Showing posts with label Game Designer Skills. Show all posts
Showing posts with label Game Designer Skills. Show all posts

Saturday, December 7, 2019

Feedback That Leads to Excellence

In this article, game designer Sande Chen explains why accepted norms of feedback are counterproductive and what we can do instead to help others succeed.

As game designers, we are often asked to give or receive feedback. Some of us already know that there are better ways of giving criticism than vague or general feedback or mean-spirited comments.  Even with that knowledge, some biases can creep into one's feedback. For instance, women are often victims of "benevolent sexism" whereby feedback is withheld to avoid hurting their feelings. This can lead to situations whereby women don't understand why they didn't succeed until they hear behind their backs what the person actually thought about their projects.

So how do we give feedback that encourages others to succeed?  Presumably, that is the end goal of giving feedback.

Well, it turns out that research shows that the most commonly accepted way of giving feedback, whereby we tell someone what they're doing wrong and give suggestions on how to improve it, generally backfires.  This approach is based on erroneous theories about learning. Although it's easy to focus on what you see are the negative aspects of a project, bringing attention to weaknesses triggers the "fight or flight" response in the recipient, smothering any learning that may have been intended.

Photo by Moose Photos from Pexels

Even the language you can use can provoke this reaction. Think about how you are framing the feedback.  Instead of "Here's what you should do," you can say, "Here's what I would do." When someone comes to you for advice, let them talk it out rather than simply giving them your solution. You can say, "What do you feel you are struggling with, and is there anything you've done in the past that's worked in a similar situation?"

On the flip side, recognizing the specific positive action or positive aspects is not simply praise, but a way of highlighting and reinforcing patterns or behaviors. For instance, hardly anyone criticizes toddlers for not walking correctly. Parents don't say "You could have done that without wobbling" or "Stop falling down!" Instead, they celebrate and congratulate those first few tentative steps.

In addition, humans are notoriously unfit for rating the work of other humans due to our own biases. We know how we would do things, but that might not be how someone else would do it and succeed just as well.

As a recipient of vague positive feedback, we can stop and ask for clarification. Ask "Which parts made you feel that way?" or "Which parts worked for you?"  With negative feedback, it's crucial not to place too much importance on what others think, as the negative feedback tends to reflect more on the giver than the recipient.  This is especially relevant in creative fields like game design.

Sande Chen is a writer and game designer whose work has spanned 15 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Sunday, April 14, 2019

Reflections on Mathematics in Game Design

In this article, game designer Sande Chen explains the importance of learning mathematics in the field of game design.

I went to a university so nerdy that answering calculus problems was sometimes the only way to gain entrance to a frat party. Knowledge of mathematics was expected, even of humanities majors like myself. I soon learned that my economics classes were full of calculus proofs and my writing classes, more often than not, had a scientific focus. There was no escape, it seemed, from numbers and mathematics.

Mathematics could be scary. I hated calculating triple integrals. I doubted myself. In my freshman year, I turned down an exciting opportunity to help build a microscope to be sent to outer space because I feared I could not do the calculations. It was not until my class in econometrics that I began to find my way. Unlike today, the tedious number crunching was done by hand rather than computer, but that was helpful to me because then I could clearly see from the large data sets what variables were affecting what.

Despite my initial reluctance, a love affair with numbers would serve me well in my chosen field of game design. It seems odd in these times of free-to-play business models and monetization design, but back then, it was fairly common that I would be asked how my economics background might benefit my career in the game industry. In those days, game companies did not have data divisions devoted to figuring out whether blue or pink lettering sold better. Still, I would point out that in economics, we learn how systems work - how one thing affects another – and that is exactly what a game designer needs to know.

A game designer is often in front of a spreadsheet with a large set of numbers. It's not just about determining prices, but sometimes it's about figuring out hit points, experience points, damage percentages, probabilities, and various character stats. So much of what a game designer does is surrounded by numbers. You could say it's about learning how to think like computer, but even analog games that don't need computers can need numbers. Many beginning game designers ask, “How do we figure out which numbers to use? There are so many things that need numbers.” The answer? By using mathematics.

Moreover, mathematics is truly a universal language. Even in first contact sci-fi movies, we try to communicate with space aliens using mathematics! If a game designer needs to explain how something will work to a computer programmer, then using mathematical equations is one of the best ways. If a game design has to be passed along to a second game designer, then finding mathematical equations in the documentation is such a relief, much better than seeing a bunch of numbers without any explanations. Simply put, mathematics allows you to express the relationships between sets of numbers in a very precise manner. And for game designers, it's best to be precise because the job requires you to know which numbers to use and on what.

This is particularly important to remember when you have loads and loads of numbers that are representing any number of things: weapons, spaceships, armor, potions, psi powers, etc. Since there are newb items or powers ranging up to elite, this means there are number sets. If the game designer finds out that one of the Level 1 items is too strong, then it is much easier to readjust the game balance when all the relationships are known. The entire number set may have to be evaluated and tweaked. You will want to know right away what other numbers are affected by that one change.

The importance of mathematics to game design sometimes comes as a surprise to beginning students. They may have thought of game designers as the “idea people,” but they did not really know what “idea people” actually do. Turning a game idea into reality requires more than hand-waving, especially when there are lots of numbers involved. Game designers can use mathematics to clearly specify their designs.

In short, love math and love games!

[This article was originally written for Mathematics Day at CUNY-Hostos.]

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Friday, January 5, 2018

The Passion Requirement

In this article, game designer Sande Chen weighs the pros and cons to hiring super-passionate game fans.

In a recent New York Times article about Nintendo, an interesting Shigeru Miyamoto hiring tidbit came to light.  He said, “I always look for designers who aren’t super-passionate game fans. I make it a point to ensure they’re not just a gamer, but that they have a lot of different interests and skill sets.” The article states that many of the current staff hadn't been gamers when first hired.

Considering that as a designer, Shigeru Miyamoto is inspired by everyday life (Pikmin was inspired by his gardens), this statement from him is not altogether surprising, and many people would agree that aspiring game designers should have broad interests and seek a liberal education.  However, a lot of game job adverts do call for "passion" for games. It's almost like a requirement.

And what is passion? Is it just regular enthusiasm?  Is it code for "hardcore gamer" or perhaps "superfan," at least for the company's products?  A recent Verge article points out sometimes, "passion" can be PRSpeak for "rude, obnoxious, and toxic."  And with the recent World Health Organization draft on gaming disorder, is "passion" just a nice way of saying "mental health addiction"?

One advantage to having gaming fanatics as new employees is that they are already up to date with gaming culture.  They understand what gamers want and how gamers act.  They already know the history of gaming and what's the latest craze.  They may play the latest games and know all the latest game news.  Moreover, they may know your game inside and out.  They fit in.

This requirement, however, could exclude a lot of worthy candidates.  In the past, women hires didn't have that gaming acumen but had expertise from related fields like entertainment or the technology sector.  By not hiring diverse employees, companies may stagnate, appealing to the same limited market instead of broadening its appeal.  As I have mentioned before at conferences, there are case studies where diversity of employees have led to expanded markets and more profit.  A diverse pool brings new perspectives, opening the door to originality.  In an industry where copycat games can run rampant, it can pay off to be the first mover.

What do you think? Is passion a requirement for you?

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Friday, January 24, 2014

You are a Game Designer (Part II)

In Part I, game designer Bud Leiser unveils the mystery behind what a game designer does on a project.  In Part II, he lists the skills needed to be a successful game designer.

What do game designers need, in order to be game designers?

Math! (and Excel)

Games are mostly interactions of math. Speed, height, distance, currency, levels, experience, weapons, timing, arcs. It’s all math really. Let’s assume we agree Richard Garfield is a good game designer…He has a PhD in Mathematics. Magic the Gathering was a thesis project to show that people could be addicted to performing simple math equations! I’m not suggesting game companies should run out and hire a bunch of mathematicians to become their game designers. Remember that “artsy feely thing” from before? Good luck finding that in a mathematician!

Instead I’m suggesting that if you want to be a game designer you should study Excel. Learn how to create tables, and formulas. Ask yourself “Ok, instead of pricing each one of those individually, how do I make a formula to price it for me?” At the very least, go learn about the Fibonacci series and learn how to use it in a spreadsheet.

(Greg Damiano said it really well “At the heart of most games are 2 underlying formulas. Those 2 formulas have to pair perfectly together. Then pretty much everything else in the game is built on top of those 2. I’d never said or heard it that way, but he’s spot on.)

Technical Skills
 
It’s hard to work with other super talented and technical people if you can’t “speak their language.” It’s not just about understanding their linguistics, it’s about gaining their trust. It sucks, it’s a pain but eventually you need to invest some serious time into learning a programming language and a development tool (such as Unity or UDK) Even though: You will never be as good of a programmer as the real programmers on your team. Suck it up and do it. Besides once you learn those things then if you ever really have to: You can make your own games!

Communication Skills

You have to write documents. Lots and lots of documents. Somehow they need to have a magical mix of all of these qualities:
  • Detailed
  • Concise
  • Clear
  • Descriptive
You will also need to include lots of examples. This means charts and tables from Excel. Also diagrams, sketches, mockups and wireframes from Photoshop. Here’s the great news (sarcasm): after you write that document, you have to write it again, in even more detail multiple times! One for each and every department! Yes it sucks. Being a game designer is not about playing games, it’s real work making games. Get used to it!

Management Skills

How can you be a designer…if no one is following you (and your designs)? This is another one of those “sucks but you gotta learn it” things. Some of us would love to just play around in Excel, create lots of mathematical formulas, think up cool characters, stories and features and for all those ideas and objects to just magically make their way into the game on their own. Let me know if that job ever exists. At some point somewhere in the project timeline you will have to “help people” understand and implement all of the elements you spent so much time thinking up.

Other helpful things:
  • Storytelling
  • Character Development
  • Imagination
  • User Interface Design
  • User Experience Design
  • An understanding of color (how they create mood, what they mean in different cultures)
  • Interesting life experiences to draw upon
  • Play lots of video games
  • Keep up with industry standards
  • Ability to handle feedback
  • Ability to correctly give feedback
If your dealing with social games (or games that have in-app purchases), you would also find great benefit from the following because these things need to be “baked” into the game design itself:
  • Sales experience 
  • Marketing
  • PR 
  • Customer Support
And that my friends is everything, that I think, folds into the giant cluster we call “Game Designer.” It’s a very complex role. But at the heart of it, it comes down to 2 formulas right? Create good games and help others along the process of making it. Everything else is built on top of those 2 things.

[This article originally appeared on Bud Leiser's personal blog.]  

Bud Leiser beat Nintendo’s original Zelda when he was just 3 years old. Then went on to win money and prizes playing: D&D Miniatures, Dreamblade, Magic the Gathering and The Spoils. He’s just returned from Vietnam where he helped manage Wulven Studios as their Lead Game Designer. He was responsible for creating internal projects, game design documents and communicating with clients to help them succeed in the post-freemium app market.



Friday, January 17, 2014

You are a Game Designer (Part I)

In Part I of this article, game designer Bud Leiser unveils the mystery behind what a game designer does on a project.

Is being a Game Designer the most mysterious job in the universe?  

I have the wonderful pleasure of introducing myself as a Game Designer. But then comes the follow up question. “What does a game designer do”? Surprisingly that’s a very hard questions to answer. And if I can’t answer it, if it confuses me sometimes, how can I expect anyone else to get it?

Well, at least that is not as bad as these responses:
  • Oh so you are an artist? (Not really…) 
  • So you are a programmer? (Not really…) 
  • What programs do you use to do game design? (Because they look positively shocked when I answer “Mostly Excel”) 
  • Can you fix my computer? (Sadly yes… I probably can. But I don’t want to.)

So what do I do? 

In a short sentence: “I create systems.” That doesn’t really tell the listener (Or HR Manager) anything he can use or wrap his head around though. So I usually have to go deeper and give some examples. You have played (Insert game) right?

 Ok so someone had to come up with all the different weapons in there...
  • And who do you think came up with all those prices for them? 
  • Did you notice there is a formula for those prices? 
  • Did you notice that each sword is slightly better and even feels different than the last sword you were using? 
  • How about those EXP points, notice how it always takes more and more to level up over time?   
How about the physics for your world...
  • How fast can you attack?
  • How long can you sprint before you need to rest?
  • Did you notice you deal damage at a certain point during the attack animation?  
Somewhere, at some time, someone had to make all of those individual decisions. Hundreds and hundreds of small details and decisions that somehow all lead to a unique experience.  Everyone on a team to contributes, but it’s the designer's role to lead the way.

A game designer:  Designs, tests and tweaks systems. He has to make systems work and *feel* right. Not just by themselves but also with other systems!

That “feels right” part is really really important. I’m not knocking programmers; they are super smart and talented. But they are also the first person to say “I don’t need a designer, I can do all of that myself!” 6 months later when their game has no direction, no end in sight, and they can’t “find the fun” they figure out that maybe working alone sucks, and everyone benefits by working together.

It’s that artsy fartsy “feeling” part that makes a designer special, stuck somewhere between technical and artistic (or autistic - am I right, high five!)  Sadly it’s also that part that lures would-be designers in. Making them think they are special without getting the technical or managerial balance to go along with that artsy feely stuff they love so much.
[This article originally appeared on Bud Leiser's personal blog.]  

Bud Leiser beat Nintendo’s original Zelda when he was just 3 years old. Then went on to win money and prizes playing: D&D Miniatures, Dreamblade, Magic the Gathering and The Spoils. He’s just returned from Vietnam where he helped manage Wulven Studios as their Lead Game Designer. He was responsible for creating internal projects, game design documents and communicating with clients to help them succeed in the post-freemium app market.

Sunday, October 14, 2012

What is a Game Designer?

In this article, MMO developer Brian Green explains what exactly a game designer does in an organization and why a variety of skills is required for game design.

So, let's start with the basics: What is a game designer?

A Communicator

The primary job of a designer is communication. This means you need to get used to doing a lot of writing, meeting, and explaining. Really, your ideas are actually secondary to the main focus of explaining those ideas. A designer with mediocre ideas and great communication skills is better than a designer with super ideas and no communication skills.

Why is communication so important? If the designer cannot communicate their ideas, then those ideas are stuck in his or her head. Without good design, it is harder for implementers to coordinate and plan the project. The designer should also be able to identify details that the implementers might not consider.

Not Really the Idea Person

So, what about ideas? Most aspiring game designers are disappointed to learn that they won't get to be the "idea person" on a project. In fact, the direction of game project is usually already established by someone (maybe a senior designer), approved by executives (sometimes approving his or her own flawed idea), fleshed out in high level meetings, then passed down from the lead designer to a junior designer. Note that you will still have a chance to be creative, but you won't necessarily be suggesting sweeping changes and directly choosing which games will be made. You will probably be working on a smaller portion of the whole project. This is still an interesting job, however, and you should take the opportunity to learn as much as you can while doing your work.

Also note that most new designers are going to be working on the "second tier" type projects. These games include ports, sequels, and other games that aren't going to be as interesting to work on as the hot new high-profile brand. But, you have to start somewhere. As you gain experience and work into higher positions, you will generally be able to work on higher profile games and get more creative freedom, but will not necessarily call the creative shots. Even a lead designer will see many of the details about the core gameplay already decided for them. So, what does a designer do if he or she is not the "idea guy"?

An Organizer

One major responsibility of a designer, particularly a lead designer, is organization. A lead designer organizes the different thoughts that everyone has come up with prior to starting on the project. He or she has to consider how these different systems work together and organize them into a series of documents. The lead designer also evaluates all the ideas and offer feedback based on my experience, particularly the parts dealing with online-specific aspects. The lead designer will also organize documents for the Creative Director, Executive Producer, and other designers to review and work on. After all this organization, the lead designer will still have to work on the details of some of the documents themselves along with the other designers. Eventually the design documents will be handed to the implementers to make early versions and prototypes of the game.

Good organization makes it easier to collaborate on the design. For example, there may be the design for a general advancement system in place in addition to a general quest system. A designer should be able to point out that some concept prevents them from working together, or that the advancement system expects players to gain X experience per hour, but that the quest system states it will provide Y per hour. Good organization skills to understand the systems are what make this feedback possible.

A Researcher

When it comes to the creative part of the job, a designer has to evaluate and flesh out ideas already presented. If the game contains RPG-style combat, for example, a designer needs to evaluate ideas for viability. If the ideas are not feasible, he or she must bring up these issues to managers and perhaps even suggest a way to alter the idea to make it possible. Once the idea is determined feasible, the design team needs to fill in details. How do you do this? Research!

One of the most useful skills a designer can have is knowing how to find information. In this day and age, that means knowing how to use search engines, online encyclopedias, and wikis; of course, you need enough basic knowledge to know how accurate the information you find really is. However, don't be afraid to go to the old-fashioned physical library in your town as well.

It also means having an extensive knowledge of other games, and that means playing lots of games! You should play major games in the genre as well as a few offbeat ones and a good selection outside your project's genre. Having a grasp on other genres can help give you inspiration for design problems you will encounter. Just be careful not to fall into the trap of trying to copy existing systems wholesale without understanding the design choices that went into that work.
If you don't enjoy reading pages and pages information, synthesizing data to present to other people, and playing games, do not become a game designer.

A Jack-of-all-trades

Okay, so now we know in general what a designer should do, what does a designer do on a day to day basis? Well, this is harder to define because it depends on many factors, including the project, the designer, and the organization. Unfortunately, the industry really doesn't have standardized titles or job descriptions. So, you get a lot of specialized titles that may mean different things at different companies. The skills required for a "systems designer" (which is my strength) are very focused on math. A level layout designer (which I am hopelessly terrible at), on the other hand, should be much more visually-orientated and able to visualize things easily in his or her head. Note that some companies might expect a "designer" to encompass many different disciplines.

It's not unusually to think of a designer as a jack-of-all-trades, especially as many designers have worked into a design position from another discipline. A designer with an art background might be assigned to develop the user interface, or work closely with the Art Lead to develop color schemes. Designers with a mind for programming might dig into the scripting system and help with implementation. However, a truly great designer should have at least a working knowledge of every aspect of game development. Even if the designer can't draw detailed pictures or make a 3D model, knowing how these tasks are done can help them communicate their ideas. Many designers also come form the QA department; this can be very beneficial if the individual had exposure to multiple elements of the game. And, knowing how to write test plans can help make sure that a design can be adequately tested.

In addition, knowing the different areas of game development helps keep the project possible. I've heard numerous stories about designers with no programming ability making designs that cannot possibly be implemented within a reasonable amount of time. Aspiring designers should get involved in multiple aspects of game development in order to make sure their designs are actually possible.

Putting it all together

If you want to be a great designer, you will need a variety of skills. This is one of the reasons why it's so hard to really write an exact description of what a designer is, and why it can be very difficult to teach game design in a traditional structured setting of university classes. On the other hand, it's hard to have the resources to train someone on the job. Which is why it's important to be self-motivated to learn all you can about game design, because it can be hard if not impossible to learn any other way.

Brian Green, known by the pseudonym Psychochild, is an experienced MMO developer. He's the former developer of the classic online MMO Meridian 59 and a developer for Storybricks. More of his writing can be found on his professional blog.

Sunday, October 7, 2012

Game Designers are Artists and Technicians – Because Life Requires Both

In this article, creative director Chris Swain indicates that game designers should have technical proficiency and creative storytelling skills in order to design successful entertainment games and other interactive experiences. 

Much has been said (and debated) about the “active” and “passive” nature of gaming and game design. Certainly, relative to storytelling in films and documentaries, the gamer takes an active role in the story outcome. But the game comes with a premise, characters, landscape and overall structure baked in. This then makes the gamer a willing participant in a scenario that is fully given to him or her from the game designer, who clearly works with a full cupboard of creativity.

Which brings us to the importance that storytelling bears in game design. The ability to construct a creative narrative needs to be at the core of a game designer’s skill set. Just as important, that creativity has to come from the knowledge and life experiences of the designer.

As an advisor to game design schools that include the New York Film Academy and formerly with the University of Southern California and co-author of Game Design Workshop: Designing, Prototyping, and Playtesting Games (Fullerton, Swain, Hoffman, 2004), I believe that successful students and ultimately professionals in game design have to be both technically proficient and creators.

Most people who enter a game design program know they want to be game designers. But they have to have both the technical aptitude and an artistic bent. I prefer to describe the vocation as a craft, but one that should be independent of the platform. The game should be something that can be applied to a board game. What they create should be very free form.

From my perspective and experience, it isn’t all about simple entertainment. I co-founded the EA Game Innovation Lab at USC, where students explore uses of interactive media, including games. The work of the lab includes broadening conventional wisdom about what games are and can be – work that has taken some surprisingly interesting turns.

An example of how a game/learning tool can work is The Redistricting Game  that I designed. The game explains the process of U.S. congressional district map drawing. While that may draw yawns from people who pay little attention to politics, there are many who claim the greatest power in America lies with the way congressional districts are defined. 

The process can influence which party ends up with the most seats in the House of Representatives. Each state is allowed to redraw its lines every ten years following the decennial U.S. Census, which determines where populations have changed. Each district represents a set number of people (the U.S. population divided by 435 House seats, roughly), so when a state loses or gains population it can eliminate or add a congressional district, requiring that the state be chopped up differently. What The Redistricting Game does is it allows the powers that be in a state (usually, the current governor or state legislature) take into account factors of population ethnicity, political affiliation and whether political friends or foes represent an area. The redistricting is done to the political advantage of those who hold power in the aftermath of the Census, however a handful of states allow this to be handled by an independent, non-partisan panel.

It may not be as sexy as Laura Croft: Tomb Raider. But if a reluctant student of government were given The Redistricting Game to play as a learning tool, it beats reading simple, dry text. The Redistricting Game illustrates the very nature of governmental politics: it’s a game to be won or lost. This is not unlike how things work in social and community groups and in workplaces. The lines between play and reality become blurred, as they have in many other parts of our culture in the digital, interactive age.

And it’s clearly why the business of storytelling is taking on greater importance in game design. Technical proficiency and knowledge is half of it. To be a creative and a storyteller, someone who can envision actions, reactions and consequences, intended or not, completes the equation. It’s a powerful combination.

Chris Swain is a leader in the games design and development industry, with two decades experience that includes building the Electronic Arts Game Innovation Lab at the University of Southern California. His tenure at USC includes serving as an adjunct, assistant and research professor in the School of Cinematic Arts’ Interactive Media Division, where he developed award-winning interactive games developed for AT&T, the BBC and PBS television networks, The Discovery Channel, Disney, Intel, IBM and Microsoft.  He is the creative director in the Game Design program at the New York Film Academy.

Wednesday, October 3, 2012

October 2012: Game Designer Skills

I was reading recently about technical failures due to miscommunication.  Did you know, for instance, that the Mars orbiter crashed because some design team members were using the metric system while others were using English units?  This had led universities such as USC and MIT to highlight the need for negotiation and people skills (or "soft skills") to their engineering students.

Very often, design teams will need to reach a consensus among themselves.  Despite having the same goal (be it to design the best car or the Mars orbiter), engineers will inevitably disagree during the process of design.  They may also need to interact with or present their ideas to non-technical teams.

Working on a team is a topic in itself. (See my chapter in Professional Techniques for Video Game Writing for more thoughts on that topic!)  The very multidisciplinary nature of game design ensures that "soft skills" are necessary.

What other skills do you think are preferred or necessary for game designers on the job?

Give me your thoughts.  Or if you have something longer to say (500-1000 words), send them to me as an article and I will post it up!