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Tag: professional

Happy World Book Day

Someone is claiming that AAA is dead when in fact is quite the opposite. AAA games are still driving the vast majority of revenue.

AAA development is struggling, though. I have never had the pleasure of working on a AAA game. That’s because every time I applied to an AAA company the answer was that my resume didn’t show AAA experience.

One of the good things about mobile free-to-play, instead, was the inclusion of professionals also from outside of the games industry. I had personally the pleasure of working with marketers, product managers, and UX designers coming from the world of apps, fintech, and so on. That created an explosive new opportunity where also AAA professionals come to work.

Endogamy creates struggles. Specialization is good also because it opens the opportunity for generalists, people with broader knowledge, to enter into the “game” and create disruption. Why are we often closing those new windows?

AAA development is struggling with endogamy, in my humble opinion. And mobile f2p is starting to follow the trend, too. When you have markets with high risks and high possible returns, often experience can be a setback. We need more opportunities for people with different backgrounds.

We need frogs that go deep, hedgehogs that go straight forward, but we also need birds that can see the horizon, and foxes who can spot different patterns in the forest.

A great book that demonstrates this thesis is “Range: How Generalists Triumph in a Specialized World”, by David Epstein.

Use analogies to find new formulas

Videogames are sold online and physically to people. Some game is not sold, it’s given for free. Virtual good inside of the game are sold. Video games are fully into capitalism. And capitalism has many characteristics, one of them is that it repeats itself a lot.

You see constantly new trends appearing from nowhere, completely unexpected. And then the system copies, reproduces, re-skins. That’s because of the fundaments of capitalism. And there is nothing we can do about it. It is what it is, so let’s just enjoy and observe it.

Or maybe you want to build something disruptive, something new. In that case you better look from outside of the core of your business, games in this case. With analogies you can find something maybe in sports, or maybe in shoes business that can be applied to videogames.

It’s like repeating in the capitalistic way, but repeating something that out of our system. Something that can become new.

Game design is facilitation not tactics

Game design is not a narrow world with stable structures. It is an activity where you cannot apply tactics and win the game somehow. You need to think broadly. You need to understand the culture and the past of the genre you are working on. You need basic psychology knowledge to understand human motivation.

That’s why it’s so hard to build and keep a video game company. The successful ones in the past managed to change things, reading the needs and the behaviors. Today you can recognize a bad company since the hiring process.

When a company sends you a technical test, they want to see if you know the formula. They have no time (they think they don’t) to interview you properly. To me, a designer needs to receive a technical test: but live!

That’s because game design is not about tactics. I mean, good game design. The issue is that when a company is led by business people, as it always happens, they look for formulas. They want to just express their vision and you, the designer, apply the right formula to move the project forward. And then the game reaches poor results, but it’s a market issue, Apple changed the rules, and so on.

Good game designers are professionals who know how to walk into the adventurous world of game development. We are facilitators, we facilitate the act of game design among a team. We want to change the culture, somehow.

When you call us just to make money, well… you get the kind of game designer that later in the career becomes a product manager. Nothing bad, of course, it’s just that I don’t fit in all this story.

Refusal as a generative act

Let’s talk about refusal as a generative act. The refusal has something similar to the design, to me. It identifies issues and creates new opportunities.

Right now in my industry, it’s a moment of change and challenges. Dramatic, somehow. But this is where things can change for the better. Refusal is a great tool we have.

I am reading on my feed dozens of posts written by people with huge experience who have been laid off. Now, these people are looking for work. It reminds me a little bit of the classic royal rumbles I watched on my television when I was a kid. Macho Man VS Hulk Hogan VS Ultimate Warrior… you get that! The most muscled guys in the world fake-fighting for a shiny belt.

Am I willing to join that? No, of course not! I can support this or that stunt, but I refuse to be in the ring. I am the guy with the big hand glove in the background, I love their spirit. But I am not joining that!

And this creates other opportunities for me. I work mostly with people who are starting to build new companies. People who are exploring a vision. There are lots of them, more than profitable companies for sure. There is a lot of work to do. And the more I help them, the more things I learn, the more I can help others.

And the best jobs I have had in my career, I mean full-time regular jobs, have started from this spark. Creativity, making games together. Not screening, filtering, testing, trying, questioning, and all these blockers.

That’s how, through the refusal of the standard processes, I keep and foster my passion for making games.

First screening with a web logical test? Not gonna happen. Unpaid home assignment? Not for me. More than 3 rounds of interviews? I am out.

Let’s meet for 2 hours in a room with a dashboard and a spreadsheet. Introduce me first to the producer and only at the end to the HR manager. Show me you’re looking for experience, design, and concreteness. Show me you want to make games.

I have created this post originally for LinkedIn. But then I removed it from there, because it can be read in wrong ways too.

Let’s talk about refusal as a generative act. The refusal has something similar to the design, to me. It identifies issues and creates new opportunities.

Right now in my industry, it’s a moment of change and challenges. Dramatic, somehow. But this is where things can change for the better. Refusal is a great tool we have.

I am reading on my feed dozens of posts written by people with huge experience who have been laid off. Now, these people are looking for work. It reminds me a little bit of the classic royal rumbles I watched on my television when I was a kid. Macho Man VS Hulk Hogan VS Ultimate Warrior… you get that! The most muscled guys in the world fake-fighting for a shiny belt.

Am I willing to join that? No, of course not! I can support this or that stunt, but I refuse to be in the ring. I am the guy with the big hand glove in the background, I love their spirit. But I am not joining that!

And this creates other opportunities for me. I work mostly with people who are starting to build new companies. People who are exploring a vision. There are lots of them, more than profitable companies for sure. There is a lot of work to do. And the more I help them, the more things I learn, the more I can help others.

And the best jobs I have had in my career, I mean full-time regular jobs, have started from this spark. Creativity, making games together. Not screening, filtering, testing, trying, questioning, and all these blockers.

That’s how, through the refusal of the standard processes, I keep and foster my passion for making games.

First screening with a web logical test? Not gonna happen. Unpaid home assignment? Not for me. More than 3 rounds of interviews? I am out.

Let’s meet for 2 hours in a room with a dashboard and a spreadsheet. Introduce me first to the producer and only at the end to the HR manager. Show me you’re looking for experience, design, and concreteness. Show me you want to make games.

The future of AAA

AAA is a marketing term. And what happens with marketing terms is that they are repeated so many times that they end up infecting also development. Expectations on AAA games are very high, in revenue and design terms.

To me, AAA means games with push-the-boundaries-high quality, extremely good game feel, and long duration. Two messages are spreading fast these days:

  1. 61% of PC/Console players choose 6+ years old games
  2. AAA development is too expensive and we need smaller games

Both messages are true, I guess. But you can read them also in a dangerous way. It’s a matter of “taste” somehow.

Small games are great. If I were to start a new company I would choose something small and grow from there. But video games are mediums not just to convey a story/experience. They are born to push the boundaries and show the technical capabilities of computers. For instance, I own a PS5 and I have zero games that are showing off its potential. Zero, probably the best game I have technically speaking is Horizon Forbidden West, and it was the first game I got with the console. I didn’t purchase a PS5 to play a JRPG made with RPG Maker, sorry about that.

People still buys high quality games

High-quality games have a market, players love games made with details and authorship. The issue lies more in our productivity as game makers since the overall software world is declining.

You should see this!

We should fight for more quality and more productivity, not less ambition. We should start from simpler abstractions because much knowledge is getting lost in the name of being “faster”. Faster doesn’t mean more productive, generally speaking.

  1. Players choose classics because of many factors. I identify 3 of them:
  2. Classics are highly available thanks to 2nd hand, massive discounts and subscription services
  3. Classics tend to have higher quality (in terms of software quality, less bugs) than new releases
  4. Also the game design slowed down in innovation, so that <GameTitle>7 is not that novel compared with <GameTitle>6. So, if <GameTitle>6 costs 10 euros and chapter 7 costs 70, guess what I’ll play?
  5. Over time, the familiarity with titles grows. We like something the more we see it.
  6. Improvements on technology have slowed down. A new title for PS5 is not that different from PS4 as it were between PS and SNES.
  7. The more games Players will have, the bigger chances to play old ones
  8. Game production has been affected by the post-COVID effect

I am positive, I believe we have all the tools to come out from the limbo. But we have to work on it, and maybe this crisis we are living in will bring good opportunities in this sense.

Useful innovations come from actual needs

Back in the days, balancing levels for a match-3 game worked, more or less, like this:

  1. you and 2-3 colleagues played like 10 times the same level writing down the number of movements
  2. at the end you had a spreadsheet containing something like “10% of times with 9”, “20% with 13”, …, “90% with 32”
  3. According to the difficulty curve, you put that number in. For example, you had an easy level, you wanted 90% of people to beat it, and you put 32 movements.
  4. the level was out, you received the actual data and made the right fixes integrated with the iteration on the progression curve (to adjust the churn).

Later in the years, this system has evolved with technology. So within the engine, you already had a tool that tracked the gameplay automatically and reported everything in the spreadsheet.

Nowadays, things are more advanced than that. Probably companies that have lots of data are capable, with machine learning, of predicting the curves in real-time while the level designer builds the game. I don’t know it, just speculating.

The same discourse is valid for game engines, if we look at the history of the most successful ones they were born to make concrete games. Today there are solutions to make any game.

What I want to say is that if we’re going to see some evolution in other technologies, for instance, dialogue systems for NPCs, these will come out of actual needs and creativity. It’s hard to design a revolutionary tech for a part of a game without having deep knowledge and a true necessity (apart from building and selling a business) behind it.

Job in games royal rumble

My LinkedIn feed is filled with people that lost their jobs and are asking for new opportunities. I am talking about, mostly, experienced people. People who worked on games I only dream at night. People much more experienced than the average.

All of these people will send resumes. Eventually, they will be contacted for a first screening. Then they will receive a technical test. Maybe they will have another interview with the hiring manager. And then the team. Sometimes, the CEO herself.

The next months will be a royal rumble and the best talents will face the odds. I feel that is smarter to think laterally, and avoid the battle completely.

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.

Four alternatives to job interviews

The other day I made a post on my LinkedIn right after posting about the same thing here on my blog. Happens many times that the second post is better than the first one. Reactions are good and I had interesting conversations with people because of that.

If you are looking for a job and you ask any expert, the things they would say you will include:

  • Apply to job offers and get interviews
  • Become a specialist in a field
  • Show up, show up, show up!

This is the playbook, the standard thing. This process will put you in the game of people looking for the “top talent”. The best of the best. I was reading a post boasting that a job they were offering had already more than 300 applications from veterans from top companies. Horrible thing, what are you waiting for? Is that a selection process or a battle royale?

Today I want to propose 4 alternative ways of getting yourself through. No one of them is easy, or evident.

  1. Offer something unique. Something you know that only you and a few people like you can offer. To do that, you should work a lot on understanding what you can offer.
  2. Have people that follow your steps. People that when you are there they are beside you. Start a community around something.
  3. Be famous for something. This is probably the least easy solution.
  4. The easier: become everything you miss to make the job you want to do. Do you want to be a game designer? Become a producer, a marketer, and a programmer too. Make your things become an entire company (with very small projects) and put them out there.

Either of these four things is better than spending hours every week making interviews and assignments that, believe me, rarely bring you to land a job.

How to use a resume and portfolio

Reviewing the resume of a senior takes time. That’s because we all lie, especially when we need the job. So it takes time to spot the truths within a resume. The same is valid for a portfolio of juniors. It takes time to build them, and it takes time to review them.

That’s why relationships with seniors are very important. A portfolio can be discovered or sent to a company, but they will probably have little time to check it in detail. Instead, if you use the portfolio as a tool to communicate with people you have a relationship with, everything is easy.

Oftentimes when a company needs juniors, seniors already know who to call. Many seniors, like me, are in constant touch with junior talents. And that’s also why you don’t see many offers for juniors out there. Because it is not necessary.

Think of your resume or portfolio as another tool for communication. Don’t send them only to job applications. Job applications are worthless, I have personally never seen a job application go well in my entire life. Use your resume and portfolio as a vehicle to find your voice and spread it out there. Create meaningful relationships.