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Tag: myself

Three possible steps to professional autonomy

I live in Barcelona, not in Montreal. The video games sector here is growing because of foreign companies landing. There are still very few profitable local companies. Plus, the Spanish government has a lot of work to do to give the push that the sector deserves to become an industry.

But I work as a game designer, that’s my profession. So I was years ago in a limbo. On one side, there were no positions for me (apart from big companies, which are not what I look for). On the other, I wanted to make games.

I decided to be the best game designer I could be. I follow three basic steps:

Be realistic: I would very love to help make the next Ocarina of Time. But that is not the case of my reality here. My reality is big corporates whose processes are made to filter out people like me. And small companies willing to find their formulas for profitability. Those companies are 80% mobile and casino. So I started specializing more in those.

A mix of analysis and creativity: from one side I have the skills to analyze what’s in the market. Because when you work as a game designer for a company they want you to find formulas to apply. Especially in mobile free-to-play. So I had to accept it and become a PRO in analysis. But I am a designer in the first place, so I worked on my creativity side. I had to improve my skills in actually designing documents and spreadsheets. Also, I had to dominate the engines, as a designer.

Share every learning: I know that it can look silly. Someone says I want to become an influencer. But that’s not the case. Sharing is caring, as they say. When you share also a small learning you learn to communicate and you leave space. Your commenters will give you insight and also in your private job you will become better.

Starting Free Flow Fridays

Today I want to start a new appointment on my blog: Free Flow Fridays (FFF). I want to just leave my mind for one day without thinking about being insightful, or worrying about the SEO and things like that.

This week I was reading and listening to the news and the whole World is in crisis. Everything is suffering a crisis now, from religious institutions to the climate. The industry where I work is in crisis too, and my country is in a crisis too. What can I do as a game designer? The challenge is pretty hard, but one thing I know: I have to bring fun and good things to the World. This starts by selecting also the tools I use. For instance, GenAI tools available are trained on datasets that steal intellectual properties. I will not use them.

Speaking of which, I am not scared by the advent of generative AI, I am pretty sure it is a bubble about to burst. Still, I have to be prepared for the worst as always. I believe that nothing can beat good storytelling in games. And I am sure that good stories will always be uniquely from humans, never from bots. So I intend to insist on that side of game design: game writing and more in general narrative design.

In the last few months I have been suffering fewer clients too, that’s why I am taking a couple of courses to improve my tools and workflows and get more productive in the future. I don’t believe honestly that with 60 years companies will look out for people like me, so I want to prepare my future. There are 3 possibilities I foresee:

  1. Build a profitable company and sell it. Unless something changes, I don’t see myself doing that.
  2. Invest my game design skills into other fields more stable. Honestly, I don’t see myself working for a bank using my incredible spreadsheet skills.
  3. Teach. That’s my thing. I love to explain things, I love the idea of helping create a better future.

I see myself teaching and making my small games before retiring, so yes that’s what I want to work on in the next months. Maybe by starting an Italian book on game design, who knows?

Farewell Toriyama-sensei

I remember staying in a very big room watching cartoons. My mother was cooking, but she was aware of what I was looking at. The story of a young kid with a monkey tail and a stick that extended at request. He seemed unaware of Bulma’s curves. “What are you looking at, Paolo?” said my mother.

Many years later, that room looks smaller. My mother still remembers Dragon Ball. I don’t think I understood the storyline at that time. I just enjoyed the visuals and colors. Everything was so rounded, as well as vehicles. That character was similar to me, he was a little kid but so strong. He wasn’t interested in adult things, just in his quest for dragon balls.

Years later I was buying my first manga comics, one of my favorites was Arale. The creativity was shaping in my mind also with these things. Today I am a game designer and I ask myself: would I be a creator without the existence of Toriyama-sensei?

I don’t think so. God bless you, Akira.

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.

Start with WHY

Experts always say you should start your projects with WHY.

Sinek, love him or hate him. I like him!

Others say you should have a philosophical base on everything you start. I don’t know if that’s a universal rule, but I am sure it helps to write down why I am tackling this new UEFN project.

There are two sides to the medal. One is a personal improvement side, and the other is a practical business side. I have identified opposites on these two sides. I love it when everything comes together in a meaningful way. Maybe a little obsessive, dunno.

  • FUN <-> REVENUE: First of all, I am motivated and engaged in doing that. I prefer to invest 40% of my time doing that than playing video games, for a while. And of course, the ROI is higher in this case.
  • SKILL <-> GROWTH: I see opportunities to build a team, meet new people, and teach what I discover in the future. I love to teach.
  • IMPROVEMENT <-> PURPOSE: I am also playing lots of Fortnite to study my new competitors. I see that most of these experiences have no progression, and no storytelling, there is just chaos. Most of them look like a bunch of incomplete experiences. My will is to silently teach the history of good old FRAG deathmatch to the new audiences that are playing Fortnite today.

We need time and silence

The issue of many of us who work with creativity is that we don’t read enough. By “read” I don’t mean just reading texts. I mean reading also other products, playing games critically is a form of reading for example.

We are often too busy working on the “data” we have. We should create things that work, and that are successful. To do that, we need to focus on finding what it works and put it in our creation.

In my case, retention, monetisation, and other weird words came from business jargon. The marketer dominates completely the discourse. And we designers accepted it, in the name of having our job.

A good game designer, instead, should study Scott, Schell, Zimmerman. We should dominate our skills. Not look at numbers on a Tableau dashboard. This is the best way in which companies can prosper thanks to our work. Look at the history of games, look at what made Blizzard games great.

It’s too simple to think that you can create based on benchmarks and breakdowns. We need time for silence and study to create something new. Look out there, look at mobile top charts. It’s always the same game, in the end.

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.

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!