SL16B Meet Patch Linden – a summary with audio and video

Courtesy of Linden Lab
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:

Table of Contents

When reading this summary, please note:

  • It is not a full transcript:
    • 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]

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Who or What are the “Moles”?

[Video: 9:02-10:09]

As surprising as it may seem, lot of SL users are not aware of what or who the Moles are.

  • They are generally SL residents who have developing skills in building (originally with prims, now with mesh), texturing and scripting.
  • They work on a freelance basis for the Lab under the title Linden Department of Public Works (LPDW), aka “The Moles”.
  • Moles support the Lab in a number of ways:
    • They build things like the Premium gifts.
    • 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.

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SLB Organisation

[Video: 15:36-17:10]

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.
SL16B: the Tapestry of Time

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Linden Homes

[Video 18:15-29:13]

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.
    • [Note that obtaining the homes will still be the same process – via the Linden Homes registration page.]
    • See Special: Patch Linden on the new Linden Homes release process for more.
  • 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.

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Camper and Trailers Theme

  • 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.
    • See A Look at the Camper and Trailer Homes with Patch Linden as well.
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.

– Patch Linden, SL16B, Monday, June 24th, 2019

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Bellisseria Fairgrounds

  • 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

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Continue reading “SL16B Meet Patch Linden – a summary with audio and video”

SL15B: Meet the Lindens summaries with video + audio

Promotional poster for Meet the Lindens at SL15B. Credit: Linden Lab
Meet the Lindens is now a regular part of the Second Life anniversary landscape. Over the course of the week of celebrations, it gives Second Life users the chance to find out more about the people working at Linden Lab, find out about projects and plans, and the work being carried out on Second Life and Sansar, ask questions about matters of interest / concern to them.

For Meet the Lindens 2018, Saffia Widdershins sat down with six members of the Second Life team, and also with Linden Lab CEO, Ebbe Altberg.

The six SL team members attending the sessions were:

  • Xiola Linden (Community team)
  • Brett Linden (Marketing)
  • Keira Linden (Land team) and Patch Linden (Snr Director of Product Operations)
  • Grumpity Linden (Director of Product for Second Life) and Oz Linden (Technical Director for Second Life).

Each of the sessions was recorded by SL4Live and made available through YouTube as a part of the SL15B sessions.

For those who prefer to read about what was said, I have produced this set of summary articles of the different sessions.

Please note that these are not intended as full transcripts; some topics came up more than once through the week, so I have tried to focus on subjects that were answered in the greatest detail within each session.

Audio extracts are included with each summary. These have been edited to remove pauses, repetitions, etc., with care taken to maintain the overall context of comments and answers.

The full video for each session is also embedded with each summary for completeness, and timestamps are included for each of the topics in a summary, and will open the relevant video in a separate browser tab, at the point at which the topic is discussed.

Table of Contents

Please use the links in the contents list to the right to jump to the topic summary that interests you, or to a specific topic within a summary.

SL14B Meet the Lindens: Oz and Grumpity Linden

Grumpity (l) and Oz Linden

Meet the Lindens is a series of conversations / Q&A sessions with staff from Linden Lab, held as a part of the SL Birthday celebrations in-world. They provide opportunities for Second Life users to get to know something about the staff at the Lab: who they are, what they do, what drew them to Second Life and the company, what they find interesting / inspirational about the platform, and so on.

Tuesday, June 20th saw Landon Linden sit down with Saffia Widdershins, and this article hopefully presents some “selected highlights” of the chat, complete with audio extracts from my recording of the event. The official video of the event is embedded at the end of this article.

About Oz and Grumpity Linden

Oz Linden 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 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 challenge”, but in terms of it being fun, it really didn’t do what I wanted it to do.”

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 from a moving train.

Grumpity Linden is the Director of Product for Second Life, enjoying what she and Oz jokingly refer to as a “symbiotic relationship”. She actually started at Linden Lab in 2009 as a contractor working for The Product Engine, a company providing end-to-end consulting and software development services, and which support the SL viewer development. She became a “full-time Linden” almost three years ago.

As Director of Product she manages the product team, which oversees a wide range of SL-related activities alongside of Oz’s team. This can involve coordinating the various teams involved in bringing features and updates to Second Life (e.g. coordinating the engineering teams and the QA teams, liaising with legal, financial and compliance to ensure features and capabilities meet any specific requirements in those areas, etc.). This work can also involve looking at specifics within various elements of the overall SL product, such as UI design and layout, etc.

Grumpity has a background in psychology and computer science, but has worked in the oil and gas industry. On moving to the San Francisco area, she crossed over into working within the tech industry, eventually settling at Linden Lab as a contractor, working on the Viewer 2.0 project. She enjoyed working at the Lab so much, she resisted all attempts by her employers to move her elsewhere, finally joining the Lab full-time in 2015.

Like Oz, Grumpity is passionately committed to seeing Second Life continue.

Q&A Session

How much control and input do you have over the direction of second life?

Grumpity: I will let Oz speak more to that, but Bento was conceived and reared and launched all through the efforts of Oz’s team and of Engineering. Certainly, Product took a part in defining that, but this is a great an example of one of the long-time Lindens [Vir Linden]  suggesting this as a possibility and then this feature getting worked on.

There was a tonne of time spent defining that work with residents, which I’m also very proud of, I think we absolutely took the right path there, but as to the development of that project – Oz, do you want to speak to it?

Oz: Just to comment to that one point about Bento. The general direction of the project we started out with changed very significantly, once we got residence involved. The essential concept of extending the avatar skeleton and adding capabilities, that was the concept we began with, [but] the specific additions we made to the skeleton  changed very dramatically after we got resident designers involved.

Oz Linden

We were planning on doing a quite simplified hand, for example, and the designers came back to us and said, “look, we really need every joint in every finger”, and ultimately they convinced us that was the right thing to do, and in retrospect, it’s obviously worked out really well.

The broad question of who or how we set that direction; it’s one of the things that’s really great about working at the Lab … We have an incredibly collaborative process. Pretty much everyone involved, up to and including the residents – emphatically including the residents, I should say – is empowered to put forward ideas. And so our job isn’t so much thinking up what’s going to happen to Second Life, as it is from just picking from among a myriad of possibilities. We could have a staff of 500, and we wouldn’t have enough to do all of the really cool things that we might in theory be able to do.

So it’s picking and choosing, and we try to shift who we’re making happy at any given time, so we’re spreading it around a little bit … My job is to think about what the technology impact of anything is going to be, how difficult it’s going to be to do, and how long it’s going to take to do it; although even more so that most engineering groups, I think we’re really challenged in figuring out how long it’s going to take for things to happen.

And the Product team, headed by Grumpity, thinks about what the implications are for the way that affects the business, affects the activities people are already doing in Second Life – to the extent that we know! And we work together to pick from the things that are possible and can be done in a time frame that’s good. We try to make sure that we’re doing something new fairly regularly; so we can’t pile on everybody to a project that’s going to take two years, because then for two years, nothing would happen.  Well, the company did that once, and we all know how that went…

But yeah, between us, we have a lot to say about it. There are aspects of the way that Second Life evolves that are not really our space. For example, we’re not heavily involved in Governance issues; we’re not heavily involved in thinking how much things may cost. That’s mostly other people. But how it works and what it can do – that’s what we spend our time on!

Grumpity: And to mention, we’re not necessarily heavily involved in compliance issues … but we do spend a lot of time trying to figure out how to minimise the impact of compliance while actually adhering to the needs.

As inventory in the viewer is just pointers to assets on the Lab’s servers, could Linden Lab provide a means for redelivering lost inventory items?

Oz:  We have recently put out some changes that are intended to reduce some of the ways we think people were unintentionally deleting things, and we’ve fixed some bugs that may have been responsible for things going astray that shouldn’t [updates reviewed here & now in the release viewer] … She’s right, your inventory is a set of pointers to assets; we have the assets, we don’t have a record of what those pointers were. The pointers are ephemeral; they change dynamically, and we don’t today have a journal of what all the changes were that went through.

That’s an area of concern;  unfortunately, solving that problem very likely falls into that project that would take at least two years category that I talked about before, that’s difficult to tackle on the whole. So we’re trying to find aspects of it that we can attack and improve … So we’re trying to find ways to do incremental steps that make inventory more and more robust. If I were to go to Grumpity and say, “this is what it would take to completely solve the inventory problem,” she would end-up saying we can’t commit that large a fraction of our resources for that long to that problem. So we have to find ways to break it down into small pieces, and that’s what we’re doing.

Unfortunately, that means we can’t say all the inventory problems will be solved by the middle of next week or even next year, necessarily.

Grumpity: We spent a lot of time investigating this recent uptick in reports of inventory going to Trash accidentally and getting deleted, and we’ve put  in a bunch of viewer-side changes to prevent that, and Firestorm has merged those in. so please make sure your viewer is updated. The new Firestorm release [reviewed here] has all of them, and even some that we haven’t released but are in the latest Maintenance RC viewer [version 5.0.7.327250 at the time of writing this transcript].

I would also like to use this platform to say that we absolutely need viewer logs from the session where the deletion or the disappearance of inventory happened, to continue to diagnose this problem. So if you’re in a position to provide those logs from the session where the inventory  loss happened, please, please do. There are multiple JIRA already open – file a new one, reply on the forum, we’ll see all of them, and I will be thrilled to take up the cause and find out what has been going on.

Oz: That’s a point worth emphasising. We don’t keep all the logs for a long time; we couldn’t, they’re just too big.  Id you report that three weeks ago, you lost 100,000 things, there is no hope whatsoever that we’re going to learn anything from that report. Those those logs are long gone; we cannot tell what you did or what happened to what you lost.

If you report it the day that you lose something, and we see that report – and we’re watching those reports, we have people who watch those reports all the time –  and you attach a viewer log, and there’s a page on the wiki about how to find the logs. And you tell us “I was in this region, at this time, and the following stuff disappeared”, or even: “I was in this region at this time, and I knew that I had it then, but two hours later I noticed that it was all gone.” That gives a window where there’s some hope of us finding  information about it. And we can use that information to figure out what happened.

We often will not be able to recover your lost items; occasionally it happens, but unfortunately it’s not the normal.  But it would be an enormous help to us to get reports that have that kind of information on them promptly, so we can dig out and try to learn what happened and what went wrong, and then those cases at least, we can fix.

Grumpity: So, for the record. In all of the reported cases where we were able to get logs from the server-side for this inventory loss and actually find the log records for when the deletions happened; from our end it looks like it was a regular  case of the user deleting inventory. So in order to figure out what’s going on, we absolutely need viewer logs so that we know what the viewer was doing and why those messages were sent to delete inventory, if you did not intentionally do it.

… Again, I’m going to use this soapbox to say we triage incoming bugs pretty much every [working] day, sometimes we skip a day when there are other things that get in the way. We triage incoming feature requests on a regular basis as well, not quite as frequently, and we pay attention to what’s going on. It is our hand on the pulse, and it is also your best bet for getting bugs addressed. If you write about a bug on the forum, maybe somebody else will file it, but may not, and maybe it will never get to us. If you are sure it’s a but – write a JIRA, and then we’ll see it.

Continue reading “SL14B Meet the Lindens: Oz and Grumpity Linden”