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Tag: professional

What do you do the first day?

You are a game designer and for the first day you are on a new project. The game is not your idea, it belongs to a company that wants to improve its business. What do you do?

You play, that’s what you do. You play a lot, and you take notes. And you ping your colleagues and try to understand their point of view.

The rest will come, avoid jumping directly to solutions. Good game design is about connecting elements and removing superfluous. In the first stages, the risk is adding too much. A simple technique is to write down a story of a player playing your game from a first-person perspective.

I am going indie!

Yesterday a client of mine hired me as lead game designer on a new game. I cannot say much about it, but it will be a Steam game, 3D, premium. The game will feature emerging narratives and I will care about the gameplay systems to support that.

Plus I will manage a team of game designers, which is something that I love. I am happy because I am trying to switch sector since quite a while.

Mobile F2P is broken, for now. A total race to the bottom with unrealistic expectations. Plus, the survivors are not looking at the future. They look at the past. They want people ex-<PutFamousCompanyNameHere> to repeat formulas. They hope the dramatic situation with distribution will change someday. It will not. They should look at the future instead.

I was happy to collaborate on f2p projects, but a little frustrated with this way of running businesses. Do you start a race following other runners? That’s wrong in so many ways.

That’s why I am happy to finally work on something truly creative. The expectations are not surreal. I am happy, thank you!

Respect your Creativity

Yesterday in a post I shared a GDD of a personal project. I found the right collaborators for my case, I thank all the people who helped me.

I edited the message and removed the link, it is no longer necessary to share. You can write to me privately if you are interested, no problem.

I work in this sector with great passion. But one should not confuse passion with professionalism. I love my job, but it is still work, the way I support my life.

I say this because some people wrote me quick messages like “Hi, I use Unreal Engine, I would like to help you with the game. I’ll do it for free.”

I respect everyone’s will to make it out there, but I would never dream of putting someone to work for free on a commercial project.

  • You didn’t tell me who you are and what you do and what you have done
  • You didn’t ask me for details about the project
  • You offered to collaborate for free, giving me a “cheap” image of you.

This is one of the problems of our sector, and if we want to improve it we have to do it “from the bottom”. That’s why I see smart people accepting “technical assessments” that are nothing more than unpaid jobs, in the hope of a position. Then we end up working for companies that don’t respect our work, on projects that don’t go anywhere.

Let’s be serious! I have experienced first-hand the frustration of not having a job and not seeing opportunities. I also cyclically find myself having to review my strategy. But we must never lose sight of the great creative capacity that we all have.

It’s better to work on your shitty project than to work for free for anyone.

It’s better to send a message of “Look what I did, can you give me your opinion?” rather than “I’m looking for a job, help me”.

It’s better to focus on improving your knowledge than showing unfinished projects to others.

I’m the first to not follow this advice. Human consciousness works unpredictably. But it’s still important to share them. I am not a master here, I am just a voice.

Virality, Virulence, Infectiousness

A new team of ex-<FamousCompany> wants to “create games worth sharing, with two core pillars – socially engaging games with a word-of-mouth-worthy brand.

This reminds me of a study I did with two colleagues when I was working at Digital Chocolate. A study on a made-up and also widely abused word: virality.

Virality is a term that doesn’t exist in any dictionary, but two words compose it:

  • Virulence: the strength of the thing’s ability to cause disease
  • Infectiousness: the capability of a thing to spread rapidly to others.

Most of the efforts towards this dream concept, virality, focus only on infectiousness. Invite friends, guild systems, and leaderboards. There are many best practices around that topic and it’s easier to find experts to help you.

You need to focus on virulence to create something innovative. If it were up to me, I would add a weekly internal playtest and a monthly external one. Clear heuristics to measure progress from an engagement perspective.

Again, SDT is the way.

Do well the easy things first

I write for the Internet a lot, sometimes much more than I would. I feel an unstoppable desire to share my thoughts, especially on my beloved games industry. That has consequences, as you can imagine.

One of the bland consequences is that some people, usually more inexperienced, believe that I am “successful”. Meaning I make a lot of money. Well, my friend, in this age of Feudalism 2.0 I am struggling just like you. Thank God I can maintain my family with my work, but I have also the support of my parents often.

I have periods with 0 clients and 0 incomes, but I was born on the richest side of the World. You may want to say that I am very passionate, and I really am. But if you believe that I am economically successful, I am afraid you are in the wrong direction.

What I really achieved in the last 10 years was to not add problems on top of systemic ones. The fact that we live in a gig economy, that the job market is unstable, that the games industry is built too often on pure dreams… I cannot control that. What I can control is my way of being a professional.

  • I show up on time
  • I put the time in my tasks
  • I work towards making a difference on a small scale (you never work on the next Zelda as a freelancer)
  • I am not looking to work on good games, I am looking to make important work. Work that matters to SOMEONE.

When I say that I work in creative direction, vision, and so on, someone will probably imagine Hideo Kojima at work. That is not the case. Most of my job is to:

  • Create detailed tasks for coders and artists
  • Review builds and write notes
  • Review visuals and send my feedback
  • Write down or create content that sets up a direction. It can be a pitch, but also a level design.

Important to note that I am always working, as a freelancer, on projects ideated by others. I do not agree with the basis of many of them, but those pay my bills. I am appreciated because I deliver and I speak clearly. I do not fight for my ideas, because I know that the more I am in the industry, the more I am biased as well as experienced. So who knows in the end?

The important moves

It always makes me smile when a team member says in a meeting “I don’t know what to do right now…”

I think about the luxury that underlies this expression. A farmer or a factory worker could never say something like that!

One thing I communicate is the importance of being professional. Game design is about identifying the systems and timing to make certain moves.

Systems, timing, moves.

The moves can go well or badly, it doesn’t matter. I mean, of course, it does, but even if they go badly, it is important to do them on the one hand and learn on the other. A client last year told me: “Look, I accept bad news. What I don’t like are surprises”.

Examples of moves we can make when we don’t know what to do:

  • plan
  • look for player insights
  • try to understand the why of certain systems and define the problem
  • understand and outline business goals
  • measure what has already been released
  • share insights with the team
  • plan experiments and playtests

It’s up to you to identify the systems and the timing, and now I hope you have something to do!

Improve your communication

A programmer introduces bugs into the code. An artist creates assets that perhaps go a little outside the visual style of the game. A game designer explains himself poorly.

Communication is where we make the most mistakes in our work as designers.

So don’t say:

  1. this is not my job
  2. it’s in the GDD
  3. No, you don’t understand
  4. Players don’t want this

Even when you’re asked for something that is outside your duties. You’re sure you wrote it in the GDD. Even when your colleague doesn’t seem to understand. You’ve been in contact with players and you know for sure that they don’t want it.

Communication, unlike bugs and visuals, can create friendships and enmities. Every misunderstanding is an opportunity to strengthen a creative vision.

Do this:

  • Open paint/gimp/… and use simple shapes to explain live how things work (recording a video and sending it counts)
  • Record yourself miming certain situations, even if it seems ridiculous
  • create one-page briefs where necessary.

Interior chaos, dancing stars

I read with interest the reflections of some journalists, because of the release of Jason Schreier’s new book on the Blizzard company. The attention is focused, as it should be, on the projects and budgets.

Interesting details about failed attempts and canceled projects appear here and there. Some conclude that internally the situation at Blizzard seems chaotic.

Well, I’ve been working in the industry since 2007. I’ve never worked at Blizzard, but I’ve worked on projects that have had a fair amount of success in their small way: the internal situation is always chaotic. I’ve never seen, in my career, a single project/team where absolute chaos doesn’t reign.

Only from internal chaos can a dancing star be born“, wrote the teenage girl in her diary when I was a teenager. There, that.

Strong niche

There is something in common among Minecraft, Fortnite, Baldur’s Gate 3, and Helldivers 2. They all started from a strong niche.

  • Minecraft was a solo project of a developer willing to make something alone. Notch then found his niche thanks to YouTube.
  • Fortnite started like a PvE project in an internal game jam. Something small that found the first formula with the niche that liked both games like Minecraft and shooters.
  • Baldur’s Gate 3 is the 3rd episode of a game created by a company founded by 2 doctors, willing to make something for the niche of D&D role players.
  • Helldivers 2 is the second episode of Helldivers, a shooter with few mechanics very popular among a small niche.

Finding a strong niche is the first step to massive success. Always. That’s also why publishers are investing so heavily in remakes. Remakes are reworks on something that found a niche, they are more probably be interesting for a wider audience.

How do you know if you found a strong niche? There are many ways, in F2P you should measure the % of regulars, people that come play the game every single day. That’s the best indicator that the niche you found is truly interested in the game.