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Part 1 - Design Advice 1-16 

  • Writer: gamedesigndiary
    gamedesigndiary
  • Feb 15, 2024
  • 3 min read

Updated: Feb 24, 2024



Part 1 - Design Advice 1-16

(Part 2 to follow with 17-34)

 

I wanted to share some of the most important guidelines I've come to embrace during my career. It's not meant to be rigid, these just work for me. Take what works for you & maybe message me with great tips I've missed?

 

Feel free to message me here (click here).

 

1 - The best idea wins

  • It doesn't matter where the idea comes from, a great idea is a great idea.

  • Be consistent by filtering via a clearly communicated vision & development goals.

 

2 - Keep it simple

  • Don't over complicate your designs, focus on what the design is intended to do.

  • If its confusing people on the team or has grown out of scope then stop, breath & refocus.

  • This is a good rule for all departments.

 

3 - Beautiful constraints

  • Do not let constraints turn your thinking negative they are a challenge to your creativity.

  • Embrace limitation by seeking out ideas from your team, brainstorm.

 

4 - Fail Fast

  • Prototype as quickly as possible to answer unknowns.

  • Fast prototypes are throw away work, so be brave.

  • Failing is good if you learn how to solve a problem, prove a theory or discover a new approach.

  • Failing fast will save resources as well as providing confidence moving forwards.

 

5 - Two ears one mouth

  • Listen twice as much as you speak especially if you’re a lead.

 

6 - Iteration is king

  • The more cycles of 'Play -> Feedback -> Implement' the better.

  • Fail fast & test early to get more iteration cycles done before you invest resources.

  • Consider gates to pass before the next step of effort (Level gates post coming soon).

 

7 - Don't noodle

  • Don't spend too much time alone on a single task.

  • If you realise your not progressing seek out opinions & feedback from team mates.

 

8 - Content is king

  • It doesn't matter how good your game mechanics are if it lacks content it will fail.

  • Build content in a modular way allowing for a variety of gameplay combinations.

  • If you are a service title have a compelling content roadmap & deliver it on time.

  • Keep bespoke content to appropriate levels.

 

9 - What? Why? How?

  • To understand what your making you need to ask three core questions.

  • What? - Explain what you want? What does it do? What features does it affect?

  • How? - How does it work? How is it going to be made?

  • Why? - Why are we making this? Why is this feature important? Why is this feature making the pillar/game better? How is this helping to deliver the vision?

  • This is pure due diligence to make sure it supports the vision enough to warrant the resources to build it.

 

10 - Don't over specialise

  • Getting too specialised will reduce innovation & creative solutions

  • If you have 100 car experts on your project, think about hiring someone with different interests & experience.

  • Variety provides multiple lenses to look the problem, this can lead to surprising innovations.

 

11 - 70 / 30

  • With new concepts, projects, content, or designs I look to a 70/30 split between know & established ideas vs. new innovation.

  • Avoid being a 'me too' game by cloning the current best in class.

  • Avoid a confused reception by innovating everything in the game removing any familiarity.

 

12 - Don't be a dictator

  • Its Creative Director NOT Creative Dictator!

  • This goes for all leadership positions.

  • Be fair, be consistent, empower, mentor & communicate frequently.

 

13 - Appropriate level of detail

  • Understand the appropriate level of detail for each conversation based on the audience e.g. high level vs. detailed design.

  • Keep your presentations/meetings as focused as possible, have the details ready if needed.

  • Consider where in production you are e.g. concept, pre-production & production when making requests, meeting with management/teams or providing feedback.

 

14 - Every first draft design is perfect!

  • The first draft of a design is never going to be perfect so don't spend to long on it.

  • People need something to react to (it's easier) which is why a first draft is always perfect.

  • Know it will be improved over iterations with your fellow designers in a collaborative way.

  • Don't be defensive, listen and filter the changes/ideas that help it deliver on its goals

 

15 - Grow on your journey

  • Be aware of how you can support your team & how your team can help you grow

  • We all need support & guidance from time to time.

  • Be generous with your support, advice and time, be a good mentor

  • Remembering how you got to where you are now & those who helped you along the way.

 

16 - Have fun

  • We have the best job in the world, we make games.

  • Have fun making games & your games will be fun.

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