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Tag: inspiration

Definition of mechanics and features

How do you define mechanics and features? This is very important for the success of the development. Many times, we think that just talking about something makes that clear for anyone. This is the most common mistake of inexperienced game designers.

“It’s simple, the character moves with the stick and shoots with the right trigger!”

With this sentence I have a gameplay in my mind and you have another.

You should really make the effort of empathizing with the people you are speaking with. Be as visual as possible. 60% visuals, 30% multimedia and only 10% written content is what I try to follow. It is better to speak on something visual and then find and solve all the related problems. 

Often, the things we define will require some further set up. Maybe you will have to decide the speed of something. Maybe the odds for some reward. The best way to communicate this is to show clearly how you would like to set up the things, in the engine you are using or in some spreadsheet! 

Do them a favor: speak about your needs!

How to build a Metaverse in 4 simple steps

Simple is not easy, of course. I am writing this post because of the continuous DMs on all channels from small ad agencies who would like to have the help of some cheap designer in southern Europe to build what Mark Zuckerberg is building.

Instead of just adding their contact to the spam filter, I would like to give them a guide to build their Metaverse themselves. Let’s go!

Simple Step 1 – Have a team

Games are made with a complete team of people working hard together to serve some audience with a game product or service. If you don’t have a team already, it is very simple: you have to build one! You don’t want to pay a third party to build your core business, don’t you?

Simple Step 2 – Have a team that completes projects

You have to know that the vast majority of video games that are being produced right now will never be released.  The reasons are multiple: no money, no people, no idea of the business are the main ones. Once you have a team, be simple: research small games and let your team make them. Let them prove they can complete a project from start to finish. Don’t be complex, don’t think in the CRYPTOMETACHAIN yet, think in just complete games.

Simple Step 3 – Have a team that completes projects and sells them

The next thing is to be able to market and sell your video games. That is not an easy task, statistics out there speak clearly: more than 90% of video games never get their investment back. Before conquering the World with your fantastic metaverse on the crypto whatever you may want to assure that you know how to sell your games.

Simple Step 4 – Have a team that completes projects and sells so many copies of them that creates an intellectual property

Apart from passing fashions, one thing is clear regarding metaverses: they are virtual places where real people value virtual things equal or greater than real objects. For a metaverse to be really successful in terms of revenues you may want your Players to receive and create great stories on your platform. If you have a strong IP such as Super Mario or Sonic, you will more probably attract the interests toward your platform more than the other metaverse done by one of the richest men in the World. Which is clearly not your case, because otherwise you were not reading these words.

Remember: simple is not easy. In fact, those are very hard steps. Making video games is not like playing video games, but it can be very simple: is just a matter of controlling your ambition according to the resources and the people you have to realize them.

Napoli, my place!

I am writing this post from my hometown Naples, in Italy. This is the city where the Pizza was born when the queen of Italy, Margherita di Savoia, was going to the south of the country to visit the people here. That is why the first, and maybe most famous, pizza in the World has the color of the Italian flag and is named Margherita.

Dude look: the perfection!

This city has two active volcanoes, Vesuvius and Campi Flegrei. As you can imagine it is not the safest place in the World. Still it is my mother, here I grew until 28 and here is where I had my basic education. 

With the Pandemic, my job literally exploded. I now work for a company but I offer my services to a client here in Naples. They offer me their office space also when I am here. The client is AppIdeas, they are a strong team doing hypercasual games for publishers. 

This year we had also a success, the hit Level Up Runner reached more than 1 million people. You may want to check it out!

Revenue on SensorTower doesn’t take ads in account for estimations

I really hope this is the start of a new sector here in Italy. Right now there is not so much, especially in the South. Someone has to start helping, I think. I will definitely try it!

Have you created your framework yet?

I have been observing the profiles of the most renowned game designers for some time. They all have one thing in common: they have developed frameworks and shared them with the world.

What are the tools and methodologies you use the most to tackle problems? Group everything, create a mind map, and share your thoughts every now and then. Your framework is interesting to the world, believe me!

Don’t waste any more time, start building your frameworks. It helps to think about everything in the form of a system. Excellent tool for optimizing times!

How to self-educate in designing games

Improve your design abilities adapting this writing method by Benjamin Franklin.

Benjamin Franklin was born poor and he stopped being educated when he was 10 years old. He developed a method of self-education and became great at writing informative texts. Here there is his method:

“I took some of the papers, and, making short hints of the sentiment in each sentence, laid them by a few days, and then, without looking at the book, tried to complete the papers again, by expressing each hinted sentiment at length, and as fully as it had been expressed before, in any suitable words that should come to hand. Then I compared my Spectator with the original, discovered some of my faults, and corrected them.”

Can this be adapted to game design?

Try this:

  1. Find good videogames and make hints of every interesting part you see. Start from the brickfile.
  2. Wait for a few days and then come back to the hints. Who is the target of this game?
  3. Try to reconstruct the features and mechanics that you can reconstruct. Focus on the simple things, don’t overcomplicate it.
  4. Wait again for a few days and then come back. Does that make sense? Is the audience the same again or you are looking for other kind of Players?
  5. Repeat 3 and 4 until you are happy with your result
  6. Prototype just the things you improved!

An honest and personal post about how I became a professional game designer

If you want to get a job as a game designer do the job, don’t look for it. You have to be already working as a game designer if you want to hope to being paid for that.

I remember when I was compulsively looking for a job sending resumes. Poor me.

“I sent 5 resumes today, I have done my job.”. That was my comfort zone.

Some job offer put “having participated in at least 5 projects from start to end”. Some other was more intrepid: “having participated in the complete development of a TOP250 grossing game”. The good old days of 2013!

Do the job everyday

I started, every single morning, waking up early. Having my shower and breakfast. Dressing up with my best clothes, putting my shoes and my clock on. Working all the day at my desk, at least 8 hour per day. Imagining I was going to my office. I discovered the superpowers that “faking it” enable. I started studying seriously from books at night before of going to bed.

I maintained a document with all the job offers and companies here in Barcelona. I studied their games and imagined to work on those. In fact, those games had already their players and their competitors.

Deconstruct games

Deconstructing games is a process mostly mechanic at start. Start from the simple screen flow, make a brickfile. Spot their competitors and do the same. You find a feature that some competitor has and the game you are studying doesn’t? You have your design task! Use what you learnt from books and step by step build your own design framework. This is your secret, in your method there is your value.

Probably those companies you are monitoring will never hire you. They are still looking for the “best talent”. A game designer who worked on successful games. The dream, the rockstar. Nevermind, it’s YOU that want to work as game designer. They are too busy in filtering out people like you. So don’t wait for a company to let you in. Just do it.

Find your people

Try to create and maintain meaningful connections in the industry. I created a meetup, the Barcelona Game Design Meetup. My intention was to join game designers also from other companies. I ignored their strict policies most of those company had, instead. I also ignored that often people working for those companies are NOT the most motivated persons. They just do their job. They work as game designers, but often they are not intimately designers. I met a lot of wannabies and a few professionals. Making connections is still very useful. I just enjoyed any opportunity to talk about game design. Any opportunity!

Why do you design games?

The other day I was listening to a YouTube video (yeah, listening) with 2 people that I consider industry experts talking about leadership in videogames.

One of the two quoted this sentence from Orson Welles:

“…in Italy, for thirty years under the Borgias, they had warfare, terror, murder, and bloodshed, but they produced Michelangelo, Leonardo da Vinci, and the Renaissance. In Switzerland, they had brotherly love, they had five hundred years of democracy and peace. And what did that produce? The cuckoo clock.”

His point was that, as a leader, you shouldn’t try to create a peaceful environment. In fact, great things come out from hard times.

This post is not to enter in the center of the question. In fact, those persons are people with at least five years more experience than me. And in companies with great products where I dream working someday. So that for the sake of this post they are right.

But I ask myself: what do I want to do with my job?

Do I want to become a name like Leonardo or Michelangelo? Or do I want to create something that brings fun in every place it is placed, like a cuckoo clock?

When game designers deal with artists

I have dealt with game artists everyday for many years. My background is computer science, that is why I find it challenging to understand them well. Someone said to me once “you will never understand artists” laughing at my face.

Something I know, anyways. All the people, all the time, give their opinions to the artist. I like it, why blue? Mmm I don’t know. Honestly? I would put that on the right.

You have to be efficient in talking to them. The best way I know? Describe to them what you are seeing. Use your honest and sincere words and wait for their comment on your description.

If something does not convince you, ask them questions. You are a game designer, but the game design is something the whole team will do. Also them. Do not lose the opportunity to use their brains. Facilitate the act of game design and respect their ego. Which, in some cases, can be very high.

Try this when you get stuck

When you get stuck in a creative process share your concerns as soon as possible. I advise you to do it with conviction. People react quite badly to extreme things. Propose a sudden extreme draft to your team so that their brains are activated!

I usually get stuck on the writing side. Finding a tone for a new character or for a specific moment. Finding the right words is always very complicated to me. I need time that often I don’t have.

Define a tone according with the context and circunstances. Write down lines as quickly as possible in that tone. Try to do it in an extreme way. Share it immediately with the team. If you have a week to prepare a dialogue (that never happens), imagine that you have one hour. 

Pass your draft in slack or whatever with conviction: “I’m thinking something like this”. People will start to help you with ideas and concepts, believe me. They cannot accept that extreme thing. That is why you may want to be it: to activate their brain defenses!

With this technique you will get 3-5 potential tones and various references that I can explore! The team contributed to that and they will also feel more involved with the whole thing.

I hope this trick is useful to you!

Do this after a game jam

The most common suggestion I read when people ask “how to work as a game designer?” is: participate in game jams.

In my humble opinion, this suggestion is incomplete. In fact, game jams are a cool event where you are forced to make decisions quickly and to join the ideas of all the team in something you really want to show at the end. The time you have usually is very low, so that you feel you are really pushing your boundaries. As experience is great and you can also make meaningful connections.

BUT, game jams lack a very important element for game designers: Players. The result of your hard work will probably be shared with other game developers and also the final result is often voted by devs. Nothing to do with the real struggle of game design: understanding behaviors and needs of the people that are willing to play your game.

Once your game jam weekend is over, maybe you achieved great results. End a complete experience is a great result, arriving in the first 10 positions is. The first 3 is a great result. The 1st position is awesome! And then what?

Then often you speak with your colleagues, you polish what you did and you just publish it.

Try, instead, let common people play your game. Start with your family, especially the kids if you are lucky to have them around. Look for proof that your game doesn’t work! Do not look to confirm that you had a great idea. You have to put your concept in crisis if you want to really pass to the next step: publish something meaningful.