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Tag: inspiration

Your time is now

Today is the first day of BCN Games Fest, probably the best gaming fair in Barcelona. I’ll be there to meet people, talk with young developers, catch up with ex-students, and maybe offer some advice, as always.

Speaking of which, for me, success in this industry boils down to two main pieces of advice.

The first is that having fear is losing time. Staying home, sending out CVs, and waiting for an answer (while maybe complaining on social media) means you are being ruled by fear. You’re losing your time to make games, which is NOW.

The second piece of advice I always give is that failure is unimportant if the journey is worth some small prize. There is no failure in doing things, and frankly, there is no real success either. I mean, you can make loads of money, and your face might appear in YouTube videos and things like that, but if you talk to the very few people who reached that level, they’ll tell you that’s not the most beautiful part.

So, enjoy the trip and don’t be afraid. Ask WHY you’re doing that—that’s what’s truly important. I will be asking this a lot these days.

Beyond Productivity

When I think about the future of games and look at the trends, I can’t help but notice that it’s getting easier and easier to make games. The real struggle in the industry is distributing and selling them, simply because there are too many games out there. Since it’s so easy to publish them, even a student can put a small, silly project online. This inevitably complicates the search algorithms.

Still, the act of game making is a great mental effort. To me, it’s like playing music or, as I mentioned a few days ago, practicing a sport.

Today, you can take a picture and post it online; you can also make a game and publish it. I feel we are missing an opportunity here: to encourage people to think not just about making money or productivity, but to play with the concept of creation the way they play with their smartphone camera.

We have Roblox and Fortnite, among many examples of games where certain cohorts can create experiences. Yet, there is often money involved, and I’m not sure about that focus. I feel like the modding community, which creates for the pure sake of fun, can teach us a lot and help us find new ways to express our creativity.

Before Gameplay

Before players decide to step into your magic circle and start having a good time, they have feelings. They might watch a video on YouTube, read an article about your game, or simply land on your store page and look at the trailers, screenshots, and descriptions.

All of this evokes emotions and feelings. Emotions are the first step of perception. That’s why when you start designing levels for a narrative-driven game (RPG, adventure, platformer, and so on), you need to think first about the emotional intensity curve over time. This way, you can properly estimate the moment-to-moment experience.

I recently used this approach for a personal exercise: creating a hypothetical level for The Last of Us.

You can see each step is associated with a specific dynamic I want the Player to experience during the level. This curve was the final one, but I worked on many iterations. You plan a curve, and then you iterate over time.

I still code

I started my journey in games as a programmer. More specifically, I began using LUA scripting on a Linux-based engine designed for a coin-operated venture in a small village in Southern Italy.

Then I moved to Barcelona and got my first job in gambling games. I was a C/C++ programmer at Zitro, working on video bingos. I owe them a lot; I learned Spanish there, and today, I design games because of gambling games. It’s true that there are ethical issues with them, but I believe that their simplicity and clear motivational framework make them a great way to start in game design. I began buying books on game design because of gambling games, trying to understand why they were so boring to me yet so profitable.

Life and my career moved on, and I kept programming on the side. Today, I’m more on the strategic/executive side of things, thankfully because I gained more experience and managed to stay in the industry. Still, I love the sensations that programming gives, and I particularly enjoy Python and C++. I bought a course to learn a bit of Unreal Engine this week. My goal is to start it and perhaps create a prototype for my Capoeira ARPG game.

Stay tuned and have a great week, everybody.

Rock Band vs. Sports Team

There’s a fundamental difference between teams working on new game conceptualization and teams focused on production and updates. The first kind works more like a rock band; the latter, like a sports team.

To conceptualize new games, you need people capable of genuinely wrestling with an idea for a sufficient amount of time. You need people who help each other and cover each other’s limitations. These are people willing to find new formulas and to create art.

Once you have it—once you have the formula—you need the resilience and technique to produce it. This is where you need top talent; you can’t afford to lose time and compromise the whole team.

Both types of talent are hard to find, but selection processes only spot (and often badly) the latter group: the sports team. That’s why people like me, the rockers, are sometimes needed.

Heroes of Gaming

I want to invite you today to reflect on the power of outsourcing. I’ve been thinking about this all week, especially since I’m picking up an old project to work on while I don’t have another gig.

All top games rely on the contribution of outsourcers, yet we don’t celebrate them enough. Maybe I’m saying this because I’m a freelancer and part of the outsourcing world myself. Sorry for this ego moment.

Salvador Dalí once said something along the lines of, “No one will talk well about you, so you have to do it yourself.” I’m not sure I completely agree, but today I feel this urge to celebrate outsourcers.

Without us, there would be no games industry—at least not at this level. You can be more ambitious and go further thanks to outsourcing companies. It is a fundamental and irreplaceable part of the business.

Bring the Plug

When we’re working on a new game, it’s very common to spot a lot of problems and point them out when we’re talking with our team. Having an analytical mindset is normal, especially if you’re in a role like a game designer or gameplay developer. You are, by default, forced to analyze everything very specifically, and this can lead to your analysis being extremely detailed.

The impulse can be to immediately flag these issues, especially nowadays on a Slack channel for instance. They are designed to make you talk. You see that a feature doesn’t work and you mention it because you want to make it known. The issue with this is that, especially when you are in a more senior position, it can lead to confusion.

Imagine you are on a boat with others, and you are all rowing towards a specific direction. Suddenly you notice a leak in the boat, and you stop rowing and shout, “Hey guys! The boat is leaking!” Everybody will stop, right? And someone will fix the leak before continuing.

What if, instead, you continue to work and offer a solution? For example, “Joe, you can fix the leak while we all continue to work,” or “Guys, continue to row! I need to fix this using this plug!”

This shows a different problem-solving skill, one that I had to learn the hard way. Don’t just point at a problem without proposing some solution. Be a problem solver, and your team will appreciate that.

Cost of Duty

I was working on my game, Pawtners Case, when suddenly I experienced a surge in my workload. I was looking for funding, in fact, I was paying an outsourcing company mainly for the art and some blueprint implementation in Unreal Engine. I needed money to pay them, and extra help from external funds would have helped a lot.

The game was abandoned, but I still have the code in my repository and on my PC. Now I have more time, and I have to make a choice. I could leave it where it is, forever. Or I can pick it back up and continue its development.

I am writing a book on game design, thanks to Jettelly, and I am using Pawtners Case as a case study for my book. The book will focus on ideation of new games, one of the most overlooked stages in game development—and probably one of the most important, too.

Using my game as a study, I am tempted to seriously resume its development. However, another peak of work for others may come up, in which case I would have to abandon it again. Other opportunities would then be sacrificed in the name of duty.

Everything contributes to my growth as a person and as a professional, so in the grand scheme of things, it doesn’t matter after all. I continue to design games every single day; that’s all that counts. Still, every choice has a trade-off and a weight on my shoulders somehow. And time passes, and I know this won’t be forever.

To land down a vision

More often than not, a game designer’s job is to translate someone else’s vision, be it from a creative director, a product manager, or a client, into a concrete plan.

This means you have to create detailed proposals and present them to the team as if they were your own.

It’s common for a feature that has been proposed, discussed, and approved to be changed by a developer or even your boss just a few weeks later. The original plan is often sacrificed for faster execution.

When this happens, you meet again and discuss what changed, and someone in a senior position makes an executive call. That’s just how it works.

It’s said that Michelangelo used to make fake ‘final touches’ to his works so that his patrons could feel a sense of authorship. I don’t know if the story is true, but it makes perfect sense.

While game design is central to development, it’s an activity that involves the entire team. We, as game designers, are there to facilitate this process. Patience is key.

You want to believe

There are companies that make games and do not believe in game designers. It may be hard to understand what a game designer is capable to do. Also, not all game designers are able to stand out for the craft. I’ve met people like that who transitioned into other roles.

Every game starts with assumptions. They can be interpretations of market insight or straight fingers pointed at the sky to feel the wind. Assumptions are good to start conversations and show security and vision in early stage, but dangerous for the success of a game. There are successful companies that have in their cultural deck “do not believe any assumption”.

Having people specialized in taking those assumptions and supporting the vision holders to land them down and face reality has a value. These people are professional game designers. In fact, in companies the game designers rarely are the creators of a new product. They are facilitators of game design, that is a role shared among the team.

If you know how to code, that’s enough to make a videogame. If you don’t know it, but you have the money to hire a game developer, you can develop a full game. And if you are sure of your assumptions you can improvise the rest and make a game. There are successful cases that started like this, one I have in my mind right now is Vampire Survivors.

But then there is the reality of the market, of the players out there. And then also the nerdiest anti-social coder will need help on game design.

Same discourse is valid for startup that passed to the growth stage. You may have started making scrappy games filled with ads, and you may assume that you know. But you will need game designers to interpret your (shitty) assumptions and land them down. You need professionals if you want to pass to the growth stage or keep there.