Something really useful a bunch of coworkers taught me over the last few years is how to stop asking for and giving milquetoast feedback.
Especially in surveys, people will respond to a lot of areas they don’t have strong feelings about with “it’s okay.”
Asking someone if a feature is “too X” or “too Y” on a scale of 1-5 results in a lot of default 3s.
By swapping that 1-5 scale to a 1-4 scale we can force them to think about it. There’s no middle ground. Is it closer to X or Y?
When giving feedback we also perpetuate a lot of status quo with silence. Sometimes silence can mean “this thing is lackluster doesn’t make me feel anything” other times it can mean “this thing is great, no notes.”
Just taking a firmer stance clears it up. “I think this feature is doing what it needs to do and we should stop iterating on it.” Or “If we cut this I’m not sure anyone would miss it.”
Picking a side and taking a stand when giving feedback propels us towards action, which is the whole reason we asked for feedback in the first place.
But asking people to continue to give critical feedback is not an excuse to iterate forever.
It’s unlikely that pushing people for feedback is going to result in an unambiguous “you did it!you’re done!”
It’s up to the IC and the leads to take that critical response and prioritize when something is ready to go.
But if people have taken a side in feedback, at least we’re shipping something with known opinions and suspected pain points.
Now when it comes out we can also gauge how accurate the team is in predicting a feature’s reception and understand our internal blind spots.
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I'm looking at a lot of applicants recently, and one area where gaming is super inconsistent is role and level names.
Two roles named the same thing can mean very different things at different places. Here's a quick and dirty guide for things to watch for with design roles
Junior or Associate.
Some companies say junior designer others say associate, but these are almost universally entry level roles. Even at top companies you shouldn't need significant experience to get your foot in the door.
look out for roles like "associate creative director." When the job has a more proper noun than just "designer" at the end, its usually a stepping stone for a high level role.
These roles are not entry level. These often involve running huge orgs or big problem spaces.
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.
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.