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Tag: myself

Vision and clocks

Recently, I was hired for a gig as a fractional leader on a new genre. The team was skilled and talented, and the environment was fantastic. Also, the vision was clear, and my client was very creative. Without even noticing it, I worked lots of hours—much more, actually, than the hours I billed.

Some time ago, I was working on another project with a different client. The vision was messy and definitely not based on anything apart from personal opinions. The team was split across multiple projects, and the goals weren’t clear. Someone told me on a Monday, “I wrote you the whole weekend over Slack, where have you been?” And I answered, “I’m sorry, I don’t work on weekends.”

I believe that crunch is a systemic issue in our industry, and since we have pipelines, it’s avoidable. However, a team truly aiming for success will always have certain members willing to work extra to contribute to a good project. If someone asks me to work more, I will probably be reluctant. But when I feel I want to, I am happy to work extra hours. Things aren’t always black and white.

I believe in bootstrapping

Investors will look for 2x, 5x, 10x, 50x, or maybe 100x returns on their investments. So, if you want to secure funding for your game, you should aim for big revenue numbers, or at least make investors believe that your game can make $500M to $1B or more.

On the other hand, when you build a team, it’s better to start step-by-step, gradually building up your skills by releasing small games and then becoming big. But this sustainable model is hard to sell to investors.

So, we have a paradox: you need money to pay your people and make games, but by promising a billion dollars, you put yourself in a position that’s hard to sustain. Furthermore, if you pitch a billion-dollar game, you need to convince your team to make the best possible game, but with an unimaginable objective.

I personally prefer bootstrapping, but the struggle there is finding the right believers. Because, in any case, you need them.

Today is a good day

Yesterday under the shower, I had an “eureka” moment. Now I can continue with a project I had put on pause, because I have a new vision to work on. This breakthrough was possible because I put hours into studying a tool– a completely different kind of task. My mind started connecting the dots, and after a couple of “let’s try this…” attempts, I got it.

I am happy; now I have renewed energies to work on this.

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.

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.

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.

The ABC of personal branding

Days ago, on a private conversation, a LinkedIn friend of mine told me “you are the best game design influencer that I know”. I am thankful for that comment, also if I don’t consider myself an influencer. I prefer to use the term communicator.

I hold another interesting discussion on “personal branding” which together with that happening made me think… I don’t really believe in “personal branding”, and being an influencer, and stuff like that.

Branding is something manufactured, the risk with thinking in myself as a brand is to start perceive myself as a commodity, somehow.

I believe in ABC: acknowledgement, body of work, and character. I think I work a lot on that, more than branding.

And I worked it CBA:

1. Character building: this is something personal, everyone tackles this in a different ways and I cannot teach anyone how to do that. I can share one of my character built feature: I deliver, no matter what. I don’t say “I cannot do that in such a small time”. Of course, according to the time I can deliver something more or less detailed. But that’s on you that gave me that time, everything is pretty transparent. I wasn’t like that before had to build that. And that is just one thing among multiples.

2. Body of work: you will become better at the things you practice more often, simple as that. Many years ago, I decided to stop focusing on look for a job in games and started just practicing game design, every single day. Also small things, like listening to a podcast and taking notes, sketching my ways of working. Consistently I developed my body of work. Today I see something from my past and it’s so bad that I notice my progress and I am happy. Plus, thanks to these scrappy spreadsheets, today I have my personal way that brings me income.

3. Acknowledgement: this comes only as a consequence of C and B, you need to find your people. Campfires are better than social networks. A campfire is a group of few people, it can be a reddit group or a slack channel. Interact with like minded people, find people to admire and listen listen listen. And send DMs to listen more. On the other end, you need to work on something. And on that point especially nowadays I cannot teach anything, it’s so hard. But I can say that if you have a job and tomorrow lose it, consider the juggler metaphor, from Seth Godin.

Juggler metaphor: manies believe that the secret of a juggler is the catch. Truth is, the secret is the throw!

Consider each job you had and lost not like you failed a catch. You were learning how to throw better, like a juggler! By flipping your point of view on this (very hard, I still hold consequences of that process), you will get more authority over time.

Reworks and crossroads

Hey reader, thank you for being here today too. It’s been a while, I lost an important source of income and rearranged my forces these days. My game Pawtners Case is moving forward but slowly. Briefly speaking

  • I have pitched to a potential investor. They want to see a demo.
  • I sent the pitch to industry friends (if you’re one of them, thank you very much for your feedback again!) and spotted my potential weaknesses
  • I am rearrarging forces and trying to differentiate my business. In fact I cannot rely only on Pawtners Case to stay afloat. I need to find a source of income and also new projects.
  • I am also retaking my programming side, hope to show you something soon.

Good news I am here, healthy and alive. I have my challenges as you do have others for sure, but I am happy! The important thing at crossroards it’s to make a step forward for our rework.

Another chapter closed today

If you work in games during the next 5 years, you will probably work for or with Chinese companies.

Here in Southern Europe, the story was: China does things quickly and cheaply by copying. Today, in my industry and others, the story has changed. China now does better games. Maybe that story about doing things fast and dirty to arrive at perfection was true, in the end.

I have completed 5 months with Chinese developers and had challenges. I want to share my learning and also learn more from other people in my network and outside.

First of all, I have to say that I was born in Naples, Italy, and live in Barcelona, Spain. I speak 5 languages, and I am genuinely interested in other cultures. But still, I am biased like everyone. My intention is not to be disrespectful. I just want to share my observations through the lens of my context. And I repeat, I am interested in your takes.

Here’s what I have learnt in 5 months of working every day with Chinese colleagues:

1. They work a lot, and not because they are slaves of some system of sorts. They work a lot because they believe in community. Our concept of hard work here in Europe is related to our individual growth and improving shareholders’ value. In their case, it’s different: they work hard because they believe it improves society.

Fun fact: once I said “sorry, I don’t work on weekends”, and then I discovered that my sentence was offensive. Of course, it’s like saying, “Sorry, I don’t want to contribute to society” under their lens.

2. They will not argue nor question anything. A colleague told me that there is a saying in China: “Peace is the most valuable thing”. Here, we are way straighter in saying things, and sometimes we need conflict to progress. There, on the other hand, they are very polite. It was like working in the Italy of the ’50s in some cases.

Fun fact: during a meeting, an artist, red in the face, told to a European colleague, “you say a lot of f* words and it’s funny…”. It was embarrassing for them. Like I said, in the Italy of the ’50s, you didn’t say bad words!

3. They didn’t renounce their myth. In our culture, we passed (to say this very shortly) from myth to philosophy to science. Now, we “believe” in science mostly. For us, the term “myth” is similar somehow to a lie. “This is a myth” is like saying “this is false”. China has integrated the myth with the science, instead. And this reflects on their behavior and culture, a lot.

Fun fact: once I asked them, “why have Chinese games always hypersexualized characters?”. The CTO of the company answered me: “Because to us things like those are not important. These are just games and we want to sell them.”. Important things are others, in a society that didn’t lost the myth.

If you work with or for Chinese developers, please comment your thoughts!