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Tag: insight

Four alternatives to job interviews

The other day I made a post on my LinkedIn right after posting about the same thing here on my blog. Happens many times that the second post is better than the first one. Reactions are good and I had interesting conversations with people because of that.

If you are looking for a job and you ask any expert, the things they would say you will include:

  • Apply to job offers and get interviews
  • Become a specialist in a field
  • Show up, show up, show up!

This is the playbook, the standard thing. This process will put you in the game of people looking for the “top talent”. The best of the best. I was reading a post boasting that a job they were offering had already more than 300 applications from veterans from top companies. Horrible thing, what are you waiting for? Is that a selection process or a battle royale?

Today I want to propose 4 alternative ways of getting yourself through. No one of them is easy, or evident.

  1. Offer something unique. Something you know that only you and a few people like you can offer. To do that, you should work a lot on understanding what you can offer.
  2. Have people that follow your steps. People that when you are there they are beside you. Start a community around something.
  3. Be famous for something. This is probably the least easy solution.
  4. The easier: become everything you miss to make the job you want to do. Do you want to be a game designer? Become a producer, a marketer, and a programmer too. Make your things become an entire company (with very small projects) and put them out there.

Either of these four things is better than spending hours every week making interviews and assignments that, believe me, rarely bring you to land a job.

Be a gatekeeper

Back in the days, when video games starting to be a business, gatekeepers were physical locations (the arcades). You reached your friends there and you played what was present based on the distribution in that area.

Then the console era started, and the shops became the gatekeepers. They decided to put a game more or less visible on the shelves.

Today is extremely easy to develop and put a game out there, there is no friction for that. Also, it’s getting harder and harder to get the attention of the people. The friction imposed by technological limitations was helpful for the few brave enough to decide making video games.

Today, everyone can be a game developer. Also modding has become easier and you can earn solid money with that. Look at the last news from Epic on UEFN, for instance. There is no friction anymore, so where is the secret of going forward?

Tech today lets us become gatekeepers of our own content. We need to find ways of finding and serving very well our audience. It can be small, but it should be happy and engaged. That’s where the secret lies for the companies of the future.

First Playtest for The Dark Zone

After a couple of days working on my first map and getting confidence with UEFN, I have a first version of The Dark Zone, a classic Quake deathmatch map to test.

I want to test specifically three things:

  • The dimensions: I had to scale the map up because of many reasons. Usually, in Fortnite, there are more players. Also, I want to express a sense of reverence towards the classics of the genre. Plus, the metrics of Fortnite permit the Players to move more agile across a map. Players can slide, run, crouch, and many things more.
  • The lights: the standard lighting system for Fortnite is very plain, but also better in terms of contrast. Still, I want to represent the darkness of these classics but at the same time make the visuals always readable.
  • Weapons: Fortnite has too many mechanics and weapons, and I have to convert somehow the weapons from Quake to a Fortnite counterpart. That can lead to a lot of balancing issues. I need to test it.

Talent and Effort

Talent is something that you have or you don’t. You can cultivate it or ignore it. You can also never discover your talent in your whole life. You can work on something, play with something, or make something without any talent. If you do anything with talent, everyone notices it.

Effort is a choice. If you don’t put effort into something it’s because you don’t want to. The context can influence the effort you put into something. You can also measure the effort and its results.

Four scenarios:

  1. You have talent and you choose to put effort into something. Best case scenario, you are the Nick Cave of what you do. Or the Maradona. Whatever you prefer.
  2. You have a talent for something, but you don’t put effort into it. You will never discover what you’re capable of. You can live with that, no worries.
  3. You don’t have talent but you want to do something. You put the effort in. The majority of successful professionals are like that. The important thing is to be aware of that and stay humble. Also, respect (and steal) talents when you spot them, which is not always easy.
  4. You don’t have talent and you don’t want to put any effort. This is a significant portion of people living in this World, as far as I perceive. In the case of creativity (art, writing, design, engineering, science, faith) an impressive business is building for them: generative AI.

Unprofessionalism

The recent news in the games industry comes with a bunch of social actions that are unprofessional. In this post, I would like to point those out (without saying names, of course).

The first thing is using bad words and cursing while posting about something. It doesn’t make you feel smarter, also if your content can be more viral. Believe me.

The second behavior is to speak regarding something you don’t know. “Company X laid off YYYY people, shame on you!”. Why are you doing that? Do you really know why it happened? No, you don’t.

The third issue is with people sharing WIP projects on social. Finish things, and show what you are proud of. It’s OK to share that you are working on something if you are looking for help, but it’s not OK to show something incomplete hoping that someone will hire you.

Last thing, we all like humor and cynicism but if you are constantly posting just that you are not putting yourself in a good light. You can look smart and experienced at the start, but then it’s tiring.

Do this instead

  • Try to evolve your communication style and channels
  • Analyze what you post and the results you have
  • Speak always politely, be always gentle

(I wish I could follow these things myself. Unfortunately, it’s not always possible because of the context and design of certain platforms)

Is the games industry even a thing?

Over the past six months or so, the very concept of “making a career in the video game industry” has completely evaporated from my mind.

There is no industry, because there are no guarantees or responsibilities. Whoever breaks it (for example by bargaining much more than you should) doesn’t pay. Indeed, the annual bonus is guaranteed by adjusting numbers on an Excel. Most often, numbers represent people.

The famous “industry” is nothing more than a mass of people who don’t even play video games and who create companies essentially to sell them. In the renowned “industry”, video games are almost an accident, they are not the important thing.

People who dream of video games, who study, who work their asses off, are tossed left and right like cattle. In the illusion of being able to create experiences that make other people dream. I understood this many years ago, thank God.

But it’s just an illusion, it doesn’t exist. The best thing is to do it in your small way and create your opportunities. Much safer, even if it doesn’t seem like it at first glance.

Emergency is the future

The future of games is not made of new venues to cover. With mobile phones, we covered everything. I had my students playing games while I was explaining something important for their future. Who never?

It is not made of new spending habits. Even if the crypto-bros are right, even if the people will pay for games and things to trade in bitcoins (that will never happen), this will not determine a new era. Because the future of games will be related to the gameplay itself.

The future of games will be not putting monitors closer to our eyes hoping for more engagement. VR is causing headaches, people have been trying to sell that thing for 40 years. Steve Jobs would have never produced a dive mask to go on the streets, I am sure.

So where is the future of games? Well, I don’t know. What I do know is that is always an iteration of something we already have. For instance, the f2p mobile games era (which we can say was revolutionary) was built on top of the Java apps for cellphones, promoted by NOKIA in the Nordics, mainly.

If we look at games that are successful right now, they all offer some level of emergent gameplay. Look at FPS, survival, and horror out there. Look at the top games, the ones that make billions. They all permit a certain level of things you can do if we think laterally about the mechanics. And that unleashes a series of videos and things that people enjoy.

When you think of making a game for streamers, think mainly about emergencies. Do the same when you think of a game for TikTokers. It has always been like that: people want to find in video games something different from real life. Something they cannot do. A playful space to explore. That is where the future of games lies, I am sure.

Build a better future company

The network is flooded with bad news and hype around new technologies. Then there is the good news that comes from games like Lethal Company or Palworld. All these games share something: are made by inexperienced people. Juniors, to use the corporate jargon.

I see many experts explaining the possible benefits of blockchain, AI, Apple Vision PRO, and other new things that do not have demonstrated anything to the World. They do this to attract investments or offer their consultancies. I get it, I am a consultant too.

If I ignore the hype, thou, I see some bad trends. Corporations are not experimenting really with gameplay. They are chasing formulas, using old IPs, creating remakes, and also producing new GaaS games that add NOTHING to the market value. Like water, you can have different bottles and brands. Still, it’s always water. We can discuss the minerals inside of that water, but yeah… it’s water!

I really believe that the best way to build the company of the future is to hire more juniors and let them work, not investing in new technologies just because is cool.

Don’t get me wrong: I really appreciate the experience, but experienced people like me are very biased too. Maybe we should focus our efforts on guiding these new energies in a meaningful way. Preparing roadmaps, and supporting their ideas with no bias. And in 5-10 years, I am sure, you will have a very strong company with cool IPs.

Mobile f2p 4x starter

One of the most beloved genres of mobile games is 4X. In case you don’t know, the genre was born on PC. 4X means eXplore, eXpand, eXploit, and eXterminate. 

I watched this beautiful deconstruction of a popular title these days. Deconstructor of Fun is deconstructing the fun again, I have to say!

It is an expensive genre to develop especially if you are giving it for free, for example using the free-to-play business model, it is better to think well in designing each part scalable and monetizable.

The game loop

In the following diagram, I resume the typical game loop for mobile f2p 4X games and detail the three typical metagame loops associated with:

The economy of these games is generally based on:

  • Resources: usually represented with raw materials such as wood, iron, and so on. The basic building block for everything.
  • Buildings: you need to build to grow your empire, useful to eXploit the land
  • Crafts: the technology you can use to craft
    • Craft rate: the speed of crafting using buildings
    • Craft options: the kind of things you can craft
  • Troops: a consumable used to eXplore and eXpand
  • Heroes: characters that lead the troops, useful to eXplore and eXterminate
    • Hero XP: often represented with shards, useful to level up the heroes
    • Hero gear: useful to power up the heroes
    • Hero Level: the level of the hero

Monetization

“Monetize or die”, says someone. And I cannot agree more with that statement. Remember you are giving a sophisticated piece of software for free. You need to think that a very small part of the audience will pay for that. To do that, you should have a very deep spend depth in your game. Here are some classic methods:

  • Build: the build loop uses resources to build new structures after waiting time
    • Resources can be monetized
    • Time (speed up) can be monetized
    • Builders (building slots) can be monetized. They are often part of the starter pack, the succulent first euro you are supposed to spend into the game. Very valuable.
  • Upgrade: to upgrade your building you use the same things as for building.
    • You can add a layer of ADs for freemium players to watch and speed things up, especially when they have little time remaining.
  • Train: you need troops to attack others, and those are created using time and slots
    • You can monetize the time to speed up
    • You can make the players purchase extra slots. This can be also part of some high-conversion item
  • Level-up Heroes: heroes are key for certain missions and special features, like social features or battle modes
    • You can monetize heroes directly (not recommended), but you can offer them in loot boxes/gachas
    • You can add them in a season pass, some subscription service that unlocks heroes with progress
    • You can sell special gear from them
    • You can have specific shards for hero level-up or get special shards
  • 4X: this is the real goal of the game and permits to have more opportunities to monetize all the rest
    • How many buildings do you have?
      • How many levels can you upgrade them?
    • How many heroes do you have?
      • What are the chances to get those heroes?
    • How many troops do you need to attack?
      • What is the cost in time to get them?
    • And so on…

Conclusion

I hope you liked this brief introduction, my intention is to communicate that you should stay aware of these concepts:

  • The Game Loop: the sequence of features that the Players should engage with over and over in order to progress through the game
  • The Meta Loops: the things that make your players think about your game where they are not playing.
  • The spend depth: every member of the game loop has to be monetized! 

Monetization is not a bad thing, it is what keeps your Players engaged!

The adjacency of marketing

There are designers and marketers, creative and tricky/boring stuff to do. One thing is always there: both are absolutely necessary for the success of a game. And so, for the success of a company.

A game company is run by business people, but games are made by developers and creative. Sometimes business people are very creative, sometimes developers are very aware of the business of making games.

In 2024, having marketing knowledge will be a boost for professional game designers. If you want to create your games like an artist, you have the opportunity to create your IPs and eventually get rich. But if you, like me, are here to serve other people and businesses you should aim to learn marketing.

Marketing, just like writing and art, is an adjacent space to explore and study. Very important to be aware of it and very few people are. It’s boring as heck, but it’s part of the craft to me.