I wish we talked more about the importance of buoyancy as a soft skill for game dev.
Making video games seems to me a lot like swimming up against the ocean, periodically a wave will come along and beat the absolute shit out of you.
You get feedback about something you made that’s really hard to hear, something you are deeply passionate about gets cut, someone you are depending let’s you down, you hit dead ends.
And it sucks.
You are almost never prepared when you get hit. You get salt water up your nose and in your eyes. You can barely see which way is up from under the water.
You can spend a lot of time and effort trying to protect yourself from getting submerged, but the rising tides come for all of us.
The people I’ve seen thrive in making these crazy messy creative endeavors are all buoyant.
They don’t try to prevent themselves from ever getting submerged, instead they focused on getting better and better at being the first ones back on top of the water after a big wave.
There’s some expectance of realizing you can’t stop the sting of the water up your nose, it’s part of swimming in the ocean, but you can certainly get better at finding your way back to the surface after getting dunked.
I don’t think there’s some shortcut at getting better at it. Game dev certainly throws everyone a lot of curveballs.
I think a lot of us have been lucky enough to be surrounded by other buoyant people, we’ve watched them pop up from some pretty gnarly shit.
And after we talk and learn from the buoyant people around us, one day we realize we are the first person up on the other side of the wave and we can help show others how it’s going to be alright.
• • •
Missing some Tweet in this thread? You can try to
force a refresh
I'm the kind of person that believes its critical to find little ways to enjoy yourself at work. The kind of things that don't hurt anyone, but instead bring you great joy. But despite my best intention these almost always come back to haunt me.
For example, when I was first starting up at Bungie, I set up an automatic email signature.
I decided that in between my first and last name I would add lyrics of a song as a hidden message in a font so small that it was invisible to the naked eye.
A hopefully short thread on how to make encounters feel better using workout patterns as a framework.
A trap a lot of people fall into is to make fights with waves and waves of baddies where each wave is slightly harder than the last. If we graph out the difficulty, it looks something like this.
It makes sense. The encounter gets harder as it goes on. The hope is cranking up the difficulty makes it more and more exciting.
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.
Here’s a stupid thing I did in college that I hope I’ve learned from.
I was working on my minor in writing— taking a short story class.
These classes all follow the same general pattern, every session a few people turn in stories, the whole class then takes them home to read and write up feedback.
So I get a story about a teenage girl who was in love with some boy who had super natural powers. (He might have been a vampire? I’m not sure...it’s been a long time)