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Tag: professional

Design works on forms

In a perfect world with perfect projects made by perfect people, you make a game only when the vision is defined. In that perfect world, building the game means executing the vision.

We live in the normal World, though, and you see rarely a vision defined at project start. As a designer you encounter a direction that is try to understand what to do.

The best way to serve them and the rest of the team is to make concrete choices and execute them.

While directors are looking at the landscape from over the clouds, designers work on the ground. Game design is making concrete choices on a game, no matter what. From the top they say “yeah, sure, let’s try this but then let’s try that“, and it’s fine (well, it’s not fine, but it happens). What we can do is to execute (if we are allowed to). We should find the “this” to execute and go for it.

I have seen the prototyping as a tool for procrastination. To give something to do to the team while the direction can get that eureka moment. That often brings the teams to a bad track. Many potentially good games weren’t successful because of that.

Prototyping is a tool to find the form. But it can be one of the slowest and more expensive ways of finding the substance. It’s hard to build a vision through a set of prototypes.

Researching and engaging with competitors are the best way to understand the substance. Plus, a lot of patience.

Good news for the ecosystem

Today’s news is that ex-Annapurna staff is acquiring the Private Division team. This means that Annapurna Interactive (the official one) will continue make “transmedia” things with contractors. Meanwhile, Take Two interactive will focus on live service PC and mobile games.

Win win for everyone. I hope this newly formed team do great things. Especially, I wish they start from small things. I have said this many times, I will repeat it: to me the games industry is like a forest.

And a forest to be healthy needs not only big trees. It needs also the underwood, the little mushrooms. The ants working everyday, the snakes representing a danger. Over the last 5-10 years the expectations from investments and media were just looking at the big trees like Roblox and Fortnite. But for Roblox and Epic to survive, a healthy ecosystem needs also small games. AA games, indie games, instant games. Small games.

Someone said “no” to LotR

The biggest Italian books publisher rejected The Lord of The Rings, many years ago. The first reaction I had when I saw this post the other day was from my belly.


But I had the time to reflect: to me, LotR is a masterpiece, but it has also a strong “personality”. It’s not an average story; you may like it or not for specific reasons.

Imagine to be the person in charge of selecting the best books. Something like this arrives, you read it and you like it. But its personality is very strong, and your role requires you to be cold and professional.

Today I can read these words and think that the decision maker made a mistake. But then I put myself in their shoes and it’s hard to make a decision with something like Tolkien’s book. A modern Tolkien can write tales in smaller formats on platforms like Substack. With nobody predicting if the text could be right for a specific geography.

It happens also with video games, I have to say especially to us game designers. Part of our responsibility is to pitch new ideas for features and mechanics. All companies have people in charge that filter our proposals. This process filters also good things out, it’s part of the game.

To design and produce you often need a sort of authorization from people in charge. These people, like you, make mistakes. The lesson you take can be that this is unacceptable, but often it’s a matter of communication. If something so special like The Lord of The Rings arrives on your desk, you can make errors. That’s why people that get a proposal should be prepared first.

I don’t know the full story, maybe the Tolkien’s agent just sent the book with a note. When you present something, the receivers should know all that from before. In that way, they will feel already connected and familiar to the thing.

Like new writers on Substack, leave crumbs and taste the environment!

Can I be more productive with AI?

I own my way of doing things. With time, I got to believe in the power of patience for creative work. Ideas have to rest, somehow. Decisions must have taken at their own pace. Often, you take many micro-decisions in a couple of hours. Other times you need a week, or two, to get that “eureka” moment.

If you leave this part to anyone, or anything, you are missing the chance of connect things yourself. If you skip the writing of a huge, complete GDD with all your notes, you risk to get lost along the way.

You need to be a strategic thinker, and for that you need to have very clear the system.

“so, it’s a no?”

It’s a “it depends”. I started using Claude AI only on my personal project, the indie action sandbox Pawtners Case. I am developing it outsourcing Unreal Engine development, Art and first level design. And I am doing this in my way, I have no boss, no publisher, nobody supporting economically the project apart from me.

A couple of months ago, I wrote a project proposal that I still have to share with the team. Big docs are not meant to be shared with programmers and “hey, have a read”. Nobody will, it doesn’t matter if you’re a great entertainer or a poor writer. Still, they are very important for ourselves!

(with “big” I mean “more than 5 pages”)

Now that I got a couple of features and prototypes ready, I feel the need to share it. That is because now I see that they are involved. They need to know more. Before they were just following the lead of their client. Now they are part of this, for real.

So I asked Claude AI to review my document and find me possible areas that could need more detail. And I have to say that I am pretty happy with the result. The software is aware to be a software and it provided me a concise list of things. Many of them are not meant to be in a game proposal to me, so I discarded them. There are two of twenty points, though, that made me thing of small edits here and there.

I could have hired a freelancer to make the same work, but it’s hard to find the right person. I can clearly see the value here. Maybe those 2 points would have been reasons of discussions with the team. And that is valuable too.

I did the job first, and this software helped me with its editing. I am in control of the thing, I am not spinning a wheel and see what it spits out. I am the person in charge all the time. I see value in that.

The most important story

These days for work reasons I am playing a bunch of simulation games (sims) of different nature. I am making in my spare time a sandbox simulator of a police dog, and then for other reasons I am playing other sims.

They all have a single thing in common, despite belonging to different genres. In fact, immersive sims come from first person shooters, a specific type of action game. Colony sims come from strategy games. Sandbox sims come from adventure games.

They all share a single reason of why Players do love them: they foster the player agency, letting them create their own story.

Everytime I join one of their Discord for research I feel that. Every player has a different story to tell. That is, in my opinion, the single most important motivation for the core audience of sim games. Simulation doesn’t mean simulator, high realism and fidelity (also if some simulation game puts “simulator” in its name).

It means to have many levers to move to create your own story for your friends, Discord, or a livestream.

Continuous patrolling in Pawtners Case

Yesterday, I got the third prototype for my game Pawtners Case. I have this design pillar, which is called “continuous patrol”. One of the objectives of the ideation stage and pre-production is to decide on design pillars that will guide the rest of the production and launch.

That means that I don’t want to have a main menu. You run the game, you are in the game. Most games do not need a main menu, especially nowadays when loading a game takes so much times and connections.

Also, there is no death condition. You can fall off the level (imagine levels are islands in the sky) and land on the same level again. I am also thinking of minigames to do.

Credits will be integrated into the game, too. You can ignore them, but you don’t have to skip them.

Entire Steam catalog scraped!

A random guy on the Internet used many APIs and web spiders to scrap interesting data. The result is here:

It confirmed something I had been suspecting for weeks. In fact, I cannot say too much but I am working with a client from Singapore on a game that will be published on Steam. The money is moving towards indie and premium, people are running away from free-to-play. At least people that contact me, small and mid companies.

The difference is that in indie you look for originality. You look for an empty space to fill, something new. Indie gamers are people looking for novelty. They like certain mechanics and flows, as everybody. But they want to see interesting mixes of genres.

F2P developers, instead, look for different things. A F2P game starts always from a clone. Then you try to make the +1 innovation, which generally speaking is an improvements towards live operations, that are:

  • Events and offers
  • Tutorials and quality improvements
  • Adjusts to players’ progression
  • New features

The goal of this is to improve the ROAS (return on advertisement spending). You spend money to bring people in with ads, and you get money from this people, eventually.

Two completely different world, very interesting both!

Love your GDDs

There is a trending voice on socials that says that “GDDs are not important,” and that “Who wants to read all of that text?” and so on. I am mostly a writer, and writing is important. Not because every piece we write needs to be shared among our team. But because it’s the best medium (and the cheapest) to have clear ideas.

When you learn how to write, you become a better communicator. You can also inspire others with short sentences on a Slack channel. But to arrive at that, you need to write a lot. One of the reasons I have this daily blog is this one.

I am applying to a Spanish government’s fund for video games, and I was faster in completing all the documentation needed because I have written a lot about my game in great detail. And I am continuing to do it every day as I play the build I have.

I like to read again what I wrote 3 months later and see how the game evolves. There are also documents that I want to keep updated with changes. Others that I like to print and have physical. It’s part of my love for the craft.

Writing is the most important skill

The most important skill for a creative person is writing. When you write well, you are able to inspire and explain concepts. I like to write and practice my writing skills. I am not a English native speaker, but still I love to practice my English writing skills and improve them.

I feel that I am more effective on paper than in person. Maybe because I am tall but not intimidating, I don’t know. With my words, I get more authority in what I say, or at least that’s how I feel.

There is a tendency to avoid too much documentation to read and share. I am very much against that, to me, words are important. Words matter a lot, and we should care about that part very much. Both design and tech documentation are very important.

Speaking of which, my game Pawtners Case is going forward. I found an Italian outsourcing company that is helping me with its development. They like to write, I am lucky to have met them. You can watch the last videos here on my Italian substack.

Distribution is challenging

Consumption habits have changed a lot in the last few years. Nowadays that is a significant number of people that buy a console to play a single game. Usually, that game is Fortnite.

Games are not underground like before, now they are mainstream. This brings a lot of challenges to distribution. They are cool, they are the normal thing one does. Before it wasn’t like that.

How to face this challenge? Phil Spencer said “less Excel” yesterday, and maybe he is right. It’s not about using a budget to push the thing out, but more about trying to have a conversation with the right crowd.