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Month: November 2022

Connect and open your mind

If you want to stay in this video game industry for a long time, I recommend you connect with many people. I take part in various Discord and Slack groups and this allows me to have a broader view of things. Sometimes simple things happen that make me completely change my paradigm.

During a casual conversation on game design, I discovered this article on how to write good GDDs.

I start with the UX when thinking about a new design. But after discussing it with the writer of this article I have changed my mind. The message of today is this:

I used to think that my client, as game designer, is the Player. But I actually have two clients: the Player and the Product Manager. My duty, during the development of a game, is to provide solutions to the Product Management so that they can deliver value to the Players through the game.

Ethan Levy

He passed me this interesting speech of his from 2018, and I recommend it to everyone.

Respect the art of game design

I met a prospective client the other day who needed simple service. Given a set of published games, derive a design document that specifies everything that should be included in the final game.

The goal of the document was for a programmer to take it and figure out exactly what to do to produce the final game.

I told him his dream is beautiful, but that remains so. Making a game is not an assembly line; the specification documents that other developers need to work with must be produced based on real development needs.

The best way to be successful in video games is to maintain a certain degree of realism and respect for this art that is so difficult to master.

They said me “no” again

I got in touch with a manager of an important company for a position that was definitely too big for me. Anyway, trying never hurts. I had the opportunity to take part in a selection process. The process included a technical test that I had to deliver in a time frame set by myself. I accepted, even though I had promised myself not to. I carried out the test and also asked for help from people more experienced than me, for feedback. These people helped me, thank you, Susan and Katie.

After two weeks I got the answer. I didn’t pass the test. The answer came accompanied by comprehensive feedback on the reasons. I read the reasons, I would have liked to defend my assessment in a videocall. Yet, re-reading my proof and reading that feedback I find myself agreeing on many points.

Feedback

A constant in my life is that they tell me I don’t get straight to the point and I arrive as confused. I seem too academic and introduce concepts that aren’t always very clear.

Then there are comments about typos, but I’m not a native speaker.

Some questions have been interpreted by me from a different point of view. So my answer came as wrong.

Conclusions

Technical tests serve to prove how a designer structures a problem to derive systems. There are two basic types of thinking in this regard.

  1. There are holistic system thinkers, who look at the big picture to find patterns.
  2. There are those reductionists who start from the details and then get to the big problem.

I am a professional of the first type. In a short time frame, it’s hard for me to get straight to the point. And this is a big problem for technical tests. I have never passed a single technical test in my life. I believe that is because of this. But I’ve always worked, and I must say that my colleagues are always quite satisfied with my work.

I shouldn’t agree to take assessments during the selection process. For me, they are a big commitment. Following, an unnerving wait. And the answer is always no.

How to avoid a layoff

With the quake in the tech sector over the last few weeks, I’ve noticed a trend. The blame always lies with the CEO on duty and never with us, the employees. Still, if we were a little better able to discern where to go, we’ll save ourselves a lot of headaches.

This article is for people with more experience. When you’re a beginner, in fact, it’s not only bad to have negative experiences. You need a job and even if you get fired, you probably won’t have mouths to feed and you will find other opportunities. For me there are so many opportunities out there.

When we have more experience we must instead pay attention to every detail. The first and most important one is the project in question. Not the salary, not the team. If you have experience, find a good project to work on. Here are my recommendations:

  • Is this a project in a new market, a kind of game that no one has ever made? A first-person platformer for mobile? A match-3 with shooter elements for PS5? If that market doesn’t exist yet, there is a reason. Don’t join them!
  • Is it a game that is more than a game is an experience in a parallel universe where people will be able to own what they win like owning a pair of shoes? Flee.
  • Is this a game that wants to enter a crowded market? This is a good start! Is the market red or blue ocean? Are there many or few competitors? What unique things are they willing to offer to their Players? what problems will be solved? If you notice that it’s a copy of a popular game with no real thought of what to offer, get ready for a round of layoffs. Followers always end up like that.

Working in a competitive market

Working on a game that will have to enter a very crowded market, the so-called red ocean, involves a certain degree of challenge.

When you enter a market full of competitors on one side it means that there are customers willing to pay. But it means that it is necessary to solve some problems to have a chance of success.

The alternative is to look for virgin markets, blue oceans, but very often this is because some genre in question does not move much interest. We can create a first-person platform for mobile devices since none are in top200 grossing. There aren’t any because people don’t care. Sometimes it’s better to go to already populated markets, especially if we have an idea of ​​what to improve.

Take the case of Royal Match, a top-notch match-3 that was released when the puzzle market felt overcrowded.

  • The game fixed key UX issues, shortening the load times.
  • They came up with a brilliant system of level design.
  • It implemented the renovation feature very without the need for dialogue.
  • They designed very simple and clear graphics.

The result is an agile, fast game, perfect for mobile. It doesn’t matter that he entered a red ocean market, he made it because he understood his audience well.

Many teams choose to remain followers. They study a market and copy here and there, hoping to secure a piece of the pie. In the process, they don’t even understand the reason for some choices. Years go by, goals are not achieved, and people are fired.

During the job interview, you must inform yourself well about the projects.

My path for the next future

In recent months I’ve been deciding about my professional path. On the one hand, I like working as an advisor for companies. In fact, you learn a lot more this way.

When you work for an important corporation you learn to work in that context. When you work like a warrior-mage level 20, instead, you learn the hard way.

But, it’s a very stressful lifestyle. Sometimes hard times add up with 2-3 clients and it’s not always easy to manage.

So when I get a tempting offer I choose to try to enter the selection process. These are long and tedious, made up of expectations and many uncertainties. Doubts and insecurities come out and block part of the rest too.

This is my rant for today.

Hiring good leaders

A good leader will have worked with others and can involve these people in other adventures. This is one of the keys to success when a company wants to find a new leader for a department.

I have met various leaders in my career, and I would not work again with all of them. In the selection processes for leaders in which I take part, I do not see enough insistence on this point. A good leader makes the company hire the best talent.

If there’s one thing that’s important to a good leader, it’s the ability to help manage the hiring process.

  • What is this person’s reputation in the local sector?
  • How will they create a meaningful hiring strategy?
  • Are they capable of bring the best people with them?
  • Do companies check these things when they hire a new leader?

Often, some inefficient people get for some reason to be “head of…” at some company. Another company reads their resume and sees they’ve had that position before. The company doesn’t inquire who they have worked with and “cancer” expands into another reality.

A good leader may have held non-leadership positions, but be respected by current and former colleagues. Important is the capability of making an impact in hiring the best talent.

Don’t just look at the resume, you need to consult the people that worked with them!

Mobile cloud as a feature

The classic way to start a new mobile game is:

  1. For some reason, I arrive at the virtual store
  2. I choose the game to install and tap the Install button
  3. I wait for it to install. Some games are huge.
  4. I start and there is a stage where the screen is dark
  5. I wait while looking at a splash screen for a few seconds, less than 15
  6. In case there are updates this time increases
  7. I am introduced to the game.

The games of the future should be like this:

  • For some reason, I arrive at the virtual store
  • I choose the game and PLAY
  • I wait less than 2 seconds
  • I am introduced to the game

It seems like an impossible feature, but that’s what will make the difference for me.

15 years in the Games Industry!

I realized that I am turning 15 in the video game industry this year. Not bad, considering that the average time is 7 years. I have doubled the average, and I am satisfied.

There have been times when I haven’t found a job in my industry and I’ve dedicated myself to something else. I have been a QA tester in a cybersecurity company. I was a data scientist at a robotic automation startup. All these experiences have enriched me.

I am very happy that I was able to stay in the industry. Despite the various blows received, I always got up. Thank God I wasn’t too impressed, although I bear the consequences.

Nowadays my job is part of my identity as a person, and I’m not sure that’s always a good thing. Many people work as game designers, I AM a game designer. People appreciate my designs, they always reveal a passion for the projects I am involved in. I have serious difficulties relating to the lack of professionalism, though.

Personal challenges

When I see a roadmap based on “best practices” without reflecting on “whys” and with no connection with the Players of the game, my blood boils.

I can’t accept the use of KPIs as targets, a huge mistake that is very common in the industry. Direct efforts to improve indicators and your game become a means of justifying investments. Not a means to deliver a great playful experience to people. I understand that we talk about KPIs with investors, it is a way of selling. But transferring these discussions to those who have their hands in development is deleterious.

I always think of all references and edge cases and it is an activity that engages my mind a lot even when I am in front of a book in the evening. And if I see the solution being replaced for no reason, I already know that I will spend a sleepless night out of anger.

My love for game design

I love to define everything in detail. In a self-respecting team, some more visionary people manage everything and make decisions. I like to help these people land ideas down. I like to support them in their decisions.

Someone has to do the dirty work! Prepare documents, wireframes, and flows. Square all the numbers in a spreadsheet. They are long and difficult activities. For some, they are also boring. I love doing them! I’m a game designer, it’s not that they pay me to do it. I do it for love!

My goal for the next 5 years is to improve my relationship with the profession. And my next full-time gig should start me in the World of leadership. I have seen a lot of things, now it’s time to take part in the strategy too!

In the meantime, happy anniversary to me!

Reviews are your best friend

Whenever you are starting a new game project or if you are working on LiveOps for an old one, you have a free asset that is very useful: reviews.

Only a small part of Players are willing to leave reviews for your games, especially in free-to-play. Videogames can ask directly in-game to leave a review, but not everyone does so. They do not represent in any case the dominant opinions, but they are useful to spot opportunities for your game.

  • If you read critical reviews and you notice something that repeats a lot, that something can be converted into a unique selling point for your game.
  • If you read positive reviews and you notice something that repeats a lot, that something should be a must-have for your game.

Use Steam or Data.ai to filter out positive and negative reviews. Remember Pareto’s principle. Use always 80% of other games and innovate on the 20%.

  • 80% you should take can be read in positive reviews that repeat
  • 20% of novelty can be read in critical reviews that repeat

Analyze the reviews of the main game you are taking as a competitor, but also of its clones and competitors!

What? There are NO clones of that game? You are probably choosing the wrong competitor and you will hardly manage to have success in its field.