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The Path of Pain
Mastering Game Design in 20 steps
Kacper Szymczak
Lead Designer @ CreativeForge Games
szymczak.kacper@gmail.com
@illusionGD
10+ years of experience in the industry
CFG: Ancient Space, Hard West,
something new!
GameDev School
Techland: Call of Juarez 1,2,3
Creativity IS NOT just
coming up with ideas.
Creativity is THE PROCESS
that leads to ideas.
PART 1
Wax on, wax off.
Wax on, wax off
1. Add ideas
2. Remove the worst
3. Merge ideas
4. Remove outliers
1. Add all the ideas that come to mind, research the theme, write it down
2. Skip everything unsuitable
3. Group and merge similar items
4. Remove the outliers: things that stand apart, don’t fit
Repeat the process until satisfied or out of time.
Lose a fight
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.
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.
Invest in the
process, not in
the outcome.
Srikumar Rao
Just watch this ->
(TED Talk - Plug into your hard-wired happiness)
Ramming speed
Ben-Hur (10/10) Movie CLIP - Ramming Speed! (1959)
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.
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.
Excellence doesn’t
happen between
9 and 17
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.
PART 2
Look eye.
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.
Do or do not, there is no try
Measure twice, cut once
= prototyping
Be committed when prototyping.
Prototype not to see if it’s worth doing, but how to do it.
Prototypes are
questions.
Good questions get
useful answers.
The best prototypes are small and crafted to answer precise questions.
Simple tools
Best stuff is done on basic, solid tools
& mastery of those.
See: CoD MW1 postmortem
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.
Reverse
engineering
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.
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.
Meaningful work
Meaningful work
1. 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 choices
2. Being able to master new skills and improve
3. 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
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.
PART 3
Might
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
I have no clue how to do
this and I’m tired =
designer pain
Pressure 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.
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.
Five point palm
exploding heart
technique
There are no magic tricks.
There are no shortcuts.
No design rule is golden. None of them alone is enough.
A million thought design
exploding quality
technique:
Apply all rules at once.
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.
Be like water
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.
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.
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.
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.
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.
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)
PART 4
An epic test
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.
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.
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.
Avoid HIPPOs:
Highest
Paid
Person’s
Opinions
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.
The art of failing
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.
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 Aronson
Must read: Mistakes Were Made (But Not by Me): Why We Justify Foolish Beliefs, Bad Decisions, and Hurtful Acts by Carol Tavris,
Elliot Aronson
Shuffling tasks
Merits of task shuffling
Grow 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.
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.
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.
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.
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.
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.
End.
szymczak.kacper@gmail.com
@illusionGD

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

  • 1. The Path of Pain Mastering Game Design in 20 steps
  • 2. Kacper Szymczak Lead Designer @ CreativeForge Games szymczak.kacper@gmail.com @illusionGD
  • 3. 10+ years of experience in the industry CFG: Ancient Space, Hard West, something new! GameDev School Techland: Call of Juarez 1,2,3
  • 4. Creativity IS NOT just coming up with ideas. Creativity is THE PROCESS that leads to ideas.
  • 6. Wax on, wax off.
  • 7. Wax on, wax off 1. Add ideas 2. Remove the worst 3. Merge ideas 4. Remove outliers 1. Add all the ideas that come to mind, research the theme, write it down 2. Skip everything unsuitable 3. Group and merge similar items 4. Remove the outliers: things that stand apart, don’t fit Repeat the process until satisfied or out of time.
  • 9. 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.
  • 10. 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.
  • 11. Invest in the process, not in the outcome. Srikumar Rao Just watch this -> (TED Talk - Plug into your hard-wired happiness)
  • 13. Ben-Hur (10/10) Movie CLIP - Ramming Speed! (1959)
  • 14. 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.
  • 15. 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.
  • 17. 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.
  • 20. 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.
  • 21. Do or do not, there is no try
  • 22. Measure twice, cut once = prototyping Be committed when prototyping. Prototype not to see if it’s worth doing, but how to do it.
  • 23. Prototypes are questions. Good questions get useful answers. The best prototypes are small and crafted to answer precise questions.
  • 24. Simple tools Best stuff is done on basic, solid tools & mastery of those. See: CoD MW1 postmortem
  • 25. 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.
  • 27. 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.
  • 28. 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.
  • 30. Meaningful work 1. 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 choices 2. Being able to master new skills and improve 3. 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
  • 31. 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.
  • 33. Might
  • 34. 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
  • 35. I have no clue how to do this and I’m tired = designer pain Pressure 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.
  • 36. 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.
  • 37. Five point palm exploding heart technique
  • 38. There are no magic tricks. There are no shortcuts. No design rule is golden. None of them alone is enough.
  • 39. A million thought design exploding quality technique: Apply all rules at once.
  • 40. 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.
  • 42.
  • 43. 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.
  • 44. 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.
  • 45. 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.
  • 46. 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.
  • 47. 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.
  • 48. 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)
  • 51. 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.
  • 52. 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.
  • 53. 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.
  • 54. Avoid HIPPOs: Highest Paid Person’s Opinions 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.
  • 55. The art of failing
  • 56. 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.
  • 57. 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 Aronson Must read: Mistakes Were Made (But Not by Me): Why We Justify Foolish Beliefs, Bad Decisions, and Hurtful Acts by Carol Tavris, Elliot Aronson
  • 59. Merits of task shuffling Grow 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.
  • 60. 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.
  • 61. 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.
  • 62. 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.
  • 63. 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.
  • 64. 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.

Notes de l'éditeur

  1. PERFORM AUDIO TEST
  2. Kacper Szymczak Lead Designer @ CreativeForge Games szymczak.kacper@gmail.com @illusionGD
  3. I have over 10 years of design experience I am the Lead designer of Ancient Space, Hard West, something new! I Teach GameDev School Was the multiplayer designer at Techland for Call of Juarez 1,2,3
  4. Creativity IS NOT just coming up with ideas. Creativity is THE PROCESS that leads to ideas.
  5. Part 1: novice techniques
  6. Wax on, wax off - the most basic set of moves to get any decent results. This describes my way of designing anything: game ideas complex systems this presentation.
  7. 1. Add all the ideas that come to mind, research the theme, write it down 2. Skip everything unsuitable 3. Group and merge similar items 4. Remove the outliers: things that stand apart, don’t fit Repeat the process. Repeat again. Repeat.
  8. You can not win and learn at the same time. Luckily, life is tough. Gives you many occasions to lose.
  9. Assume a win or learn attitude. When you’re not winning, you are learning. 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. They didn’t learn much from it.
  10. When you fail, Do not focus on grief. Focus on the lesson. Go home and fail. Get feedback on design that isn’t perfect. Show a prototype that you know is incomplete. Apply for a job you don’t expect to get.
  11. Srikumar Rao. Writer, coach, speaker. He’s from Mumbai. He believes you should, quote, “Inłest in de process, not in the outcome”. Rao says this is the key to happiness Well, fuck happiness, I didn’t come here to talk happiness. You don’t have control over outcome Don’t focus on the market Don’t focus on the press Focus on good design Focus and make an effort to avoid investing energy in expectations
  12. Name of the exercise comes from a scene from Ben Hur
  13. The sadistic galley commander orders slaves to row faster just for kicks STOP NA 3:00 JAK WSTAJE Z KRZESEŁKA But is he a sadist, or just an incredible teacher?
  14. Maybe he knows, that the first step in making stuff better is making it faster. This way you have more time to improve on your work. Practice ramming speed.
  15. 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 Fast means 5-15 minutes.
  16. Excellence doesn’t happen 9 to 5 In other words, work super hard. I’m not talking about constant crunching. You don’t have to do overtime at work. But you do have to work after work.
  17. It doesn’t matter: same project, other projects, your own projects, doesn’t really matter. Job day job tasks will only be enough to keep you afloat. Whenever you’re resting, someone else is working hard to be better than you.
  18. Part two.
  19. Mr miyagi says: look eye, always look eye He means: never lose sight of your goals. Task goals Game goals Life goals
  20. I rearrange my tasks every day. I make sure they are leading me where I wanted. I reconsider my goals every week. Is what I’m doing right now worth getting me closer? Question everything else. Fuck everything else.
  21. In the scene of star wars where Yoda and Luke talk about game prototyping, Yoda says this. Be committed when prototyping Prototype not to see if its worth doing. Otherwise, the story will be this: We made a shitty prototype and it was shitty. Well no shit. Woodworkers have a saying:
  22. Measure twice, cut once. This is the nature of prototyping. Think twice to perform well. Not: to question whether to perform at all. What are prototypes?
  23. Prototypes are questions. Stating a good question is the most important thing. Doesn’t mean the prototype needs to be big. The best prototypes are small. It’s a task force. It’s a tactical nuke. Ask HOW, not IF.
  24. I do most of my design on paper or in the simplest notepad I use simplest formatting I use simplest google spreadsheets I use the simplest of pencils. I no longer own crayons. Best stuff is done on basic, solid tools & mastery of those.
  25. Do not rely on fancy tools. Do not rely on technology to do it for you. Automating technology limits 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.
  26. Behold, the shittiest stock photo I managed to find related to engineering. Btw, is this commercial use? Anyway: Ever noticed that artists who draw characters study anatomy? They study thoroughly the topic before working on it. You must understand what you’re building. Find the closest point of reference. There’s always something.
  27. Take it apart. Write a design document for it. As if you were to build it yourself.
  28. I always find out other games to be way more complex than anticipated. It’s especially important very flawed games. Obvious weaknesses always have very deep roots, and you have to know them to fix it.
  29. What makes work satisfying?
  30. Malcolm Gladwell found 3 key ingredients: 1. Being in control of our own choices 2. Being able to master new skills and improve 3. Seeing the payoff—whether financial, spiritual, or other Probably you’re thinking - when I’m the game director, with a huge budget, then my work will be meaningful. But you should know Gladwell based his research on, among others, assembly line workers. Perfectly happy with their jobs. You have all the power to make your field meaningful. Seek these values in your current job. They’re there, I assure you.
  31. 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.
  32. Part 3: master techniques
  33. How true might is born It origins in obstacles & pressure & pain Allegedly, Muhammad Ali, when asked how many sit ups he does, he answered:
  34. I don't count my sit-ups; I only start counting when it starts hurting because they’re the only ones that count. But can you feel pain when designing? Sure you can.
  35. Pressure of time and complexity result in pain. I find myself involuntarily standing up. I automatically pop up facebook or twitter. I start chatting up coworkers.
  36. I have noticed three basic symptoms of pressure: 1. proved to be a bit more complex - Missed the deadline 2. job was overall too ambitious - didn’t finish as expected 3. My design muscle is limp - questions like: will anyone notice what we're doing now? does it have to meet all these requirements?
  37. You’ve read a couple of books on design, one or two were really useful You’ve know Sid Meier says games are series of interesting questions You know about the flow Which is the single golden rule?
  38. There is none. If there’s a golden rule, here it is: All rules are golden. All of them at once.
  39. all the knowledge you can gain everything you've read or heard Very complex and very difficult This is the root of the painful complexity. I am going to teach you this technique.
  40. It requires great understanding of all the rules you come across. Understanding demands practice. And lots of it. And when it becomes your intuition, move on to the next one.
  41. Bruce Lee said this:
  42. Empty your mind, be formless, shapeless — like water. Now you put water in a cup, it becomes the cup; You put water into a bottle it becomes the bottle; You put it in a teapot it becomes the teapot. Now water can flow or it can crash. You will work in various conditions. You must learn to shift your gears. The point is this:
  43. Adapt. Preproduction requires patience and various skills prove useful. Alpha stage requires shutting up and almost mindless scrumming to get to completion asap. Polishing require meticulous attention to detail. So you can’t just say: I am the prototyper, that’s my style. Or that the final polish is your main concern. Be like water.
  44. Put the designer in preproduction, he becomes a one man orchestra.
  45. 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. And you will question if going so fast is wise. If being so ambitious is smart. If risk is worth it. Why not slow down, cling to what you have, where you are. Life is good, the money is good.
  46. Do not yield to your fears. You can never avoid fear, 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.
  47. Reach up for help. Find a mentor, or mentors, if you will. I highly recommend getting in touch, directly, and establish such a connection. Ideally your mentor will be one step ahead. I didn’t have such luck, had to reach all the way to our top shelf and from time to time I bug Michal Madej for advice. Thanks Michal!
  48. Second thing is no less important: 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. The best way to force yourself to do that is to do conference talks!
  49. Part 4 This part is targeted at the lead designers or other design managers.
  50. When testing applicants, you should prepare an epic test which everyone fails.
  51. This is basic human resources management stuff Ask yourself these questions before even starting the recruitment process. The best way to find out is to find out. 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. How difficult should the test be?
  52. Prep a test that is fiendishly difficult. Ideally, one perfect person would get maximum points. But what’s the off chance that person will apply to your offer? If you get two max scores from your applicants, you failed. So just to be safe, no one scores maximum, ok? Measure the varying degrees of fail to give you a scale.
  53. Regularly prove yourself to your team. You want their trust, not faith. Over and over I have seen managers being ridiculed behind the scenes. Because they lost touch with the real thing. Your authority will be questioned. Your experience will be questioned. And you will be asked for orders, not advice. Obviously you have the final say, But you will create hippos.
  54. HIPPO - Highest Paid Person’s Opinion Hippos stagnate discussion. Hippos kill brainstorms. Creatives work really badly if there are hippos in the room. And not being perceived only through the lens of paygrade helps.
  55. Success has many fathers Design failures have one father: The lead designer.
  56. Admit your mistakes to your team, period. Your bad decisions will be clearly visible, anyway. Learn from them. Also, admitting nets you respect. You should know that In the US, doctors who admit mistakes get sued less frequently.
  57. That’s because people can forgive mistakes of the mind. People are much less likely to forgive mistakes of the heart.
  58. Getting attached to parts of the game doesn’t really help. The feeling of ownership is destructive. Designers should focus on good decisions instead of their own decisions. So shuffle tasks between your teammates.
  59. Move tasks around. 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.
  60. 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.
  61. 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. You should know that research on children potential says that: the biggest threat to achieving one’s potential is being underestimated by your own parents.
  62. 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.
  63. 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.
  64. All that won’t do you any good if you don’t know why you came here. You landed a spot in the industry, probably at random, you took what they gave you. Is that where you were aiming? What matters to you? Full creative control? Press covers? 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. Every journey begins with the first step. I want your first step to be this question: who did I want to be?
  65. I’ll post the slides on my twitter and facebook feeds next week