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Indie Dev Day recap

This beautiful week was Indie Dev Day. I have seen this fair born and evolve, this year the growth has been astonishing.

Cities like Barcelona allow us to follow our passions. There are many entities that allow people to try and make their way into the industry of their dreams. We have free rights, healthcare is the classic example, so we can try without running too many risks.

What is talent? I did the math. I counted 101 stands with Spanish studios. Let’s say 1 out of 5 (I am being optimistic here) manages to find success.

What is success? As a talk from The Game Kitchen rightfully said: “Success is when you earn 1 euro”. You make the game, a bunch of people during years. Your time has a value, maybe you have salaries. Expenses. Then you start selling the game, and part of the revenues go to the platform and publishers. Eventually, you recoup and maybe you earn the first euro. Profit. 1 single euro. Can you do that? Well, you had success.

Now 76 teams, made out of 5 people on average, will not have success. 76×5 = 380 talents. Why talents? Because they struggled for success, they learned things the hard way. And, my bet, is they will be very grateful and compromise employees for companies. They have been on the other side, making hard choices.

I had the opportunity to try various games presented in more than 80 stands. There are three main trends:

  1. Conceptual games of simple artistic expression. They are presented as an installation rather than something with a commercial release.
  2. Content-based games. A story to complete, levels to pass. Time and energy are invested in content that is only experienced during a moment. You need a great vision.
  3. Games based on repeatable systems. Especially rogue-lite and coach co-op games. Games that invite you to play and repeat, and above all to connect with the community. Online, to understand which are the best builds (rogue-lite). Play with your family and friends at home (coach co-op).

These games I have to say are my favorites. Especially if RPGs, the genre that accompanied me to this profession.

Recommended games to check out:

I am a game designer

I remember the opening of Jesse Shell’s book, The Art of Game Design. There is a mantra: I am a game designer.

When I think about game design I identify 4 main areas:

  • Systems design
  • Gameplay (or UX) design
  • Level design
  • Narrative design

To be more concrete, all game design is system design. Level and narrative design create gameplay and shape the player experience (UX, if you prefer). Narrative design has many things to share with level design too.

The narrative design delivers the most evident pieces of the game, from the Player’s perspective. The system is less visible but rules them all. In the middle, there is gameplay and level design.

Rules, which are part of the gameplay to me, influence the design of the UI. The UI is that part of gameplay (or UX) that connects with the narrative. UI is evident and tells something to the Players. So that is narrative to me.

There are many points of view on that, and that’s good. The simple term “design” has a broad meaning. And the geo where we work influences our vision too. Companies from the US tend to focus more on hyper-specialization. Here in Southern Europe, we do EVERYTHING. Also the coffee!

Then there is the personal factor. I am a game designer. That to me means:

  • work with everything from system to narrative
  • grab a course on narrative design and a year later on level design.
  • strive to master Excel, Unity, Unreal Engine and all the tools to create systems and gameplay
  • take screens and create wireframes and docs detailing rules and mechanics.

My creative drive these days

I am reading this classic book on game design, called Rules of Play. Katie Salen and Eric Zimmerman. The book manages to join thoughtfulness with a practical breakdown of things.

In chapter 12 there is a note about what drives a game designer. It can be:

  • The will to change some rule
  • Explore storytelling
  • Visual aesthetics
  • Social interaction
  • Explore new technologies.

In my case, the context influences my drive. All those points are interesting to me, I have to feel there is a clear vision to help close up land down. I love to connect the dots, more than strive for a revolution.

There are “the Kojimas”, that come and shape the future with their vision and personality. But those are like unicorns, the majority of us are good to serve and deliver.

Remote or face-to-face?

Large corporations and Venture Capital investors are returning back to face-to-face or hybrid. Very often there are also interests in real estate investments that lead to that choice.

Other companies see remote working as an advantage. They can:

  • find qualified people in wider geographical areas
  • offer to employees quality of life.

The two positions do not need to be in conflict. Too often I read sentences about one or the other position that make me smile. There are common points on which to work:

  • It’s good for everyone to know that there is a place, an office to go to. It offers professionalism and an optimized space for work, which not everyone has. It is mentally reassuring. I believe it also improves loyalty, somehow.
  • We all know the problem of climate change and we know that a significant part is due to transport. Being able to reduce contaminant transport is one of the measures we must take, as humanity. There are people who deny this problem, and I respect it even if I don’t share it.
  • We are social beings whose evolution has been built on cooperation. Human contact is necessary in any case. There are people who are more or less introverted, in different situations. In all cases, it is good to think about how to improve the environment within the company, and its culture.
  • We all need time to take care of our private life, our family, and the people and animals we love.
  • We all want the companies we work for, or clients, to be successful. In this way, our work and salary will benefit. The problem arises when there are abnormal growths that cause a lot of stress to employees. Those aren’t healthy, and I’m convinced that big investors don’t like them either.

More issues

Having talent from large geographic areas means access to very distinct salary ranges. This can become good or bad depending on how you use it.

  • It can be beneficial for smaller companies, or in areas where there is no developed ecosystem.
  • It can be great for some professionals who would otherwise have a hard time finding work.
  • Employees in areas of higher density, where rents and expenses are high, may feel in danger.

My take

Neither face-to-face nor remote work is dead. On the hybrid solution, I reserve my doubts, since I don’t have enough data and I have never worked like that.

We need to shift focus to the betterment of our society. Working to build companies that add value from an ethical and human point of view. It is not a matter of remote/face-to-face, it is a matter of vision. How can you create value and make this World better? That is the question.

A little on my freelancer life

When I chat with people in my industry, I see that there is some confusion about the freelance career.

  1. The first is that people decide to freelance when they can’t find alternatives. A stopgap solution.
  2. The second is that it is better to specialize a lot to become more recognized as a professional.
  3. The third is that we serve when there is too much work to do and generally for secondary tasks.

Well, like all myths, all the points mentioned have a basis of truth.

A stopgap solution?

I started to freelance because I couldn’t adapt to the typical “job application -> first interview -> test -> ghosted” loop, back in 2016. Instead of wasting time with processes that in 80% of cases lead to nothing, I decided to start creating value.

I decided to devote myself to being a game designer, first on personal projects. Fictional ones. Every day I dressed up, put my clock on, and started working imagining I was earning money for that. Fake it until you make it is about that! I started sharing everything online, I decided to be the best game designer I could possibly be. The first contacts arrived, from companies that had ghosted me! “Hey, would you be interested in a small commission?“.

So yes, at first it was definitely a stopgap solution. But then one discovers that there is a great hidden value. It is not for everyone, I had my fathers supporting me. Otherwise it would have been impossible.

Better to become a specialist?

For me, game design is divided into narrative, level, system, and gameplay. In f2p mobile, the words “system” and “gameplay” are very often changed for “economy” and “UX”. I do everything.

  • I write dialogues and conceptualize worlds.
  • I craft levels in the engine documenting everything.
  • I create systems and economies using simple and understandable spreadsheets.
  • I create wireframes, mock-ups, and flows based on player narratives.

I don’t want to specialize in anything, because it’s not convenient in my case. If you are “the level designer that made the most successful levels in <insert famous game name>“, go for specialization. But I have not (still) had the opportunity to work on a super successful game. And most of the professionals are the same. I prefer to be a Swiss knife, that way my life is more interesting and I get more assignments.

It is true that there are very capable specialists who earn even more. But it is not the only possible way.

Just for marginal tasks?

The third point also has some truth. The first contact comes either from startups or from bigger companies that are overworked. However the clients that remain are those who understand my potential, with whom I have established a relationship.

Having an external expert person in the first place costs less. Secondly, it can help you in case you can’t find the right seniors. Thanks to remote work, I can supervise the work in places where senior professionals don’t go to live. So, in practice, by paying me 1-2 days a week you save the money of a manager (who may even slow things down, if not the right one).

Is freelancing good?

Freelancing is not for everyone and not for every lifestyle. I lead a fairly austere life, without too many frills. But we bring a lot of value. Very often, people who have worked for a company for many years know how to work just for that company. I see everyday the problems of many different realities, so my perspective is broad and I can be faster than normal.

And the extra speed always has consequences, on the body and on the mind. Nothing is free. Some final hint:

  • Learn as many languages as possible. I speak 5 languages. Languages open a lot of opportunities.
  • Never stop learning. My Udemy is always ON and when I can afford I take extra courses.
  • Create connections with service providers to speed up your job. You need partners, as any business.
  • Avoid every kind of friction with people. If you don’t agree with something, say it. But avoid talking bad about people.
  • You need to make professional contacts. Lots of them. Prepare your strategy.

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.

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 right context for the right ideas

A short while ago I met a friend who holds a manager position in one of the companies in my city. He told me that new ideas are one of the hardest things to come by.

Starting from that sentence I began reflecting on innovative ideas’ meaning. And I have to say that if I meet this person again, I would have my answer instead of listening as I did.

Every day on the various channels I frequent online and offline I am exposed to so many ideas. Some seem brilliant to me. Others, at least at first sight, do not surprise me. But then I didn’t read well or that person didn’t express well what he had in mind.

Ideas are not lacking. So what is missing from many companies that want to innovate? More ability to discern is lacking.

Discerning which ideas are the best is what is missing. To do that, you need to establish a process. Most games fail because they have no audience. But how come they have no audience?

Very often it’s because we put the workforce on things they either don’t care about or don’t have the skills to do.

We all know that match-3 puzzles are a bottomless pit. These are games that can earn a lot of money. But do we have the ability to create and operate such a game? Does our clique like to do this? Or would they rather make a graphic adventure but are forced to make candies that explode?

  • Discernment means the ability to make decisions in n informed and aware way.
  • Awareness means not neglecting the intentions and abilities of our team.
  • Good marketing and game design is not enough, you need everything in the right context.

More creative less product

Product managers are a type of profile centered above all in business. It is true that many have design knowledge, but their role requires identifying and mitigating risks. When a new project is led by product managers, it is much better to dedicate oneself to making a +1 game, that is, a game that improves a few things on some other successful game. In this way we will avoid all the frustrations that come from the personal anxieties of those at the top.

A creative director, on the other hand, is naturally inclined to be open to exploring all the ways to arrive at a certain type of experience. When a game is run by a creative director who does his job well, the initial part is fun. In that case it is good not to forget the Pareto principle. Take 80% from something that already exists and create a new 20%. It’s not a norm, there are so many creative directors who have amazing ways of handling a project and inspiring the fantasies that need to be recreated. Some take from other sectors, such as cinema, theater, but also martial arts and so on.

I would like to see more new titles in mobile managed by creative directors and not by product managers. I miss the weirdness, the silliness and all the surprises that games that come from more creative minds give me. I’m sure features like shops, daily bonuses, achievements and special offers could come out of the pop-up hell they’re relegated to. Creativity should not be underestimated.

Meaning learning from ambition and vice versa

For the second day of the Gamelab I have carefully chosen two types of conferences. On one hand exponents of the indie world, and on the other people who work in the f2p mobile sector.

I did it with a very specific purpose. I have long been convinced that the two tribes, however distant, have much to learn from each other. This conviction probably made me observe specific elements. In turn, these elements have strengthened it.

The mountain

[This metaphor came to mind thanks to a story a Capoeira master told me years ago about martial arts in general.]

Let’s imagine that we want to reach a mountain’s top. In the case of video games, imagine that at this peak are the most spectacular games in history. Super Mario, but also Candy Crush Saga. There is Clash of Clans and there is Minecraft. Stardew Valley and The Legend of Zelda.

We want to get there.

There are many ways to do this. First, why do we want to do this? What drives us?

Meaning and ambition

In most indie realities there is something internal that moves people. Some experience that you want to explore, some specific fantasy they have from childhood. Emotions, memories. We can talk about meaning, in their case.

When I listen to people in the free-to-play world, there is something external. The possibility of reaching millions of people. To create a business that can grow significantly. Structuring a growth and upgrade plan that you can track using technologies and data. We can talk about ambition, in their case.

Indie companies create their games and find that there is a real market. What they are looking for is financial stability, to continue developing their games. They start with meaning, but when the results arrive, they also discover ambition.

Free-to-play companies most often start with a business opportunity. They discover that the trend is to make puzzle-casual games and look for ways to develop them. When they have years working, they understand that their ambition must be backed up with real meaning. There are millions of players out there looking for

  1. relaxation
  2. stress-relief
  3. connection with other people

In this exact order.

Why are they looking for it? What are the fantasies that lead these people to choose to be loyal to a specific game? What does move you to serve those people, really? The main challenge of all free-to-play actors is to make new games. New ideas. From the initial ambition, one begins to search for meaning.

Indies and F2P can learn from each other

Indies can learn from free-to-play that a noble cause has a lot of risks that can be tackled with a data-informed approach. And I’m not talking about retention, monetization, and all these things that you hear.

I’m talking about concrete UX strategies. For me, it’s not enough to give your game to people, observe them and get feedback as I hear yesterday over and over. It is good, but not enough. You need to create concrete heuristics and turn your assumptions into numbers. Create gyms for your game. Prepare Wizard of Oz tests, and measure the behaviors of your players. Test the symbology and game icons, to understand how people interpret them.

[If you look at the paths of the mountain ahead of you, higher up you will see realities that have made it because they have overcome certain risks. Do you want to reach them? Don’t focus on your desire to walk, look at the obstacles.]

Free-to-play companies must understand that all successful products come from a strong foundation. Games offer a set of fantasies that connect with people. People keep playing these games because they find concrete meaning. This meaning translates into value, and value is what ultimately makes the business grow. If you start by exploring your competitors and seeing their numbers to choose who to follow, you go the other way. Look for the meaning first, for the fantasies that connect with people. Indie gaming has a lot to teach in that sense.

[At the base of the mountain I mentioned earlier, there are people starting paths. If other people are higher now it is because someone has already created a path. But if you want to start directly from higher up, well you have to jump. And jumping you risk rolling down.]