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Tips for writing better documents

I joined a list of mentors in the games industry a while ago. I receive messages from all over the World that make me think a lot. Very grateful for receiving those energies from different cultures and people.

One of the most common requests I get is about how to write better design documents. The main issue with documents is the harsh reality that most people don’t want to read. Also if some of them have this duty, I have noticed that oftentimes they keep what you said in a presentation or chat. So, why boring to write a wall of text?

It’s important to write a lot on the game we are making, for ourselves. It is not important, instead, to write a lot for others to read. That is my point. I do like this.

  • I start by writing by hand on paper. Very important to create meaningful connections in my brain. I don’t get the same result when I write on a keyboard.
  • I continue by writing digitally a short resume of what I wrote on paper. Sometimes very short.
  • When something needs more words, I create an image instead. It can be a flowchart, a UX flow, a wireframe, or a sketch.
  • Then I read the document again in a loud voice. This makes me spot things that are hard to read. It has to be aloud. Don’t be shy, don’t be lazy. It doesn’t work if you read in your mind.
  • If I have time, I try to add something fun to spot in the most boring parts. That happens very few times, honestly.

When the boss gets in the middle

Every game designer has experienced at least once in their life the horrible feeling of being deprived of their ownership.

You design a new game mode, a mechanic, a progression, an economy. You spend your attention and energy on it, perhaps for weeks. And the person in charge of the project, a producer or product manager, changes everything without warning.

It’s hard, I’ve even left companies for things like this. But it happens. It’s a huge lack of respect disguised as “sorry, but the project needs this“, “the data speaks clearly!“, “I wasn’t convinced…“.

The reality is that there are very few true creative leaders and changing numbers on a spreadsheet or in-game setups requires no skill. The pressure that some people feel leads them to this disastrous behavior. So what to do?

Seeking an agreement and understanding the problem is the first step. Many people want to be successful, others want the team to be successful. Some think more broadly about the entire company. We need to understand what motivated the choice.

This is a wrong choice, in every sense. A serious mistake. But we do it too, let’s remember this. I therefore recommend staying calm to make the correct decision.

Making games is hard…

We will live more!

Any technology and platform, like all human things, has a beginning, a development, and an end.

Some of the technologies we use today to make games, and the platforms we distribute them on, will be gone in 3-5 years. It’s hard to keep up with time, which is why so many video game creators from the past no longer deal with it.

If our intention is to try to last longer in the industry, we must develop a true love for the profession and also try to avoid situations that can restrict our potential.

  • I’m not a mobile level designer, I’m a game designer
  • I’m not a Unity developer, I’m a game developer
  • I’m not a realistic-style concept artist, I’m a game artist

Specializations are great at the beginning of a career to find your first job. If your personal brand says “casual games economy designer” and it works, that’s fine.

But inside, in our moments of study and passion, we cannot and must not limit ourselves. Trend passes and the company that develops that particular technology doesn’t survive. If we love the main branch of our work, the generalist thing, there is no problem.

We will be able to see the practical benefits even in a completely different environment. We will live more!

Designing tools

We always talk about target audiences, game loops, and meta mechanics. Much of a game designer’s job is to help design the tools needed to generate content. Be they the levels, dialogues, cutscenes, source-sink systems, etc.

The first piece of advice is that the work speeds up a lot for the first versions of a feature if we think of a single path. Too many variables to control slow down the development of the first iteration. Better to go direct with a concrete version with concrete numbers.

The second piece of advice is to prepare tools that serve the game you are creating. Thinking too far ahead, perhaps about future games, makes you lose the main focus. The focus must be on creating the best game possible. Leave the vision of the big picture to the product managers, and focus on the design of the game in question.

The last tip is to think modularly. A useful tool must be designed so that it can be unplugged whenever you want and inserted into other projects that could use it. Communicate with the engineers this intention and design a versatile and modular tool.

Questions to ask on culture

It happens to many of us to join a company and realize that it is not the place for us. Not for the product, not for the people, but for the type of culture there.

During some selection processes, we have the opportunity to speak with the founders. There is always a moment when they ask us if we have any questions. I recommend these 3 questions to understand where you are going to end up.

Are you running a race or a ride?

There is no right or wrong answer to this question. There are professionals who prefer racing. They want to feel the adrenaline rush and get some results first. Train hard and work hard. They don’t like to lose the race. They want to be at least on the podium and bet everything in their lives on that.

There are other professionals who, like me, want to last 100 years. If some competitor does better, who cares? There’s room for everyone. Take it easy. Do your job with patience, and dedicate yourself to those hours with all of yourself. But remember that life has many facets, not just work.

Fun fact: I worked for a beautiful company that ran a ride. The company was bought by a multinational whose vision was: “to become the best f2p company in the world“. From ride, work turned to race. In a race, people are left behind. I jumped ship immediately. Many of my former colleagues were fired in 1 year, probably for some number on a spreadsheet. Do you read the company vision? Do you meditate on that? That is very important, believe me.

I’m working for you. What are the elements that will lead you to say “nice job” in 6 months?

This question is essential to understand what are the things that the company is looking for. All businesses want to make big profits, big and small. This is obvious, otherwise, a sane person would never get into entrepreneurial ventures.

There are many different types of leaders. Ask this question and listen carefully to the answer.

Fun fact: I was in a bar having an informal interview with a company that wanted to land in Barcelona. I asked this question to the person who was supposed to be my future boss. This person replies “I’ll tell you that you’re doing a good job if I’m drinking champagne from PRADA shoes! Hahaha!“. I finished my coffee, said goodbye politely, and left. The company has never been able to create anything here.

If you fired in the last year, could you tell me why?

This is a question that will make us understand the intentions of the companies. It’s a question I’ve never asked anyone. Today I only interview for companies that really interest me. With solid projects.

But given the recent times, where the job market treat people like commodities. This question is fundamental.

In fact, we need to understand what kind of monster we are entering through the jaws. If this monster will spit us out, shit us out.

Or if we will become part of his organism contributing to its functioning.

Conclusion

People who don’t know how to manage often manipulate the topic of cultural fit to serve their ego. Other times, it professionals who don’t know how to ask questions view this topic not so important.

Remember: you should become the member of a company to improve its culture. No one should never force you in their schema.

Exciting goals

The structure of the objectives of a game must be clear, but also and above all exciting.

At the time of classic arcade games, players had to pass the level and get the highest score. This was exciting in that context, where one could brag to friends or show off one’s prowess.

The console age built on that, adding storytelling over the years. Also in other contexts, the players could comment on their achievements. I remember phone calls with friends to explain how to beat a Weapon in Final Fantasy VII. Strategy guides and magazines with reviews were popular. And it was like this thanks to this desire to understand and discover new exciting goals to achieve.

Social games have summed up all this past, allowing us to collaborate to achieve goals. The metagame concept has developed, you can reach certain objectives even without playing. The experience allows even casual players to take part in something fun. There was also a cleaning up of objectives that were getting too complex. This is thanks to understanding and profiling players.

As game designers, we must always ask ourselves where they will play and how much time they will want to invest.

Fun fact: the most engaged casual players and those who will spend the most will

  1. come back every day (regulars)
  2. come for a minute, but stay for an hour.

How to find a new job

I’ve been reading about a lot of layoffs in the industry lately. Many people give advice on finding a job and share their experiences. It’s great to see everyone working together.

Someone is capable of arming a portfolio to make the leads of the most renowned companies envious. Someone else manages to work in a bar gradually creating his game in his spare time. There are people who are very good at making new contacts and making themselves known. Others prefer to write or record videos. There are many ways and there is no need to get anxious and try to cover everything.

  • Do you have anything to say?
  • do you have something to show?
  • Do you have the opportunity to meet someone?
  • do you want to earn money doing another job at least for a while?
  • do you have the possibility to keep yourself without entrances for a while?
  • have an idea for a game?
  • Do you know which companies you would like to work for?
  • Do you have any idea of the specialty you want to acquire?

As far as I’m concerned, it’s hard to find universal advice to give to everyone. Each person is a world, everyone lives in a different context. Make contacts, have a portfolio, be kind, learn something every day, and dedicate yourself to a small project every month. They are all valid advice, but also very general. The human being is not a machine that receives instructions and executes, there are many factors at play.

Here’s what worked for me:

  1. think about making contacts rather than making a portfolio.
  2. be omnipresent at local events and always try to help before asking for help.
  3. ask for help.
  4. immediately move away from realities or people who don’t want me.

I don’t have an online portfolio, except an old link. I prefer to have a blog where I show my thoughts. And I do it because I don’t care to be evaluated for my technical skills. I don’t have to prove anything to anyone, least of all skills that can be acquired in 10 minutes of a YouTube tutorial.

The first step for a good prototype

Imagine you have to inform programmers about the development of a new feature. For the first iteration, it is always better to think of a single use case.

We game designers think in systems. Some go so far as to say “Game design is system design”. A system means having actors in a relationship, creating a space of possibilities.

For a new feature, it’s best to think of a single path to implement first. Someone talks about MVP, a minimum viable product. I have always preferred the expression “prototype”.

Without losing sight of the vision, respect the steps necessary for its development. The first step is best to be on the direct path.

Narrative matters

I hear too often “Nobody gives a darn about narrative in games”. Or “no one reads on mobile”.

But every successful game I know has a strong narrative component. Narrative is not the line of text, it is the sequence of events that creates a story together with the players.

use a star -> dialogue -> select decoration -> room upgrade -> dialogue -> new tasks -> new level

This is narrative.

swipe -> match -> explosion -> cascade -> match -> special tile -> … -> TASTY!

This is also narrative.

arena overview -> goal -> countdown -> GO! -> move character -> spot enemy -> hide -> collect gem

And this as well.

The story stack

Often we stuff a mediocre game with readable content in hopes that players will get hooked “for the story”. In this case, the risks of having an expensive and poorly thought-out product increase. A story should always be seen as the last step of a good game.

  • Fantasy comes first
  • Then come the actions that can be performed on the fantasy
  • Then comes the system of resources, rewards, and the game economy
  • The world is built on this
  • Stories can happen in the world.

If we start from the other side, however, it works for visual novels but not for mechanic based games.

Creativity and patience

For me, there is a direct relationship between creativity and patience. Ideas need to rest before being properly evaluated. Teams need to have the space to make their own journey and thoughts to make a game happen.

Most games never get published. This is due to many factors. But, a good pre-production phase helps mitigate the risk of not seeing the light.

I’ve read many articles explaining how AI tools help speed up the pre-production stage of a game. Some say that companies can also create content faster. I am very skeptical on this point.

In the pre-production phase, a team measures its potential toward a concrete challenge. The AI tools promise to give us concept art of a pretty high standard in minutes. We can also create stories and document templates. We can get quick code snippets.

But then we’ll find ourselves having to edit here and there. This editing process is different from the process that created successful games.

Since when did we decide that faster is better?

A good dish takes time to cook. A good vertical slice or demo, too. People need time to make meaningful connections, the sparks that ignite the engines. If we entrust this process to machines, then we end up working for the machine.

I enter my prompt and await the results. I review and analyze them. I iterate with these results by introducing more prompts. I review everything and make my changes. Instead of me acting and creating, it’s like I’m making corrections to an assistant. And it’s one of the worst assistants because it doesn’t actually think!

Fail faster is good advice, but it doesn’t mean we have to rush things. If something not created by us fails, it will be more difficult to grow. We will have no memory or connections that will make us understand which steps need to improve.

When did we decide that jumbled datasets are better than looking for references?

People need the process of searching for references to achieve creative goals. While the result of a prompt may appear to have excellent quality, it is still a mindless mixing of elements.

Our urge to have “the thing” now causes us to end up feeding a machine that will create something average. It makes us disperse in a mass.

The process that created the hit games that are on everyone’s lips works differently. There are two types of goals, project goals and personal goals. Every maker must have time to reflect. This time is invested in looking for references and organizing them. The same goes for an artist, a writer and a programmer. If this process is skipped in the name of speed, we will be acting like monkeys. Can we make something good? Just by chance.

Is it possible to use these tools in a healthy way?

The quick answer is no because datasets are a sophisticated intellectual property assault.

For the extended answer, imagine that there is no ethical/legal problem. Assume that the datasets are completely legitimate.

These tools can be used to unlock meaningful internal conversations for the team.

If I, a game designer, have to communicate some concepts to artists, these tools can facilitate my work. If a producer is briefing game writers, these tools can help estimate the number of words to use.

AI tools can help us learn to communicate with people belonging to other departments.

There is a direct correlation between the time a team works together and their odds of success. We should foster this necessary time with patience.

  • Instead of thinking about speeding up critical passages, let’s improve cross-department communication.
  • Instead of trying to get to the end faster, let’s improve our understanding of how everything contributes to it.