Joe Blackburn Profile picture
Oct 3, 2020 14 tweets 3 min read Read on X
In game design, knowing what you need is a lot more powerful than knowing what you want. Here’s an example from a raid we made in Destiny.
We were working on Wrath of the Machine— a Mad Max inspired adventure. In several encounters we were going to have something new to Destiny, balls you could pick up and throw at things.
Since these balls were going to be in a bunch of different places in the raid, and we needed a device to make them appear.
Basically we wanted one of these. Image
But then comes along our Art Director and he’s like hey these objects seem like they’re going to be in the raid a lot. Let’s concept them.
And he didn’t ask us what we wanted for the device (A bowling ball dispenser) he asked us what we needed.

So we told him well really we just need a thing to make a ball, it needs to be about this big, and it needs to take about this long.
So he told us to work with Sung Choi, a new concept artist, to get an illustration.
And in my mind it seemed like a total waste of time to concept a bowling ball machine but I wasn’t going to say no.
Then Sung starts sending messages like “Hey fallen are like machine spider people, and these guys are the mad max versions, thinking about how they would make these balls.” ImageImage
And he’s also sending like no context pictures of circus food? Image
Then he drops the bomb. Hey what if the machine looked something like this? ImageImage
And sweet Jesus what we wanted was just a dumb bowling ball machine.
By telling Sung what we needed instead of what we wanted, we got to leverage his amazing mind to create something way more inspired.
These devices were planned to just be forgettable non-sense but because the developer understood the box they could play in, we ended up with one of the coolest animated objects in the game. Image

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More from @joegoroth

May 26
The more I do it, the more I realize I don’t have any great advice about game development…but here’s a thing.

You’re right about your boss being an idiot.
So when you start making games people will warn you, that most of it is going to be bad. It’s the truth.
In the process of checking in changes to perforce you are going to make a lot of mistakes.
Read 18 tweets
Jan 31
Next month, The Final Shape will be hitting one of its most critical internal milestones: a ritual we call the End-to-End playtest.

This ritual has been a key part of development since Forsaken.
It’s multiple days of consecutive internal playtesting that not only generates incredibly valuable closing feedback on everything coming this summer, but also spiritually kicks off a shift towards bug fixing and polish work.
Heading into this milestone, I've gotten to play 100s of hours of The Final Shape, and what the world-class talent here at Bungie has created has quickly become of the things I'm most proud to have worked on throughout my career.
Read 7 tweets
Feb 22, 2023
It's me, Joe, your local Destiny 2 Game Director, wading into the waters of the internet to talk about increasing the base difficulty of the Vanguard Ops playlist.
This content specifically has unintentionally become less engaging compared to our Guardians' power over time over the last few seasons, and we want to course correct that in Lightfall.
While we still have a lot of reward tweaks planned throughout this whole year, when we ask Guardians to play Vanguard Ops for pinnacles or weekly challenges next season, we want to make sure that content has kept up with the player power increases over the years.
Read 5 tweets
Jan 14, 2023
New Twitter keeps showing me this. So I'm going to go through the list one by one here, and see if Destiny 2 has the trope.

We're pretty big now, so I'm guessing we hit at least 30. Yall can keep me honest.
pcgamer.com/50-sci-fi-game…
1. Floating rocks

Oh yeah. floating rocks rule.
2. Floating gas bag creatures ❌

No? right? We've certainly got a lot of floating creatures. But I feel like popping the ether on a dreg headshot gives you a little bit of this joy.
Read 55 tweets
Dec 7, 2022
I just wanted to step in and say: Heard loud and clear on the feedback with our current seasonal backbones. The team is excited to put some more creative risk in seasonal progressions, but there will be some time before the feedback catches up with the dev cycle. Preview:
Coming up next is Lightfall and Season 20. While Guardian Ranks and Neomuna destination pursuits are going to shake things up- on the seasonal pursuit side our major focus is reducing complexity and improving the synergy between your seasonal pursuits and the rest of the game.
Season 21 is at the halfway mark of development, and the team is currently looking at ways to differentiate progression aside from having a more novel activity setup in the works.
Read 5 tweets
Mar 1, 2022
The team's been playing a lot of Witch Queen. Wanted to give some quick updates on where our head is at with some week 1 reactions. [1/13]
First, aren't super happy with how unpredictable it can be to complete Report: Relic Data for the Evidence Board quest chain. [2/13]
We're still monitoring the time commitment for unlocking and upgrading crafted weapons, but the drop rates and unlock requirements for the Wellspring Throne World weapons are currently going to gate off too many players from being able to earn their exotic glaives. [3/13]
Read 13 tweets

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