking their product from closed-source to open-source and then managing the technical side of the product as a open-source project for a number of years.
Over the first two years of his time at the Lab, he was primarily focused on the open-source viewer work and in refining the overall viewer maintenance process, before his role started expanding to encompass more and more of the engineering side of Second Life. When work on Sansar started in earnest, he pro-actively campaigned within the Lab for the role he has now, with responsibility for managing all of the engineering side of the Second Life platform.
He came to Linden Lab out of a desire to do something “fun” after working in the telecommunication arena, notably with voice over IP systems (VOIP), which he defines as being “really interesting technology with some really fascinating challenges”, but in terms of it being fun, it really didn’t do what I wanted it to do.” He had actually signed-up to Second Life around three years prior to joining Linden Lab, but wouldn’t classify himself as a resident at that time as he didn’t have a particularly good computer and so couldn’t really do that much – although interestingly, he did use his SL account for around half of his interviews with the Lab, all of which were conducted in-world.
He classifies the attraction to working with Second Life as perhaps falling into three core areas: through the open-source nature of the viewer, he is directly involved with how SL users are using the viewer and what they do with it – which can often times take the Lab entirely by surprise; through the fact that the Second Life offers the challenge of trying to implement new technologies alongside of (rather than simply replacing) older technologies; and working with the operations team and others to ensure SL constantly evolves without (as far as is possible) breaking anything – a process he refers to and rebuilding the railway in front of a moving train.
Induction at the Lab is referred to as “drinking from the fire hose”, in that all new starters have an enormous amount to learn (although those who come from the ranks of residents may have it a little easier due to their familiarity with the platform as users).
Part of this used to include a series of Jira-based tasks new starters would be given, which they then had to come in-world and do.
Most employees at the Lab refer to it as a “fun” place to work – and most are there a long time.
One of the appeals of working with Second Life is that it is a constant surprise: users make use of the platform and its capabilities in so many (often unique / unintended) ways, that seeing / hearing about how the platform is used is something of a daily voyage of discovery.
Most rewarding aspects of the work:
Hearing about the positive impact Second Life can have on people’s physical lives.
Being able to run the platform and help / be with users.
Most challenging:
Oz: trying to introduce new features while maintaining backward compatibility, be it the way a function used to work, how it’s anticipated SL should work, how SL looks, or making it harder for people on older systems to use SL, and how user content works within SL.
April: trying to keep all of the SL services (not just the simulators, they are just a part of the story) running without interruption, be it from issues developing internally, or for outside influences such as DDoS attacks.
This complexity is increased at SL has continued to grow technically over 16+ years, so systems and subsystems can all behave differently to one another, which means root causes of issues can often be found in unlikely places.
Given SL is intended to run 24/7, it is not as if those working in the Ops team today can take a system down, figure out how it works and put it back together – they often have to do that as a part of trying to fix an issue.
Much of the work April’s team carries out is invisible to users: they are often in and fixing issues before the problems rise to the point of impacting users.
As a resident, April believes it’s important for users to understand what has happened when things go sideways, hence her honest (and appreciated) post-mortem blog posts on outages.
On Monday, June 24th, 2019 at the SL16B celebrations, the first of five Meet the Lindens sessions was held at the SL16B Auditorium. It featured the Lab’s senior Director of Product Operations, Patch Linden.
The following is a summary of the session covering the core topics raised, with audio extracts where relevant.
Note that there are three videos of this event that I’m aware of:
Discussion points have been grouped by topic, and not necessarily in the order raised during the session.
I have focused on those topics liable to be of the most interest to readers / generated the most informative answers, so this is not a summary of all comments. etc., but of those up to the 51:00 minute mark, after which the session includes more general feedback / comments from the audience. Please refer to the videos for these.
Topics are give as bullet-point highlights for ease of reference.
Audio extracts are provided.
These have been cleaned-up in places to remove repetition or pauses, etc.
Audio extracts may concatenate comments on specific subjects that may have been made at different points in the discussion, and so do not always match the chronology of the video.
There are some unavoidable instance of audio break-up (notably from Patch’s microphone).
Timestamps to the SL4Live – TV video are provided for those who would prefer to listen to Patch’s comments “in the raw”. This video is also embedded at the end of this article.
Note that the session was interrupted a couple of times by an 18-carat blockhead deciding to shout abuse over the voice channel, and this is reflected in the videos, although I have intentionally not include audio from my own recording where this noise occurs.
About Patch
Patch started as a Second Life resident, first joining the platform in 2004, and has been a male fashion designer, mentor, and community lead. His efforts with the latter brought him to the attention of the Lab, and in 2007 it was suggested he consider applying to work for the company.
Patch Linden. Credit: Linden Lab
Initially working as a support agent, he spent a brief period as a support liaison before moving to the Concierge team, eventually becoming that team’s manager. He later moved to the role of Operations Support Manager for a year prior to pivoting away from support entirely and joining the Product group, the team responsible for defining the features, etc., found within Second Life.
Here he developed the Land Operations team, which includes the Linden Department of Public Works (LDPW), which is really his most visible role, from a user perspective, in Second Life, as he tends to be very hands-on with the LPDW projects.
As the Senior Director of Product Operations, his role encompasses the LPDW and all of the Lab’s user support organisation – a total of five teams – and also the Sansar support team, which is managed on a daily basis by one of his line managers, Patch having little day-to-day involvement in that side of things.
As a part of his role in managing / overseeing the support teams, in 2018 Patch established a support centre in Atlanta, Georgia, and is currently overseeing an expansion to this centre, which is doubling in size in terms of staff and also about to move to a larger office space as result.
There are a lot of aspects of SL he particularly enjoys, notably the social aspects, interacting with the residents. He’s also attracted to the power SL gives to people across the globe to connect to one another, support one another in multiple ways, to form friendships and relationships, provide broader social interactions (e.g. links to physical world event such as Pride Month), etc.
He regards his biggest challenge as seeing and feeling the pain people so often feel when they feel threatened by the deployment of a new aspect / feature / capability of Second Life. However, he also sees taking the upset and the often negative reactions to such things as learning experience to help inform future projects and work to try to ease the sense of pain / upset as they are announced / deployed.
We like to have ears all over the place. We pay attention to the forums, we pay attention to groups in-world. There’s all sorts of places that we tend to be, and that, I think, gives us a lot of insight. We can’t catch everything, though, so sometimes somebody will come to me and say, ‘Hey! did you know such-and-such a thing was going on?’ And I’m like, ‘No, I had no idea. Tell me about it.’
So as much as I like to say we can try to be everywhere and listen to everything at the same time, there’s a whole lot more of you [residents] out there than there is us, so I try to give everyone as much attention and time as I can to make sure that you know that we hear you.
– Patch Linden on trying to capture user feedback, thought, concerns, etc.
[Video 14:45-15:34]
They develop and maintain Mainland infrastructure (roads, railway lines, seaways, Linden-developed buildings, etc), working with the Mainland Land Team.
They help build out large-scale projects for the Lab such as Nautilus, Bay City, the Horizons residential regions and Bellisseria.
They lay out infrastructure and facilities for a wide range of events in SL, including those at SL16B, the Lab-run shopping events, the town hall meeting spaces, etc.
They construct and maintain the physical aspects of the various Lab-provided games (e.g. Horizons, Paleoquest, Linden Realms.
SLB used to be driven by the Lab, but more recently (SL9B through SL14B in particular) have been community-driven, with the Lab staying in the background. LPDW was more involved in SL15B, and SL16B sees the Lab back driving things.
See this as a means to leverage engagement with users.
Recognises and appreciates the work done by residents in organising the SLB festivities over the last few years.
Are again trying to learn from the lesson of those events.
Believes the LL teams involved have had a lot of fun bringing the regions together and working with residents (e.g. exhibitors and performers).
Has received positive feedback from people whilst in the SLB regions.
Again, lessons are being learnt and will be folded back into future large scale events organised and managed by the Lab.
Note the order of these discussion points is not representative of the MTL session with Patch. The subject covered have been re-ordered compared to the video to hopefully provide a more structured presentation of the information given during the session.
New Traditional houses being added to the Bellisseria region of New Hamsterdam. These an other houses within the more recent developments on Bellisseria will be subject to a new rolling release process
Release Cadence: Houseboats and Traditional Houses
Linden Homes Have been and continue to be extremely popular.
Starting on Monday, June 24th, the release process for the available themes of houses will be changing:
It is planned to release one region of homes every Monday, Wednesday and Friday.
This schedule may slip a little as a result of things like holidays, any QA issues that might crop up, etc., but the Lab aim to try to maintain the cadence.
This is why the current development of homes on Bellisseria has been “in the open” and observable by residents.
Developing regions like this offers some transparency to the process and helps demonstrate that regions in Bellisseria are not (as has been claimed in various places) “cookie cutter” region layouts that are simply replicated across the continent. They are all individually laid out to offer variety in road layout, parks, public spaces, land elevation, coastline, etc.
SL16B offers a preview of the next major theme – Campers [Caravans] and Trailers.
Four styles of these new types of home were initially previewed at SL16B prior to Meet the Lindens with Patch.
In all there are eight styles (4 camper and 4 trailer styles), and the remaining styles were revealed at the SL16B Spellbound preview area during Patch’s MTL session.
The units are designed to fit both 512 sq m and 1024 sq m parcels, and will initially be issued on 512 sq m lots.
When ready, these types of home will be initially released as a large deployment to Bellisseria, including new landscaping that encompasses a very large communal social space.
After the initial deployment (date still TBA), these homes will roll into the new release cadence described above.
One of the additional styles of the upcoming trailer theme of Linden Homes, as unveiled at SL16B
The Campers and Trailers are going to come in a large release initially. We kind-of feel like rolling out that entire area, because it is a bit of a scenery change, a theme change and stuff like that. Thematically it doesn’t quite line up [with the current home types and styles], but it is designed to all blend together so you’ll transition from one area of the continent to another.
But as we go through that process, you’ll see a who bunch of regions get spun up, for those of you who keep an eye on these things … You’ll probably see the building versions of those regions come soon, and we’ll start building those out and then at some point we’ll have a really large release for those as well; and then those will enter that same process of this more frequent release cadence.
A large communal events space located on its own island regions.
Connected to Bellisseria via airstrip, landing pad, moorings and ferryboat.
Intended to provide a space to a range of community fairs and events (it is not intended to be an amusement park – think of it as Bellisseria’s version of the Bay City Fairgrounds).
It will be available for bookings for events – details are still TBA, but will likely involve a special group and sign-up process.
Inaugural events already planned for July 4th and July 6th organised by the Bellisseria community itself.
Currently occupying the centre of the new Bellisseria Fairgrounds island is a huge “Torley-fied” statue of Magellan Linden, the colours (and the flag he holds) presented in support of Pride Month
On Thursday, November 15th, 2018 Linden Lab hosted a further Town Hall meeting at which questions were put to three of the Lab’s senior staff: Oz Linden, Grumpity Linden and Patch Linden.
Those wishing to ask questions were asked to submit them via a Town Hall meeting forum thread (now locked from having further questions added, but remains available for viewing). The following is a summary of the answers to questions asked during the Town Hall session, audio extracts and video time stamps provided as reference. The video is embedded at the end of the article.
It is not a full transcript; rather replies to questions have been bullet-pointed for ease of reading.
Responses to questions have been grouped by topic, and are not necessarily in the order discussed at the meeting.
Some questions were very generic in form and as a result lacked any structured answer (e.g. Q: will Linden Lab be improving Groups? A: what would you like to see improved?). I have not included such questions in this summary, but have focused on those questions that yielded replies that offer insight on Second Life and Linden Lab’s thinking about the platform.
Audio extracts are provided. These have been cleaned-up in places to remove repetition or pauses, etc.
Both topic and audio extracts may concatenate comments / responses to topics asked at different points in the meeting.
Specifically because of this last point, I’ve included time links to the points in the official video (also embedded at the end of this article) for those who wish to listen to the questions, comments and replies as they were recorded.
Also note that not all of the questions raised in the forum could be addressed at the meeting, so some may be addressed from within the forum linked to above by Linden Lab in the coming days.
Introducing Oz, Grumpity and Patch
Oz Linden
Oz is the Technical Director for Second Life, having joined in 2010 with initial responsibility managing the viewer open-source project and rebuild what had become a fractious relationship with TPVs, with his role expanding over time to encompass more and more of the engineering side of Second Life.
As work on Sansar started to progress in earnest, he pro-actively campaigned within the Lab for the role of Technical Director of SL, building a team of people around him who specifically wanted to remain solely focused on Second Life and developing it. His team works closely with the product and operations team to ensure SL constantly evolves without (as far as is possible) breaking anything – a process he refers to as rebuilding the railway from a moving train.
Grumpity Linden
Grumpity is the Director of Product for Second Life. She originally came to Linden Lab while working for The Product Engine, a company providing end-to-end consulting and software development services, and which supports viewer development at the Lab. Grumpity was initially involved in the development and viewer 2 (as designed by 80/20 Studio).
She became a “full-time Linden” in 2014. Her current position involves coordinating the various teams involved in bringing features and updates to Second Life (e.g. Engineering and QA), liaising with legal, financial and compliance to ensure features and capabilities meet any specific requirements in those areas, etc. This work can involve looking at specifics within various elements of the overall SL product, such as UI design and layout, etc.
Grumpity jokingly refers to herself, Patch and Oz as the troika, responsible for the development and direction of all aspects of Second Life.
Patch Linden
Patch is the Senior Director of Product Operations at Linden Lab. Originally a Second Life resident, he joined linden Lab in 2007, after being invited to apply to the company as a result of his work as a community leader and mentor from 2004 through until the invitation was extended.
His role is the only one of the three here that also encompasses Sansar, as he manages the respective support teams for both platforms. In this regard, he recently established a support centre in Atlanta, Georgia. For Second Life, his work also involves overseeing the content development teams, the Mainland Land Team, the Linden Department of Public Works – LDPW, aka The Moles, and managing the account support team.
Grumpity Linden started with a review of what has been delivered:
Mainland costs: as has been stated at previous Town Hall and Meet the Linden events in 2018, Mainland tiers costs were revised in March 2018, together with a doubling of “free” tier size.
The Lab continues to be pleased with the response.
Mainland ownership is at levels not seen in some time.
Response continues to be positive.
Animesh: Animesh officially reached release status on November 14th, 2018.
The results have been “interesting” and provided a lot of ideas on what to provide next.
Because the Lab wants to have “clean” results from the work, this is not something that can be openly discussed in-depth. However, Lab remains committed to improving the on-boarding experience.
Bakes On Mesh (via Oz Linden):
The last infrastructure updates (Bake Service) have been deployed.
Updates to the viewer should be appearing soon.
Its anticipated there will be further simulator / server deploys as well as viewer updates.
Users are encouraged to test the viewer as it moves forward and to provide feedback (see the Alternate Viewers wiki page).
Performance Improvements:
There have been a number of projects to improve performance, and more are on the way.
The viewer’s texture cache is being overhauled and improved.
The rendering system is being improved.
Region crossings have been touched, and more work in this area may be forthcoming in the future.
Performance is something the Lab is always working on.
Linden Lab has announced the next in their series of Town Hall meetings, this one again featuring three of the decision-makers for Second Life’s ongoing development: Director of Product, Grumpity Linden, Technical Director Oz Linden, and Senior Director of Product Operations, Patch Linden.
Like the September 13th event, this will be a single session, the date and time being:
Thursday, November 15th 2018 from 10:00 SLT onwards.
Collectively, these three have over 28 (!) years of experience working on Second Life and work closely with all the Second Life teams to continue to improve this platform that we’ve all come to love.
They are some of the biggest stakeholders in the direction of the product development roadmap each year, and know the product inside and out!
If you have a question that you would like to ask these Lindens, please take a moment to post it in the Community Forum thread “Town Hall Meeting with Grumpity, Oz, and Patch Linden – November 15” in advance of the Town Hall. Questions will be selected from all submissions made prior to November 9th, so be sure to get your question in before then.
The Town Hall meeting venue
For the benefit of those who may not be familiar with Patch, Oz and Grumpity, the following is a brief outline of their responsibilities which I hope may help when considering questions to submit for consideration at the meeting.
Oz Linden is the Technical Director for Second Life, having joined in 2010 with initial responsibility managing the viewer open-source project and rebuild what had become a fractious relationship with TPVs, with his role expanding over time to encompass more and more of the engineering side of Second Life.
As work on Sansar started to progress in earnest, he pro-actively campaigned within the Lab for the role of Technical Director of SL, building a team of people around him who specifically wanted to remain solely focused on Second Life and developing it. His team works closely with the product and operations team to ensure SL constantly evolves without (as far as is possible) breaking anything – a process he refers to as rebuilding the railway from a moving train.
Grumpity Linden is the Director of Product for Second Life. She originally came to Linden Lab while working for The Product Engine, a company providing end-to-end consulting and software development services, and which supports viewer development at the Lab. Grumipty was initially involved in the development and viewer 2 (as designed by 80/20 Studio).
She became a “full-time Linden” in 2014. Her current position involves coordinating the various teams involved in bringing features and updates to Second Life (e.g. Engineering and QA), liaising with legal, financial and compliance to ensure features and capabilities meet any specific requirements in those areas, etc. This work can involve looking at specifics within various elements of the overall SL product, such as UI design and layout, etc.
Grumpity jokingly refers to herself, Patch and Oz as the “hydra” or troika, responsible for the development and direction of all aspects of Second Life.
Patch Linden is the Senior Director of Product Operations at Linden Lab. Originally a Second Life resident, he joined linden Lab in 2007, after being invited to apply to the company as a result of his work as a community leader and mentor from 2004 through until the invitation was extended.
His role is the only one of the three here that also encompasses Sansar, as he manages the respective support teams for both platforms. In this regard, he recently established a support centre in Atlanta, Georgia. For Second Life, his work also involves overseeing the content development teams, the Mainland Land Team, the Linden Department of Public Works – LDPW, aka The Moles, and managing the account support team.