Title: Pitfalls of the Working Lead Designer
1Pitfalls of the Working Lead Designer
Michael Fitch
2Pitfalls of the Working Lead Designer
- So, who is this guy?
- Creative Manager at THQ
- Previously at Red Storm Entertainment
- Before that, at Atomic Games
- A long time ago a dreamer
3Pitfalls of the Working Lead Designer
- The Dream of the Designer
- Think up cool game ideas
- Make the games you want to play
- Become a game god
4Pitfalls of the Working Lead Designer
- The Reality of Design
- Ideas are easy, design is work
- Coordinating all the pieces
- Respecting the budgets
- Solving problems two years before they happen
- Designers always work for someone
- Producer, studio, publisher, audience
- Results are what matter
5Pitfalls of the Working Lead Designer
- So, whats in a pitfall?
- Structural problems
- It happens to everyone, sooner or later
- Issues of design process
- This is not about content
- Knowledge is half the battle
- Its also only half the battle
6Pitfalls of the Working Lead Designer
- A few debts to acknowledge
- Richard Dansky, and the entire design team at Red
Storm - Keith Zabaloui
- Everyone who takes the time to publish their own
lessons on the web, in books, at events like GDC
7Pitfalls of the Working Lead Designer
Failing to Define Design
8Pitfalls Failing to Define Design
- Design is difficult to define
- Design is a creative process
- A lead designer wears many hats
- Storyteller Marketer
- Visionary Historian
- Psychologist Mediator
- Cheerleader Psychic
9Pitfalls Failing to Define Design
- Design is team and project specific
- There are no industry-wide standards
- Every team is different
- Designers have to be flexible
- Deliverables can be difficult to sort out
- Every game has its unique issues
So, what can you do?
10Pitfalls Failing to Define Design
- Establish approval paths
- Consensus is great, but someone needs to have the
final say - Not always the lead designer
- Approval is a gate
- Backing up will result in severe tire damage
- The shorter the loop, the better
11Pitfalls Failing to Define Design
- Manage team input
- Make design a visible process
- Tell the team why, not just how
- Create specific times and deadlines for feedback
- And pay attention to what you get
- Provide closure for the team
12Pitfalls Failing to Define Design
- Schedule Design Tasks
- Set concrete goals
- Prototype design process, if necessary
- Periodically check your assumptions against
reality - Make sure the team gets fed
13Pitfalls Failing to Define Design
- Ad hoc design is a recipe for disaster!
14Pitfalls of the Working Lead Designer
Too Many Cooks
15Pitfalls Too Many Cooks
- Ideas are great fun
- This is a problem
- There are always already too many
- Beware the two-man effect
- A is a great idea!
- It is! And so is B!
- Yes, exactly! A and B and C are great!
- We need A, B, C, and D in our game!
16Pitfalls Too Many Cooks
- Ideas are hard to resist
- Saying no makes you the bad guy
- Sometimes, you are the one you need to say no
to - There are some people who wont take no for an
answer
So, what can you do?
17Pitfalls Too Many Cooks
- Capture the magic
- Dont start with no
- Get the full picture
- Collaborate run with the idea
- Clarify the goal
- Find the motivation
- Give them what they want, not what they ask for
18Pitfalls Too Many Cooks
- Dont be that guy!
- Make your approval gates reliable
- When you get the urge, get a gut check
- Separate enthusiasm from workability
- You are not an exception to your own rules
19Pitfalls Too Many Cooks
- Design is more about eliminating ideas than
coming up with them!
20Pitfalls of the Working Lead Designer
Believing the Hype
21Pitfalls Believing the Hype
- Design takes marketing
- Bullet points on the back of the box
- First, you sell the people with the money
- Then, you sell the people with the skills
- Why its the designers that do the pitch
- Plotting the path
- The leap of faith
22Pitfalls Believing the Hype
- Theory comes before practice
- It takes months of work to shape the game
- Thats a huge investment, and a huge risk
- Each feature locks you in more tightly
- There is always a limit to the budget
- What happens if the theory is wrong?
- There are no takebacks in marketing
- There are no changes without costs
So, what can you do?
23Pitfalls Believing the Hype
- Build a solid sand castle
- Prototype, prototype, prototype
- Be prepared to throw out your work
- Assess your status with a critical eye
- If youre too close, get an outside opinion
- Move from the center to the fringe
- Theres the core of the game, then theres
everything else
24Pitfalls Believing the Hype
- Make a contingency plan
- Build scale into the project
- Plan for adjustments they always happen
- Know what can be cut before youre asked
- Features and content
- Everything has a priority
- Last in, first out
25Pitfalls Believing the Hype
- You have to create the hype, but you cant let it
blind you!
26Pitfalls of the Working Lead Designer
The Devils in the Documents
27Pitfalls The Devils in the Documents
- Designer ? Writer
- Sooner or later, everything will be documented
- Level of detail is a Catch-22
- You get what you ask for, not what you want
- Living documents require constant attention
So, what can you do?
28Pitfalls The Devils in the Documents
- Target your audience
- Keep documents short and clear
- Only as much as is needed
- Adjust the language appropriately
- Marketing vs. Management vs. Test
- Avoid the monolith
- The era of big bibles is over
29Pitfalls The Devils in the Documents
- Establish a standard
- Templates save time
- Consistent formats are easier to scan
- Use version control
- Put everything in plain sight
- Intranet, Wiki, network drives, etc.
- Work from the high level down
- Vision, approach, implementation, asset
30Pitfalls The Devils in the Documents
- Work for the team
- Dont assume that you know what works
- Use drafts to revise presentation as well as
content - Change your formats if needed
- Sometimes visual is faster than text
- Foreground goals and rationale
- Someone may know a better path to the prize
- Context clarifies key concerns
- Give the team what they need now
- You can only be so far ahead of the curve
31Pitfalls The Devils in the Documents
- No document survives an encounter with production
- Revise, revise, revise
- Highlight changes in the documents
- Keep whats new front and center
- Push old information to the back
- Add specifics, but keep the logic
- Answering one question vs. establishing a method
- Avoid document fatigue
32Pitfalls The Devils in the Documents
- The only useful document is the one that gets
read!
33Pitfalls of the Working Lead Designer
Bright, Shiny Objects
34Pitfalls Bright, Shiny Objects
- Developers play games
- Most of us are here because were gamers
- Competitive research
- The wow reaction
- The transplant theory, or when
- This is cool
- becomes
- We need to do this
35Pitfalls Bright, Shiny Objects
- A single feature cannot be lifted
- Everything is connected
- Actions are defined by context
- Feedback is a loop
- The gun example
- Balance AI
- Effects Level Design
- Physics UI
- Level Design Story
36Pitfalls Bright, Shiny Objects
- Timing is everything
- You and everyone else on the planet
- From you to the customer
- You always remember your first time
- Leader of the pack
- Trends vs. watersheds
37Pitfalls Bright, Shiny Objects
- Moving the goalposts
- Every change costs more than you think
- Tuning touches all systems
- Something has to give
- Back to the stone age
- Is it worth it?
So, what can you do?
38Pitfalls Bright, Shiny Objects
- Keep your eyes on the prize
- Know a convention when you see one
- Insist on a zero-sum approach
- Set a high standard
- Protect the core
- Use those approval gates!
39Pitfalls Bright, Shiny Objects
- Games are not the sum of their features!
40Pitfalls of the Working Lead Designer
Conclusion
41Pitfalls Conclusion
- The focus of design is production
- Best practices trump best theories
- Every team and project is different
- Know the red flags when you see them
- Have solutions before you need them
- Its not about you its about the game
42Pitfalls Thats all, folks.