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Tag: professional

Game design is not fortune telling

One of the mantras of game design is that you should be able to predict the future, somehow. This is something that I read a lot, but that is plain wrong in my humble opinion.

You cannot predict the future. You should read and analyze your audience and try to understand how to bring meaning to them in a novel way. It’s not about prediction, game design is a practical craft. It’s empathetic, it’s about the present (and why not? also the past).

Leave predictions and forecasts to consultants, focus on creation instead.

PRO TIP: creativity is about cutting off things, not add more stuff.

Things I cannot accept anymore

Many game companies after the first interview send you an assessment to complete. You have usually between 4 hours and 10 days available to complete the assessment. Some company gives you free time, as long as you complete it.

There was that TV show on Netflix called Vikings. Among the many storylines, there is one about a person who has a serious handicap. He manages to use his disadvantage to become the king.

I have never passed a single test. Every time I get these assessments my mind goes automatically in “you are working for free” mode. I sent the result of my assessment and someone (I imagine her with a bored face and a cup of horrible machine-made tea) skimmed my assessment. And of course, it was a no. My bad will meets with the bad will of the reviewer, what do you expect? That is one handicap I have. And I made it a strength in recent years!

I have developed and hired outstanding designers for companies. True talents. Within 3 hours with a dashboard and a laptop with a game engine running and a spreadsheet, I can run a complete interview. The people I have hired are still there, crushing it.

When I am on the other side, nowadays I want the same. You send me an assessment, I say you “give it to me”. Then I read it carefully and write down exactly what I should do to complete the exercises and a time and cost estimation. I send everything via email, it’s better than simply rejecting the task. Writing all of this down often takes me 2-3 hours.

Again, nobody pays me for that. And of course, it doesn’t work. Don’t follow my suggestion if you really want that job. I am in a different position nowadays. I am not “open to work”. I work as a game designer every single day, I just don’t let anyone decide if I have a job or not. I want to work with you if you want to work with me, simple as that.

Assessments are free to work that no one pays. They are made to filter people out. They do not consider diversity and they are made to exclude. Companies love to claim “diversity and inclusion”. Well, this is part of it.

I am quite happy as a freelancer, a “warrior without a king”. Still, I don’t close myself up to any opportunity. But I need to feel that the company wants me, not the other way around!

Freelancing is not a therapy

When a client hires me usually is for a whole project preproduction. It can be the startup for a new game or the research stage for a new feature of a live game. I help them during the whole process of finding the right formula. I work per day, every day is one slot. Every client can get from 1 to 3 slots per week.

Happens that during my service I realize that my help is not needed. It may happen for a lot of reasons. Sometimes I see that the team is on the right track and I am slowing things down. Other times I see that the client that hired me didn’t want my help with game design, so that I am useless.

In any case, my business is not like a therapist. When I realize that I am not needed anymore, I let go the client. I speak with them and explain any reason. It was a pleasure to be there, please leave your testimonial. You will not lose your money, I will not lose my time. Everybody wins.

(and very few of them leave the actual testimonial)

AI making games

Someday a generative AI will be able to create a release a complete videogame. Can you imagine that?

Yes, I can. But I am very skeptical about the quality, the value, and the timeline for that.

The creative process is very uncertain and risky. Specifically, you could work for months on something and then earn nothing. Many non-creative people would like to mitigate that risk. I get that for the true capitalist that’s juicy.

Now, think about yourself as a Player. You are downloading a fantastic new game that you purchased. And you know that a machine made the whole game. As a Player, you know you have to beat some useless obstacle not created by a team of people. You don’t have a true mind challenging you and presenting an opera. A machine did that and a company is asking to pay for it.

Can something like that be appealing to the people?

As a developer think about passing your days writing prompts and editing the results. Or better, remove the editing part. You have an idea and TA DA! Compile a superb game. A game you feel you couldn’t even imagine. And you didn’t have to pitch, discuss, get approvals. You didn’t have to struggle to find the right art style, the good coding structure, the best mechanics. You have it all in a few minutes.

Now think about it: how would you feel if you have to sacrifice one of the most important parts of being a person for speed, success, and revenue?

At the present time, I feel that there will be a split in game developers in case of the realization of this crazy prediction.

Hard times in the industry

I must create a system,

or be enslaved by another man’s.

I will not reason and compare:

my business is to create

William Blake

Every week I am reading news about layoffs in games industry. Every week a friend tells me she has been fired for whatever reason. Happens especially at big companies.

A friend of mine, who yesterday wrote a testimonial on me that made me cry, confessed that was laid off. He was in a senior position in one of the biggest companies in the World. This system is clearly not working to me. You work for a company, spend many hours putting your energy in. The company is very profitable and when the year ends they fire you because their investors must have their share bonuses. Incredible.

And then many people goes back to the hamster wheel. Posting on LinkedIn that they are doing assessments and interviews. Saying they are unemployed since months.

Honestly, I am out of that. I don’t care if at some point I have to work elsewhere to pay my bills. But I have to try to build my own thing. The games industry is too unfair. We prepare a lot to be able to make games. We study many hours, we stay updated on the industry trends. And for what? To make other people make tons of cash while we have to find the next job after 5 years? I am out.

Is that enough reason to start my thing? Of course it isn’t. My life is not for everyone. But I am very happy of my little thing. Because nobody can remove that from me.

My testimonial book

Today in the morning I sent many emails to my clients to ask them to write a brief endorsement for me. Let’s hope to get enough answers!

The fact is that I lose many opportunities because new potential clients ask me for a portfolio… and I cannot show anything at all! In fact, for each project, I sign contracts that include an NDA. I cannot reveal anything about the project I am working on.

That’s why my idea is to have people speak about me. A testimonial book to show potential clients the moment I introduce myself. I prepared a document on Google Docs for each one with their face, name, title (at the moment we worked together), and the space to leave a few words.

I am excited and at the same time worried that not more than 30% will answer my request. That’s because writing an endorsement for someone is not a trivial task. Especially when the language is not your native one. I asked them to use the English language.

We’ll see, I suppose.

The mind behind the tool

A tool without a good mind can become a piece of garbage, an obstacle, a weapon, and many other things. The problem is never the tool, but the fact that not any tool is useful to everyone.

That’s why I tend to stay suspicious when I see best practices. That is why I don’t use any tool without making it mine, somehow.

If you give me a space rocket, which can be seen as a space travel tool, I will probably sell it. Or make a mess, I don’t know. The problem is that I am not prepared to use that tool. It’s amazing, but just not for me.

I see a dangerous trend on social networks like LinkedIn. It is proven that strong opinions spread better with the algorithm. People tend to make declarations like brainstorming are useless. Roadmaps are killing your product. Design documents are a waste of time.

All of those things are just tools. Great games have been created by using those tools at certain points. It’s a matter of mindset, not tools.

Returning to our example, best practices are great for unlocking meaningful discussions. But most of the time, they are bad to just speed up the process. We can say that the no.1 best practice is that you need time to make things simpler and better.

The pizzaiolis preproduction

(The post was inspired by the last podcast from Seth Godin and a bunch of other things)

I live in Barcelona, but I was born in Naples the city where the pizza was born. Every time I travel I see famous pizza chains spread all across the World. Probably everyone with my background finds that pizza awful.

How is it even possible that people eat something like that?

But that pizza sells, and volumes are probably higher than the pizza places I know. The ones that make me dream of coming back to my hometown. Professional “pizzaioli” from Naples make the better pizza, at least in my opinion. But they earn less than entrepreneurs who probably never put a foot in one of their franchises.

Is that even fair?

It is what it is. There is a convenient way of making a pizza, that is looking for big volumes to make a profit. But the final product is worse for the connoisseur.

Then there is the inconvenient way of doing pizza, the one that makes people dream. You cannot reach high volumes without ruining the experience. You need simple ingredients. People need to eat at the moment. You have to be patient. But your legacy will last.

The inconvenient way leads the way to the convenient one. Once you find the right formula, you can decide to go for more volume. The pizza entrepreneur, instead, will have a hard time figuring out how to start an inconvenient pizza place. When you start from convenience you miss important steps.

The best preproduction of new games is exactly like the inconvenient pizza place. You need to understand well the market by serving a small niche first. You need innovation coming out from a true personal thing. You need to lead with uncertainty. You have to be patient, using simple game design ingredients. And this is hard, especially for big companies. That’s where I help my clients find new ideas in a professional “pizzaiolo” way. 

An epic win is always possible

I was watching the Half-Life documentary released by Valve a few days ago. Right at the start Dave Riller says “I think most of us had no game development experience… There were 3 or 4 people who had actually shipped a game before”.

This story repeats over and over in the history of games. Baldur’s Gate (the first one) has a similar story. League of Legends, too.

But that was a different time, right? Nowadays, games are more complex and you need a lot of experience to make a successful game.

I discovered this game called Atomic Hearth thanks to a new friend I made here in town. It was released this year, the first game from a remote multi-national small company. They reinvented Bioshock. Huge success.

Someone tells you that you can’t be successful with juniors. Other people say that your first game cannot be a success. You need to fail 50 times, first. I often tend to believe the same things, but facts contradict me every single time.

The history of games teaches us that an epic win is always possible. Do the best you can do with the resources you have. The future is built very often by people belonging to the future. Our industry is where it is because people with no experience had their chance at some point.

Data driven is not fortune telling

Over the last 10 years, I have assisted in the rise of many services and information providers that offer concrete predictions based on data. I had to quit a big company too, because of that. They were also testing game concepts based on the people’s responses to some text. So everything we proposed was texted out using a text redacted by someone with a high salary and very few things to do.

I went to a local indie fair where a friend pitched a game to publishers. One of them said, “Don’t you know that games with vegetables do not work?”. Then we ask why the publisher’s business model doesn’t work. It’s because of things like that!

Games are made by people who believe in a concrete vision and work hard to deliver. Many games will fail, because maybe people are not interested, because of the quality or many other factors. But you cannot use data to predict the success/failure of something without having tested it out.

Data-driven (or better, data-informed) development works when you work with concrete data from your things and compare them with your past. It doesn’t work when you read data from others and try to replicate it blindly. Sometimes it works out, but it’s because of other factors. It’s always because there is a passionate team behind that did something great. And lots of luck, the state of the market, and factors you can never control.

You can avoid risks by going iterative, of course. You can test prototypes and demos and see the actual reaction of people to that. That is good. But you cannot assume “this kind of game with these features is working in the market, so if we made something like this we would probably have success”.