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Tag: inspiration

My thoughts on seniority

I was talking to a friend and game designer about the future and our wishes. Sometimes I would like to dedicate to projects of a different nature than mobile f2p. Sometimes I would also appreciate to have different kinds of responsibilities.

Companies see my profile and normally contact me for:

  • virtual economies
  • tutorials and first time user experiences
  • game design documents for free-to-play mobile games
  • creative direction

I would love to be able to dedicate a couple of years to an action RPG for PC and Consoles at some point. Maybe I can be very useful in the level design of a moment-to-moment adventure games of the caliber of The Last of Us. I am absolutely convinced of it, even if companies of this type when my resume arrives they discard it in a few minutes.

You should then start as a junior designer in a new reality if you want to do this. Difficult to be a senior designer there.“, my friend pointed out.

I disagree with this. For me, seniority does not depend on concrete experience in a specific type of game.

What it takes to be a good game designer

Raph Koster says that a designer must express quality in three fundamental fields: artistic, technical and editorial.

The artistic side is essential to have that sensitivity to observe what players are looking for in a certain type of game and offer them an experience that in terms of aesthetics and challenge makes sense. The game designer is a bit of an artist: is the game imitating real life, or do you want to create a game that influences real life in some way?

The ability to write is also very important, especially being concise. I believe that the best designers use the formula 60-30-10 when presenting their ideas: 60% images, 30% text and 10% multimedia references. 30% text therefore needs to hit the spot and inspire. For that you need experience and editorial skills. I’m not even an English native speaker, so I have to constantly update myself on this point.

Finally, there are the technical skills. Using a game engine, knowing how to use spreadsheets and other skills that vary depending on the designer. Personally I am proficient with Unity and Python and I create scripts that often make things easier for me and the team. Others are very good at photoshop and can also create basic concept art. Some level designers come from architecture and therefore are quite more comfortable creating structures that make sense. All technical skills can be learned, however. In fact, in 3-6 months at the most, it is possible to enter a new world and acquire what we need to be fully operational.

What is seniority to me

Senior game designers are people capable of understanding the context in which they move, constructively stimulating dialogues and setting up processes according to the project they are in. They are very aware of the gaming business, too.

While I’ve contributed to various virtual economies, that doesn’t mean an AAA game designer isn’t capable of studying competitors and preparing mathematical models and spreadsheets. These are things that can be easily learned. The design process has stages that are independent of the platform, genre and type of audience. It is a question of understanding which problems must be solved, analyzing how other realities have faced the same problems and defining solutions according to a certain context (team, budget, scope, time and quality).

Seniority is primarily dependent on age, in my humble opinion. When I read “senior game designer” and I see an age under 25 I already start to have suspicions. Being senior also gives you the self-confidence necessary to defend designs with superiors. Except in special cases, if you are 22 it is difficult to overcome certain filters set by the experience of 40+ years old leaders.

Age, previous experience and context make the seniority, for me. Having faced the same kind of problems in the past certainly accelerates, but it doesn’t make the difference between junior and senior. You can be slower at start but way more effective on the long term.

Some reflections on good professionalism

Lately for personal reasons I have been working at a much slower pace and I am asking myself many questions. Since work is a very important part of my life, I think it is necessary to ask the question “what does it mean for me to be a good professional?”.

Everyone says “be humble”. Humbleness, to me, does not only mean having a humble spirit, it also means having the humility to share the little that is known. It also means having the humility to try to inform ourselves as much as possible about what we disagree with. Humble basically means allowing knowledge to arrive.

Second, have the urge to study new techniques and areas that you don’t know. The video game sector and all technological sectors need constant training. Very often in a programming language course you can’t imagine you discover ways to save a lot of time! Give it a go!

Golden rule of the good professional: there is no free job. Work is always paid. I’ll give you an example: 3 months ago I started a personal project where I am training young people in the art of game design. I only decide to continue or cancel a project. I try to give these projects an exit. My greatest mission is to pass on my knowledge to people involved. I do not claim to generate benefits.

Should I pay or not? Shouldn’t they be paying me to pass on this precious knowledge to them? No. I expect weekly deliveries, updates and meetings from them. This is work and the work must be paid.

I did it, I used the Story Mode today

I did it. I was tired of challenge. Still I wanted to play the game I am finishing first this 2022. Star Wars Jedi Fallen Order.

I was playing at “Jedi Master” difficulty, but today I realized that my enemy was too strong for my stress of the moment. So that I switched to “Story Mode” (easy) and I defeated it. I did it.

Should a “Story Mode” be present in every game? That question makes no sense. Every game is in a different context.

How do I feel? Well, I feel a little like a cheater, still I had the chance to have a relaxed moment of gameplay in a 20 hours videogame. I do not have too much time to play, every stress I can save is a chance more to complete a game.

So, why not?

the moment I did it at 21:08. Shame on you (for judging me! xD)

Today is Valentine’s day, do you love your job?

“Love, love is a verb. Love is a doing word.”

Massive Attack, Teardrop

I love my job because in the first place I love to see myself immersed in creating playful experiences. I love this job because I love people who can then play the games I help design. I love this job because I love the people I can talk and work with every day.

I believe that love for a job, as well as love for other things, has a very important component linked to other people. Starting with ourselves.

Today for Valentine’s Day, the day of lovers here, I want to celebrate the love for the people who make my work great every day and therefore myself. I hope that my daily action will improve your life somehow.

I also share the love scene that perhaps contributed most to forming the will to become who I am today.

Learning from the history

I learn about game design more from the history of videogames than from podcasts, videos and experts speaking about the next big thing.

One has to really know how things were made back then.

Documents like this one are pure gold.

New aesthetics, dinamics and mechanics for blockchain games

The discourse regarding new technologies is very polarized. On the one hand, I see a lot of highly skilled people joining the financial gaming movement, games where you can make money. On the other hand, I see a hatred on the part of some people not only for the question itself, but also towards the creators.

For me, attacking those who are trying to create something new is definitely a mortal sin. The creator is a very often courageous person. She may be attracted to easy money, why not. But no one gives us the right to attack the creator. The creator is always the one who drives our industry forward.

In all the online noise, interesting qualities of the games that base a part of the service on blockchain are starting to be defined. Let’s see some of them using the false line of the MDA framework.

Aesthetics

The question of being an investor for me is the natural consequence of the worldwide trend of recent years of being able to leave comments on any detail of anything. If in the future people can also feel like investors in a product, it will be very interesting for a lot of people.

Feeling the real power of helping to start and grow a project is absolutely fun. These hundreds of Discord game channels dedicated to videogames that don’t yet exist prove it. Quite often they have more people talking every day than Discord channels of games that already exist.

The community plays a key role, in the future we will see in companies that these communities will be treated as a separate product.

Dynamics

Understanding how the heck a decentralized gaming system works is complicated. You have to read documents, get information, create virtual wallets and even play a little on the cryptocurrency exchange. This thing is fun!

In fact, the real game is right there. Very often we see games that are bad copies of f2p games. Nonetheless, people go there and play. Obviously the possibility of earning money, but also the fact of fiddling with all these new tools creates fun dynamics that bring people together.

The real game is the marketplace, it is that part that needs to be playfully enhanced.

Mechanics

All data flow is very transparent on these platforms. There is also a very interesting loss of anonymity. It will be possible to prevent some forms of abuse that are committed by malicious players, if they lose their anonymity.

Also very interesting are the mechanics that allow people to be rewarded for contributing to the community. As an f2p game designer that I am, I have heard several times advice from some hardcore gamers on how to improve the economy.

These games will allow players to create their own currencies in the future. This is absolutely sane and interesting from a gameplay standpoint.

Whenever we criticize something, someone can answer us and give us an opportunity to learn.
Every time we attack someone, however, we lose the opportunity to drink from a source.

Best companies know when it’s time to kill a game

It is dangerous to scale a game with questionable product/market fit because of The Traction Treadmill. Sometimes players show up in your game, and a small percentage of them retains.

You may think it’s time to scale. Just add players, instead of improving your game. And this works, for a time. You can grow fast just by doubling ad spend. Or tripling ad spend.

You have 10.000 players, you buy 20.000 more.

Then a large percentage of those players go away and never returns back. You have to replace the percentage you lost plus buy more players to grow. You lose a percentage of players fast, and you have the budget and funding to replace them- but then can’t keep grow on top!

You may want to optimize your campaigns and spend less per Player. But inevitably the problem will reappear at some point. Team’s morale will do down as options become scarce. Increase retention becomes too slow and complex.

That is why is extremely important to polish your product but also understand when you cannot fix it. Also the best companies in the world know when to kill projects.

Everyone should be involved in playtesting

Playtesting is a key activity during the development of a game. Any successful game runs playtests often to see how the people react to the game set in place.

Usually in games company, playtesting is an activity performed by designers and product manager. But when also the engineers spend 1 hour of their weeks speaking with the Players (or potential players) they can also understand a lot and improve things out a lot.

Playtesting should be weekly, it should stay in the calendar of everyone. Especially for games as a service.

A connection between art and game design

Aristotle thought that art should imitate life. Oscar Wilde thought that it is life that imitates art.

Is your game imitating life or are you offering inspiration for other people lives?

This is a critical choice that drives the whole creative direction.

If you want to create something inspiring you should think in something more complex and fascinating.

Fortnite with its shooter parody creates new trends among the people who played it. Think in all those silly dances.

If you want to create a metaphor of the reality, instead, you should really be able to capture the essence of what you want to represent.

Hypercasual games brings this last concept to the surrealism.

Are prizes good for young game designers?

My social networks are filled with celebrations and local prizes given to people at their first experience. Then I look for the game itself and sometimes I find a demo on itch.io. Some other a bad rated game on Steam.

I lived that. You feel like the new Hideo Kojima for a minute or two and then? Then the reality returns back and you have nothing really. Wouldn’t be better to work for a company learning from people better than you?

Some reality is hard, videogames are hard to make. But you should focus on making games and avoid feeding your ego the best you can if you want a bright future. A prize is a cake for the ego.

Local communities want to foster their local talent, I get it. But is give a small statue the right way of doing that? Should they expect for some kind of return in terms of visibility or actual game revenue first?

Often happens that there are people getting prizes and other making a good career and eventually earning money.

Is it really worth to get a prize?