the path of pain: mastering game design in 20 steps - takeaway

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The Path of Pain Mastering Game Design in 20 steps

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Page 1: The Path of Pain: Mastering Game Design in 20 steps - takeaway

The Path of Pain

Mastering Game Design in 20 steps

Page 2: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Kacper Szymczak

Lead Designer @ CreativeForge Games

[email protected]

@illusionGD

Page 3: The Path of Pain: Mastering Game Design in 20 steps - takeaway

10+ years of experience in the industry

CFG: Ancient Space, Hard West, something new!

GameDev School

Techland: Call of Juarez 1,2,3

Page 4: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Creativity IS NOT just coming up with ideas.

Creativity is THE PROCESS that leads to

ideas.

Page 5: The Path of Pain: Mastering Game Design in 20 steps - takeaway

PART 1

Page 6: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Wax on, wax off.

Page 7: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Wax on, wax off

1.Add ideas

2.Remove the worst

3.Merge ideas

4.Remove outliers1. Add all the ideas that come to mind, research the theme, write it down2. Skip everything unsuitable3. Group and merge similar items4. Remove the outliers: things that stand apart, don’t fit

Repeat the process until satisfied or out of time.

Page 8: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Lose a fight

Page 9: The Path of Pain: Mastering Game Design in 20 steps - takeaway

You either win or learn.

When you’re not winning, you are learning. So do not be afraid to fail: that is the only situation when you will truly learn.

Most truly successful people I know and talked to say: I tried for a long time and failed over and over, and then I got lucky. Not one could actually explain the success; because they didn’t learn much from it.

Page 10: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Do not focus on grief.Focus on the lesson.

Homework!

Fail something, and focus on learning: get feedback on design that isn’t perfect; or show a prototype that you know is incomplete; or apply for a job you don’t expect to get.

Page 11: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Invest in the process, not in the outcome.

Srikumar RaoJust watch this ->

(TED Talk - Plug into your hard-wired happiness)

Page 12: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Ramming speed

Page 13: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Ben-Hur (10/10) Movie CLIP - Ramming Speed! (1959)

Page 14: The Path of Pain: Mastering Game Design in 20 steps - takeaway

First step in making better design is making it faster.

This way you have more time to improve on your work.

HOMEWORK: Practice ramming speed.

Page 15: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Parkinson's Law: “Work expands so as

to fill the time available for its

completion.”Never take long to do something for the first time.Your first attempt will be shit.Don’t take long to create shit.Make it fast.Fail fast.

HOMEWORK: Practice fast work: 5-15 minutes for first attempt.

Page 16: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Excellence doesn’t happen between 9 and 17

Page 17: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Whenever you’re resting, someone else is working hard to be

better.In other words, work super hard.Most probably that doesn’t mean death march crunching at work.It merely means learning doesn’t end when you’re leaving the office.

Page 18: The Path of Pain: Mastering Game Design in 20 steps - takeaway

PART 2

Page 19: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Look eye.

Page 20: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Weave realigning into your routines.

Never lose sight of your task goals, game goals, life goals.

HOMEWORK: Practice regular realignment of your tasks to your goals.

Page 21: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Do or do not, there is no try

Page 22: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Measure twice, cut once = prototyping

Be committed when prototyping.

Prototype not to see if it’s worth doing, but how to do it.

Page 23: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Prototypes are questions.

Good questions get useful answers.

The best prototypes are small and crafted to answer precise questions.

Page 24: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Simple tools

Best stuff is done on basic, solid tools & mastery of those.

See: CoD MW1 postmortem

Page 25: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Technology will eventually limit you.

You start relying on automation and soon enough learn to avoid tasks that can not be automated.

Use complex tools if necessary, but do not rely on them.

Page 26: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Reverse engineering

Page 27: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Take it apart to know how it’s built.

You must understand what you’re building.Find the closest point of reference. (there’s always something)

Take it apart. Write a design document for it, as if you were to build it yourself.

Page 28: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Most obvious weaknesses have very

deep roots.I always find out other games to be way more complex than anticipated.It’s especially important with very flawed games.

Obvious weaknesses always have very deep roots, and you have to know them to fix it.

Page 29: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Meaningful work

Page 30: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Meaningful work1.Autonomy

2.Complexity

3.Direct connection between effort and reward

(Malcolm Gladwell, Outliers)

What makes work satisfying?Malcolm Gladwell found 3 key ingredients:

1. Being in control of our own choices2. Being able to master new skills and improve3. Seeing the payoff—whether financial, spiritual, or other

Note: Gladwell based his research on, among others, assembly line workers, perfectly happy with their jobs.

Read: Outliers: The Story of Success by Malcolm Gladwell

Page 31: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Responsibility entails power.

Responsibility entails power and control.First you ACT responsibly, then you GET control.

First you prove you can do the extra job and can handle the extra capabilities.

It’s a very rare opportunity when you’re given freedom and control and then are expected to be responsible.

But if you prep solutions for problems that aren’t yours, well, you’re on the fast lane to a position of power.

Page 32: The Path of Pain: Mastering Game Design in 20 steps - takeaway

PART 3

Page 33: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Might

Page 34: The Path of Pain: Mastering Game Design in 20 steps - takeaway

I don't count my sit-ups; I only start counting when it starts hurting because they’re the only ones that count.

- Muhammad Ali

Page 35: The Path of Pain: Mastering Game Design in 20 steps - takeaway

I have no clue how to do this and I’m tired =

designer painPressure of time and complexity result in pain.

When the pressure is high, that’s your golden time. Hold on to the pain.

Get yourself to focus, clear distractions and force yourself to work for some time without a break.

Page 36: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Stages of pressure

1.Missed the deadline

2.Didn’t finish

3.Question the point of the task

These tell-tale signs or creativity exhausture are most useful to managers observing their design teams, to know when and how apply pressure.

Page 37: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Five point palm exploding heart technique

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There are no magic tricks.

There are no shortcuts.

No design rule is golden. None of them alone is enough.

Page 39: The Path of Pain: Mastering Game Design in 20 steps - takeaway

A million thought design exploding quality technique:

Apply all rules at once.

Page 40: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Learning the million thought design exploding quality technique

1.Learn a new rule.

2.Apply the new rule.

3.Over and over.

4.Until it becomes your second nature.

5.Repeat.

Page 41: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Be like water

Page 43: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Adapt.

You can’t just say: I am the prototyper, that’s my style. Or that the final polish is your main concern.

You have to adapt to all stages and circumstances, because these will often change.

Page 44: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Put the designer in preproduction, he becomes a one man orchestra.

Put the designer into the alpha stage, he becomes a worker bee.

Put the designer into polishing and he becomes Steve Jobs.

Designer can inspect the gameplay flow, or he can crunch.

Be water, my friend.

Page 45: The Path of Pain: Mastering Game Design in 20 steps - takeaway

FEAR

As you progress on your career, stakes will get higher.You will keep climbing the steep ladder to success, and at times you will look down.

You will question if going so fast is wise.If being so ambitious is smart.If risk is worth it.

Page 46: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Acting on fear is the fast lane to mediocrity.

Do not yield to your fears.

But if fear overcomes you, here’s what you have to do: Stop analyzing, turn your thinking off for a second.Welcome the fear, feel it & just let it be. You can never avoid fear, but you can totally live with it without panicking.

Page 47: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Connect with your ancestors.

Reach up for help.Find a mentor, or mentors, if you will.I highly recommend getting in touch, directly, and establish such a connection.

Page 48: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Connect with your descendants

Reach down to help others.Write down your thoughts to organize them and share them (that’s the only way to know what you know)

Page 49: The Path of Pain: Mastering Game Design in 20 steps - takeaway

PART 4

Page 50: The Path of Pain: Mastering Game Design in 20 steps - takeaway

An epic test

Page 51: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Basic stuff:

1.What is the job?

2.Can you test the applicant’s capacity to perform the job?

3.What are the criteria of well delivered task?

4.Can they do it in the test?Prep a test with precise conditions, like: limited time, set of problems to solve.Ask your applicants to just do the job you intend them to do.

Page 52: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Test difficulty rule of thumb:

Everyone fails.Prep a test that is fiendishly difficult.Measure the varying degrees of fail to give you a scale.

Page 53: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Prove your skill

Regularly prove yourself to your team.Don’t lose touch with the real thing or you’ll be ridiculed as a manager.

Your authority will be questioned.Your experience will be questioned.

And you will be asked for orders, not advice.

Page 54: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Avoid HIPPOs:

HighestPaid

Person’sOpinions

Hippos stagnate discussion. Hippos kill brainstorms.Creatives work really badly if there are hippos in the room.Proving your skills gets you closer to your team.

Page 55: The Path of Pain: Mastering Game Design in 20 steps - takeaway

The art of failing

Page 56: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Admit mistakes.

As the lead designer, you’ll be responsible for all design failures.Admit your mistakes to your team.There’s no way you’ll avoid being linked to those mistakes, and admitting them yourself nets you respect.

Page 57: The Path of Pain: Mastering Game Design in 20 steps - takeaway

People can forgive mistakes of the mind.People are much less

likely to forgive mistakes of the heart.Mistakes were made (but not by me)

- Carol Tavris & Elliot AronsonMust read: Mistakes Were Made (But Not by Me): Why We Justify Foolish Beliefs, Bad Decisions, and Hurtful Acts by Carol Tavris, Elliot Aronson

Page 58: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Shuffling tasks

Page 59: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Merits of task shufflingGrow the knowledge of game

Enforces communication

Gives designers different perspectives

Exposes systems to different perspectives

Getting attached to parts of the game doesn’t really help.The feeling of ownership is actually purely destructive. Designers should focus on good decisions instead of their own decisions.

Shuffle tasks between designers. Have them review one another.It’s generally safer, because you can refocus team efforts.It’s easier to take a day off, because no one is the chokepoint.

Page 60: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Be cruel

Save your team from mistakes.They will make enough on their own anyway.

Don’t let them sabotage their own game to make someone feel good for a moment.Never hesitate from throwing out trash made by your team.That’s misleading feedback.

Page 61: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Keep up high standards

(This is the missing image! :-)

Give no quarter to beginners. Don’t approve their work until it’s really good.Give room to learn, delegate hard tasks. Even too hard. This is actually investing your time in nurturing their talent.Let them take pride in where they work, where they learned.

Page 62: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Be caring

Your team will not be working with you forever.

Your employees are caring for their career.You should care about that too. You should care a lot.Also, you should say goodbye to anyone who cares less.

Page 63: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Take some responsibility for your

employees’ lives.

Do not waste their time: make sure they consider your team to be the fast lane to excellence.

Take responsibility for their career. You have much more control over it than they do.

And when they reach the ceiling, help them go.They will go anyway, why be a dick about it.

Page 64: The Path of Pain: Mastering Game Design in 20 steps - takeaway

Who did you want to be?

All that won’t do you any good if you don’t know what do you want to do.With high probability, your current position in the industry happened at random, at least sort-of.Is that where you were aiming? What matters to you? Full creative control? Press coverage? Shitload of money?You can’t have everything at once.And if you don’t already know, that’s fine, as long as you know you’re in a finite process of finding out.

Page 65: The Path of Pain: Mastering Game Design in 20 steps - takeaway

[email protected]

@illusionGD