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Month: January 2025

Job applications do not work

When I was 20 in Naples, it happened that I was with friends and we met unknown people. And we discover some party at a student’s house to sneak in. Sometimes it went well, others we would find ourselves with very different people. Among ourselves, sitting in a corner, sipping the same beer we had bought to join the party.

Today I don’t sneak in anywhere anymore. I like parties, but I prefer the comfort of being with people I already know. Sometimes I go to strangers’ houses, but in general I like to know a sufficient number of people.

The same goes for job hunting. I prefer having groups of friends in the industry and moving with them. I have a job right now because during the first months of my daughter’s life I played Fortnite at night and wanted to learn how to make levels. That’s how I met the person who then put me in the loop. This is the healthiest way to learn about realities and find opportunities.

I need new metaphors for teaching

The other day I was talking to friends about my teaching experience. This semester I accompanied some students in their “TFG, Trabajo de Final de Grado”. Their thesis, in short. University has changed a lot in recent years, for a whole series of factors. Society has changed since the time I went to university.

We were talking about the most difficult thing about teaching nowadays. I teach game design and development. For me the most difficult thing is actually teaching!

I am a learning facilitator for those who want to learn, rather than someone who actually teaches. Maybe it’s a question of age and experience.

Today the challenge is adapting to a world where information (and teachings) arrive at all hours from many sources that have pervaded our lives.

I can no longer see the story of the master to follow as possible in this world. I am not a person who goes to the mountain to wait for the worthy disciple to climb it and reach the source. For the type of culture (Christian) I come from, I prefer to be a shepherd and be among the sheep.

But this metaphor must change. Sheeps today have a Pandora’s box between their paws, designed to throw everything into their digestive tracts.

Some days are just hard

The game design is a communication job and it’s hard. Communication is one of the most challenging things, because it has a lot to do with perception. Our perception is the way in which we see reality. And it changes according to many factors.

You write specifications and something important gets ignored or misunderstood. Your duty is to report that. They can blame you for not being clear enough.

Sometimes I accept it, some other times I snap. Communication is also to say to someone when they are wrong.

On setting the right expectations

Yesterday I was arguing with a LinkedIn influencer about the expectations that EA had on Dragon Age: The Veilguard. His point was that the game had 1.5M players instead than 3M expected by EA. So the game was lacking appeal for the players.

My point, instead, was that a game that reaches that impressive number (in only 2 months) is definitely an appealing game. Then the game can be good or bad. But for sure it has appeal. The expectations set up by EA execs, instead, were out of reality. The error was theirs, not developers mistake.

He told me that the budget invested in marketing was enormous (no data added) so that the game should have had more players. Plus, the fact of having players doesn’t mean that every player bought the game. That is true, but today if someone decides to invest part of their free time in your game is a miracle. Today we have lots of distractions, it’s hard to reach Elden Ring’s numbers, just to make an example.

The problem is that today we are still setting expectations too high in a landscape with serious distribution and attention challenges. I haven’t played Dragon Age. The Veilguard (I have no time), and I read many different opinions on it. The game is a good game, and it’s appealing. But it was a deception for EA, because of their expectations on it. Those are hard times for forecasters.

Grow your hirings

Every project has a level of learning and skill building for a game designer. It’s very important for a team to be able to guarantee a space for your members to learn. It’s way more optimal to grow your designer than to hire someone already expert, to me.

I say this because the history of games backes my theory. The strongest IPs in the world have been built by people who became experts while they were building.

Many veterans ex-Riot, ex-Blizzard, founded their own independent studios got funded, but they are not delivering too much. Being an expert in something specific brings lots of bias on the table too.

It’s cheaper and safer to grow your people.

Beat your limits

The majority of job offers I see out there look for people who already are in the same area. Having lateral or different experience can be beneficial in a new project, so why is that?

I don’t have the final answer, but I don’t want always the same thing. I worked a lot on mobile free-to-play and now I am working with premium PC. I am happy with that, the results will come I hope.

It’s good to be “incompetent” at something if you have the will to learn. Identify the systems, engage with the players of that kind of games, discover your own limits. And overcome them.

I believe in game education

A question that I receive a lot is: “do I need to study game development at a University, if I want to become a game developer?”

And my answer is: no, you don’t need to.

Often, there is a follow up question: “do you believe in game education?”

And my answer is: yes, I do.

It may look contradictory, but there is a sense in it. Nowadays, the access to the information useful to get the right education is very wide. Speaking of game development, you can choose to educate in game development:

  1. because it’s a beautiful craft. You will grow as a person like when you study music, literature, math, and other fields
  2. it’s good to understand how something so pervasive as games work to live better
  3. having teachers explaining us the art of game design and development makes us connect with our inner kid.

Those are just three reasons, but there are many more.

What to do when you don’t know what to do?

Often it happens that your team is developing what you have defined in your design documentation. It happens that you don’t know specifically what to do next.

I use these moments to play competitor games and engage with their audience. I join Discord servers, lurk subreddits, and so on. I try to keep myself in the shoes of a Player of my references.

The second thing I do is to play the last build or the last code version intensively. As a game designer you need to be aware of what game is coming out.

I also keep ordered single big documents containing everything that has been already defined and implemented in the game. It is very useful to keep track of the vision and its progress.

State of Videogames 2025

As every year, Mr. Matthew Ball dropped a set of slides containing his takes on the state of the games industry. You can read it here in multiple formats.

To me it’s interesting to read these documents mainly to understand the mentality of business people. But those charts and sentences are fundamentally biased towards the macro. The rational side of the business of making games, the statistics. They ignore most of the other part, which exists and it’s equally important. The intuitive side of games, the art. The “we make this game because we believe that we need to say these things”. That is also what makes games so great.

Also, I do not agree with his call for growth. He says that videogames overgrew the countries GDP and then he says that the industry should grow further? I don’t think so. The industry should become more realist, instead.

Walking the walk

I haven’t played Indiana Jones for a while and now I feel that I don’t know where I was, anymore. Probably I will quit this game without completing, which is sad because I like it a lot.

As far as I know, very few people complete single player games. You put lots of effort in making a complete experience and only a minority of the few people in the World that played it enjoy it fully. It’s part of the deal with creativity.

Another deal is that a project can fail, no matter if you have enough experience to run it or not. You can be a true expert and still make something that people don’t want. The other day I was watching a live playtesting of an MMO game made by ex-BigCorporate people with no funds. They were asking to support their patreon and stuff like that.

I thought: “guys, are you crazy or something? Put yourselves in this hard project with no money”.

But everyone has a story, they live their and I live mine right?