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Tag: howto

New project: UEFN Good Ol’ FRAG

Starting today I want to explore more the world of UEFN. I played a little with the experiences you have available on Fortnite right now and… oh my goodness, they are complete disasters from a level design perspective. What are we feeding our kids??? what?? *dramatic*

So I had this idea: recreate the most beloved maps from classic FRAG multiplayers within Fortnite. I need of course to tweak for 3rd person these maps, but my vision is pretty much this: to recreate classics in Fortnite. Because I want the kids to grow with serious stuff! (and if I can generate some income meanwhile, better)

I started by going on Copilot to look for data:

You are the lead game designer of a new project that involves Fortnite. Using UEFN, the project is to recreate the best maps that belong to classics of frag games (quake, unreal, and so on) in Fortnite. Converting them into modern versions. Make a table with the most enjoyed maps. On one column put the map name, on the second one a map image, third one the game, fourth column put the year and last column put notes on how to give them a modern touch

Prompt for Copilot

And I got a whole spreadsheet with a couple of tweaks:

I added some metadata and screenshots for the maps. So I am ready to start exploring classics!

How to evolve chores

Any video game sets up routines for the Players. Certain genres, like RPG and survival, are based on the concept of grinding. Grinding is making certain things over and over to achieve certain results. Often related to power-progression.

The art of game design in this case is being able to anticipate when certain tasks become a chore and make them evolve into something else. Usually, there are two steps:

  1. First, you make them automate something
  2. Then you give them the possibility to evolve the system so that the player becomes something new.

An interesting example of that is the game V-Rising. You are a vampire building an empire. And you have chores to do, collect things, craft other things, and so on.

The game lets you build special floors that boost that part, so that the game becomes a matter of designing your castle, more than building the next thing to improve your crafts.

Designing Journeys

I am designing the journey of a game for a client these days. It is a fun activity, also when you don’t have all the information you need to complete it. Anyway, it can be struggling, because it is very critical for the entire project.

A journey is the prediction of how the Players should behave in the game. At the same time, a journey imagines what the game offers to the Players, according to each stage they are in. When the journey is extremely detailed, usually you have a game with less freedom. The possibility space leaves fewer choices for the Players. When the journey is just sketched, you may oversee things too much.

General rules for journeys

  • Draft your journeys on a spreadsheet
  • The first column (or one of the first columns) should always be regarding the time
  • There should be some feature to represent the stage of the Players inside of the game. In many games it is level
  • You can briefly describe what the Players should do and the narrative around it given by the game
  • Each step should have its goals
  • Each goal should be reached using at least a single mechanic, or a combination of mechanics (skill atom). The key here is to always teach something. Remember: to have fun is to learn
  • You can define the challenges that the players will find over the journeys
  • Reaching each goal (every line/step of the journey) should unlock something meaningful for the next steps of the journey

It is hard to imagine exactly how the whole game should go. Especially with big games. Journeys are usually iterative, at the project start you have less definition and more questions. You can add those questions in a separate column. It is not necessary to balance at this stage, keep it clean and balance later. The last thing, journeys are very much needed also for simple puzzle games. In that case, we talk of the beat chart more than the journey.

Portfolio for juniors

The other day a guy asked me: “Should I add game deconstructions to my portfolio?”. He is a student, willing to join a company as a junior tech designer. I said “no”, and I was not sure it was the right answer after all.

When a company looks for a junior designer, it is not to grow their talent and all that. They derive technical tasks for the juniors. The seniors can focus on things related to the vision and the design strategy, then. Imagine you are a recruiter or a manager looking at a portfolio. What do you focus on?

The answer is that you focus on the technical skills. You want to know if you can give technical tasks to them. You want to know if with them you will be able to focus on higher-level chores.

A portfolio should be concise and straight to the point. Show 3-5 projects focusing on very technical things when you are a junior. Leave the analysis and the breakdowns to senior professionals on their blogs. They do not have time to focus on tech stuff.

A sit at the table

Companies hire game designers (and other profiles) to build their business. Game designers have a specific focus on features and content. When we design features, the best way of showing their value is to focus on the benefits of that feature.

  • Business leaders love to hear about the impact of a certain feature, more than the quality of it.
  • It’s better to speak about the benefits of reducing cognitive load instead of selling a “cleaner” design.
  • One of the goals of feature design is to improve the long-term profit, more than improving the gameplay.
  • Things like accessibility, inclusivity, and so on are useful to reach untapped markets. They are not just a good thing to do.
  • Managers love to hear how to improve the path to purchase, more than vague concepts like flow.

If more designers take this approach, we will see less of them switching to Product Manager roles just to get a sit at the table.

Top game design voice badge

I have been on LinkedIn for 14 years. I use that platform a lot because of my personal branding activities. When I was fired from Digital Chocolate, because of a bad relationship with my direct manager, I decided to become the best game designer I could possibly become. Part of my strategy involved starting to share my ideas and discoveries of this complex micro world.

In fact, you need to explain things to others to become a recognized expert. It’s not just walk the walk, you need to talk the talk. Also, the language of business is not my native one, so I needed a tool to improve my English. I needed to find my own voice.

And the results are good, I have a healthy small business with my clients. Also, when I go to local meetups often I am reached by people that I don’t know who thank me for something related to my writings and videos. I can say that I feel I am in a good way. Of course, many things can happen and I can screw everything up with a mistake. In fact, pushing your ideas out there is no easy task.

Collaborative articles

For all this, I have never received any badge of any sort. But then LinkedIn published a new feature, called collaborative articles. That feature is probably meant to substitute experts in certain fields in the future. I honestly hate it. So I decided to take action.

Every morning I do this:

  1. I select randomly 5 collaborative articles on Game Design
  2. I copy one of the questions, also a random
  3. I paste it on Bing AI
  4. Then I copy and paste back part of the answer

Tadaaa! In just 10 days I got my badge. It was just grinding, nothing more. These social networks don’t care about the true value of their content.

Are you on the right path?

This is a question that pops out often while you are making a new game. Especially when you lead business discussions as a game designer. You often need to see your work greenlighted by some marketer or business guy. That’s because they are often at the top.

But the question focuses on the outcome, on something that nobody can control. Often, there are “fortune tellers” in companies that win the internal battles just because they can be very convincing. But nobody can predict the revenue of a game in development.

You can have the top talent and a system that is informed with data. With that, you can cope, adjust, and leverage the unpredictability. That’s it, and it’s more than enough!

Do you want to know if you are on the right path? Are you making the best game you can with the resources you have? Then, you are.

The most sincere form of flattery

Clone

  • a plant or animal that has the same genes as the original from which it was produced
  • someone or something that looks very much like someone or something else
  • a computer that operates in a very similar way to the one that it was copied from

You will never be a professional game designer until you understand the art of cloning. From a first perception, it may seem like something unfair. You are stealing, copying, and ripping things off. But it’s not. Cloning is the most sincere form of flattery.

The risk of copycats

The problem with cloning in companies is that businesses are led by business people. People working ON the game. And business people are not designers (usually). When they see that there is something successful, they want to replicate the success. The smartest ones dream to make it grow better than the original.

And that becomes a problem, often, for designers. More in general, for developers. For people working IN the game. While we struggle to find the best way of understanding why something is working and how to improve it… Looking for other games that the same core audience is playing, to find how to integrate… the “orders” we receive is to put “that thing that the CEO’s son saw in that game” in. No discussions.

What to do?

The non-obvious solution, to me, is that designers should earn a sit at the table. And to do that, you need to learn the business language and adapt to it. If your company decides it will dedicate its effort to hybrid casual games (it’s a mere example), it’s a loss from a creative point of view. Your Players will never look for a hybrid casual game. They will look for a simple game to play on their mobile phone. It makes no sense, from the client’s perspective, that kind of wording. So our goal is to understand how to communicate with the business in their crazy way while we work for the Players.

Factors, scope and popularity

Every game plays around 3 factors: skill, luck, and stats.

  • The first is the actual cognitive effort required to play it.
  • Luck is about everything generated at runtime, developers set up rules for generation.
  • Stats are carefully designed values that give the Players the first goal: grow them.

There are skill-based, luck-based, and stat-based games. Games whose principal factor is one of the 3. Within this game is possible to add more of the other 2 factors. You may earn more opportunities, for instance for monetization. On the other hand, you complicate a little the things. This translates usually to a more niche game.

What’s the key to creativity? The capacity of scoping things, removing the superfluous. Many successful games started with this concept in mind. Eventually, they evolved more complicated as their popularity grew. Some of the new Players will resist a little bit of friction to be part of the crowd, to not be left out. It’s important to see where they started if you desire to replicate their success.

The first production tip

We can speak ages about games production and how to manage people. But there are things that are universal and very useful.

  • Make a list of features you would like to see into your game
  • Order them by priority. Priority is calculated based on specific factors, it’s a formula
  • take the top 3 in your list and set the next deadline at 6-10 weeks around them.