10 design lessons from 10 years in games
10 years ago I started working in the games industry. Along the way I've picked up a few things that I wanted to record (for my own sake!) and share with you.
1. Understand the problem before chasing a solution
Don't be tempted to start designing a solution when the problem is not fully explored and understood, take the time to focus on what you're trying to resolve.Make sure you understand what the solution needs to accomplish then formalize your findings, write them down. Develop goals.
Present these to other team members, discuss and amend them as required.
It's always better to debate the purpose of a feature than to debate a feature with no obvious purpose.
2. Don't pop an idea before it's fully inflated
When a new idea or feature is proposed it's tempting to start immediately identifying flaws or concerns. Avoid writing ideas off or designing fixes based on these assumptions.
Although these concerns are likely valid it's worthwhile giving the people involved time and space to consider and digest what's been proposed.
If the value is there (and time / budgets allows it) prototyping is always desirable. The severity of any concerns will quickly become apparent.Sometimes a flawed idea can yield gold when you start to really think about it and play with it.
3. Understand your games heart
Every game has a heart, a core experience, the reason why people play the game.
People will play a game with a great core experience and bad supporting systems, but won't play a game with great supporting systems and a bad core experience. Understanding what parts of your game are vital to the core experience and which parts aren't is a simple concept but much more difficult in practice.
As designers, it's easy to want to thoroughly consider and design every aspect of the game, from a pause menu UX through to player movement. However this has time and budget implications. Depending on what your games heart is, one or both of these may not be important at all.
Enzo Ferrari understood this concept, although Ferraris are known for beautiful aesthetics, the engine is what provides the core experience. “My cars must be beautiful. But more than that, they must not stop out on the circuit. For then people will say, ‘What a pity, it was so pretty’.”
4. Be an artisan crafts-person
Design is a craft. It is skilled work that can be honed.
5. Sell the dream first
6. Be a jack of all other trades
Don't be afraid to have a go yourself (in your spare time). Design doesn't exist in a bubble, it's the culmination of multiple elements.
Understanding the nuances of other disciplines will make you a more efficient designer. Getting a grasp on the work loads & time costs of other disciplines allows you to better gauge what you're asking of them when making requests.
7. Choose your words carefully
8. Betting the house has development side effects
Although it is possible to over scrutinize commercial viability and at the cost of burn rate (the rate at which you're spending any capital). Trying to find something that's a perfect fit for the current market can lead to paralysis by analysis. I learnt this when taking on personal debt to finance an independent project. I began to over scrutinise the visuals when in hindsight our financial risk meant shipping something would have been better than prolonging development (the project never released!)
The opposite of this is to totally ignore it, and potentially end up spending your whole budget on a game that only you want to play.
Projects have business & financial goals. Understanding those goals and the limitations associated will allow you to focus on what's really important for your game.
9. Take care of your pipelines
- Stagnation, when a feature is stuck as a concept or rough prototype without a clear path to becoming production quality.
- Edge case creep, when features are added without scrutinizing how they fit into the games wider echo system. As systems begin to interact with each other edge case issues begin to creep in. Usually resulting in bugs piling up. This always happens to a degree but mitigating it early can help save time.
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