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Author: Paolo

On posting and social media

What’s up readers? I hope you are good. As you can see, I am still recovering from vacation catching up with everything and I am not able to post daily for now. I will get there, just the time of closing a couple of deals…

I am studying intensively Unreal Engine because I noticed there is a growth in need for tech designers and I find it a great excuse to get better at that engine.

Today I wanna talk about my conception of social media use. I don’t have a proper strategy, I use it because I find it fun. And when I don’t find them fun anymore, I leave them. That’s it.

Someone may suggest you to write at least 3 times per week on LinkedIn to boost your engagement, bla bla. It’s all bullshit, believe me.

The main way of creating leads on social media is not by posting daily but interacting to other people’s content. Write them publicly and privately. You will get to know much more people like that, compared with sharing the little you know.

I post on LinkedIn and here because I freakin’ love life and my job. I have passion for game design and I love to speak about it loudly, that’s all. No strategy, no technique. Just pure fun. And when I don’t have fun anymore, I quit!

The courage of logging out

I was watching this fantastic video, a little clip from an interview to one of my favorite singers.

Apart from the fact that I love when someone I consider a true talent shows humility and thanks his high school teachers, I think lots of things are transferable to my professional life.

The main one is that you have to truly dedicate yourself to something to become good at it. And this is not anything new, but in my life I have:

  • my family
  • my clients
  • my hobbies
  • this blog to maintain
  • a Substack where I teach game design in Italian
  • my LinkedIn account
  • a Reddit account

that means lots of distractions for becoming a true expert in something. That’s why the time in high school is so valuable now to me.

I wish myself the courage to log off and pursue my dreams, today.

Always keep making games!

I have just read a terrible article appeared on the website TheGamer.com. It’s terrible because it uses some of the issues we have in the games industry to create victims and entitlement among its readers.

I do not agree with this kind of messages because they use problems as an excuse to do nothing. It’s true that greed oftentimes invades the corporations, it’s the older story in the World. But this doesn’t invalidate our ambitions to work in an industry and build great games for the people.

I believe that nowadays we live in a big crisis. Plus the hyper connection in which we are installed make the bad news spread faster. It’s easy to fall into the trap of thinking that everything is bad, that executives are bad people and we should not work to be their slaves. It’s simply not the truth, though.

The truth is that we are struggling with different challenges that inevitably influence also the games industry. And for that reason we should never complain and work hard. Always be creating. Someone will work for someone else. Others will work for themselves. Others will offer job to people. That’s how it goes.

Always be creating great games!

Off vacation

I am back from a relaxing vacation with my family. I have probably lost a possible client because I wasn’t available to have a meeting during my rest. I had an interesting interview with a big company that then decided that they prefer a Russian speaker (!!!).

I am back at my desk, ready to start a new working year. I have private challenges ahead, but I am sure I will figure everything out. I think I will use less LinkedIn, lately the trend is losing too much time on it and the return is low. I would prefer, this year, to engage more with Reddit and its communities. I would like to find a community to serve with small games, and show up regularly. I am on it!

I am also tired of many of the podcasts I used to listen to. They are a good resource to start, but they can also bring to analysis paralysis. So I will dedicate that time to more interesting activities.

Good to be back!

On vacations

Hello and thank you for reading my blog. As you may have noticed, I wasn’t posting every day in the last 2 weeks. That is because I am closing my year and going off to vacations with my family.

I will return to post regularly on August, approximately. I need to enjoy a full disconnection and stay 100% with people I love. I need to read books and stay away from screens. My year was intense, full of work so I deserve that.

Have a great July and see you soon!

Indies and F2P

As a freelancer I work with many realities, but never AAA games. I work mostly with indies and free-to-play companies. I had some blockchain gigs, too. They paid very well even if the business was confusing, to say the least.

A significant difference between free-to-play companies and indies is their definition of success.

F2P CEOs are looking to solve a formula: CAC < LTV. Customer Acquisition Cost less than LifeTime Value. Indie founders, instead, want to be able to make another game. Everyone would like to become rich of course.

On one side we have people thinking of something scalable, on the other teams who want to continue making games. They both can learn a lot from each other.

  • The importance of thinking in a business
  • The importance of having the right KPIs to measure results
  • The importance of working on something you love.

Creating content

“The tune had been haunting London for weeks past. It was one of countless similar songs published for the benefit of the proles by a sub-section of the Music Department. The words of these songs were composed without any human intervention whatever on an instrument known as a versificator. But the woman sang so tunefully as to turn the dreadful rubbish into an almost pleasant sound.” (G. Orwell, 1984)

Videogames, like music, are perceived by some people working or investing in them as “content”. That’s where the very concept of creativity starts to be corrupted up to a level that is hard to answer quickly to some issue.

Creativity to me has more to do with removing things than adding. It’s like you throw the clay, or something like that, and then you start to dig material away from it.

Everyone who worked with me can confirm this, I start very ambitious and then I work shoulder by shoulder with engineers and artists to remove stuff. It’s better to have 1 thing well polished than 5 generic. It’s better to enhance a strong part of a game than to create a new mode to sustain the weakest ones.

The dopamine culture wants content, and it’s harder to see this simple truth.

The Action Man fantasy

What I really liked to see yesterday at Microsoft’s XBOX Showcase 2024 was the presentation of the new Call of Duty.

I am never been a COD fan, and I have never played that game too much. But I liked the developers’ interview explaining how they changed a single thing, the fantasy, to innovate meaningfully on the whole game.

The new fantasy of the “action man” led to a whole new set of features and animations. Some of them is designed for new audiences who, like me, are not experts playing that game. Refreshing!

Impressive and you can see how the game design is definitely a role shared among the whole team.

World Tetris Day (the day after)

I just discovered that yesterday was the World Tetris Day. The history of Tetris is incredible, they made movies and documentaries on that.

I like to hear stories about game design as an invention. Most of the time we work with projects, not inventions. Inventions in creativity have the potential to create nostalgia.

I like vision statements like “games that will be remembered forever”. They mean to work to develop a market, not just saturate it to extract profit.

The day after World Tetris Day I wish you to invent something new.
Have a great weekend everybody!

Grinding and working fantasy

One thing games and stories have in common is that, for some weird reason we love when they talk about work.

We love stories of lawyers and we love power-wash simulators. A friend of mine bought a freakin’ airplane cabin for his garden and teaches maneuvers to newbies every night on Il-2 Sturmovik: Battle of Stalingrad.

We also love games with less fidelity, still on work-related stuff. Nintendogs had a tremendous success, for instance. Some DS owner just got that game and that’s it.

One of the best moments of What Remains of Edith Finch (the most memorable, to me) happens while you are cutting and cleaning fish.

These games can tell stories that we relate to deeply, and give us a different sort of escapism.

When we are kids, many of us play actual professions. I was an astronomer, I bought zines and everything: a true expert! I spent my afternoons with maps, numbers, and theories I didn’t understand.

When a game is bad or “grindy” for us we often say “I feel like I am working”, but the working fantasy has a huge narrative potential.

Games and novels can turn mundane experiences into ones that pull on our psychology of reward faster than the real world. There are sparkles, rewards, sounds, and bouncing numbers.

The working metaphor can be easily related to reality, we can feel productive in terms of that particular fantasy. A well-thought work fantasy can also intrinsically motivate players who like to feel productive and valued.