Today’s post is a break from the individual steps, and defining the process I see in design.
1. Set goals 2. Form solutions 3. Execute 4. Evaluate outcome 5. Iterate
We’ve covered steps 1 and 2 in our earlier posts. Let’s talk about the overall process a bit more.
The process is there is similar to a lot of creative efforts, like writing, performance or art.
My goal with these posts is to demystify design. All creative efforts seem like dark magic externally, but design is a learnable, teachable craft all its own.
With so much potential fuzziness and subjectivity involved, even the most hardened professionals need some structure and order to their efforts to keep on track.
I’d say not using a structured process as a designer is irresponsible in a professional setting.
Even when “Finding the fun” as a famous design legend at my new studio says, it’s still using a process to make sure iterations = progress.
Our goal is to improve the game, not laterally change it, when we do design work. This is why 1 and 2 set that target.
It also assumes we’ll miss something in the process. No author or artist ships their first draft, no engineer bypasses code review. This is simply a drafting and refining process for those unfamiliar with it in other fields.
Now, on to how this works!
* These steps are sequential. Order matters.
Each step’s job is to set you up for success in the next phase. Problem solving without goals is flailing, executing without a solution in mind is work for work’s sake. Iterating without evaluation is RNG.
There’s strict dependency!
With this, when we see a problem in the design, we should look at the root cause of it.
Faults in an earlier phase will have a rippling effect. If our goals are off, everything else will be too. If our solutions don’t meet our goals, evaluating that is really challenging.
* Make sure you’re debating the same step
Designers will argue about execution or the solution when in fact they disagree on the goals. Or will avoid good goals for fear of a specific execution.
This is a huge trip up - even for a lot of senior folks. It’s just not well-taught.
A good tip for any aspiring designer, or player looking to give good feedback is to zero in on the issue. Is this a goals or solution problem? Are the iterations trending s way that doesn’t match something earlier?
State this aloud. Get people on the same page.
* When problems seem really difficult, review previous steps.
Similarly, going backwards in the process when stumped can reveal new information your work has uncovered. Maybe the solution doesn’t match the goals as you work, but maybe the goals are off!
It’s ordered, not rigid
* Never let the tail wag the dog
That is, never let a solution define the goals without discussing what that particular solution is teaching us about the goals. Always walk backwards and reapproch earlier steps if needed.
This is a critical teamwork skill.
Designers disagree. A LOT. It’s normal, and when in a well-functioning team, an awesome thing.
But when you disagree, don’t try to ram your version in to show your vision. That’s both counterproductive and shitty - you might get a temporary win at best, at a huge trust cost.
This seems like a whole ass post too - how to disagree but be aligned.
VALORANT’S design team was really good at this by the end. But we’ll save that one...
Using a process like the one listed here is a great way to structure design, and be more likely to ask the right questions, have the right discussions and make sure work = progress towards a better game.
Tomorrow has no post - long drive day- but we’ll be back Tuesday for more!
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Today, let's talk about design "subclasses" - that is, what sort of type of skills outside of game design responsibilities do you want to pursue?
A lot of designers have a subclass or two, making the shape of an individual designer sort of unique!
It's another reason design is harder to "grok" what it exactly is - there's so much variance. That's not a bad thing, though!
It speaks to what roles are more or less attractive, and what unique skills you can offer your team.
These should be defined by interest and background, I think. As a new designer, these can be nice to leverage for being more qualified or useful, but you'll still be very focused on getting the designer part right.
Let's talk about being "well-played" in design. That is, having a rich background of gameplay experiences.
This is a critical qualification of all Game Designers, in my mind, but there are(as usual!) a lot of misconceptions around what it is, what it means, and why it matters.
First, let's define what it is (to me):
Being well-played is about having not just a lot of experience in playing games, but looking at those games analytically, too.
Now, a lot of people meet this qualification, which leads me to the first misconception.
* Well-played is required, but it is not sufficient.
This misconception comes from a lot of armchair designers, and usually ones who are, uhm, let's say not always generously-minded.
It's important to have a wealth of experience, but it doesn't make you a designer.
Let's do something more upbeat tonight; I want to talk about passion in game design a bit.
I tend to spend a lot of time with more buzzkill-style topics (in a bit of an effort to take the glamor out of design), but passion does matter and play a role!
I've mentioned before that your engagement in a title doesn't equate to skill and ability, and that a healthy distance from that can help you have a clearer head. This is true, but (as most things) it's nuanced.
Just as job functions have different roles, so do types of passion.
When building a design team, I think about these aspects - in how they offer different, important perspectives. While my experience is primarily in "enthusiast" type games, I think it's abstract enough to apply anywhere.
Here are 3 buckets of passion (..?) with "stat-sheets!"
Let's talk about a subject near and dear to my heart; the *emotional skills* of game design.
We talk a lot about psychology, and the nuts and bolts of "engagement" - but we don't often talk about how emotional awareness and skills are critical to being a great designer.
(Also tbh the design process from execution forward is interesting in practice, but I kept writing boring things that didn't feel super useful beyond what we've discussed already.
If there's a huge demand, I'll come back to breaking those down.)
OK, on to it.
I've seen a lot of designers, usually implicitly, think that being the biggest brain or the "most right" are what we really need in design.
You do want to hone your analytical skills, sure, but without the emotional ones, you'll find yourself having a really tough time.
Following up from yesterday’s goal post, let’s discuss the next step - forming a solution.
Problem solving is the root of design craft. While our goals guide us, how we achieve those goals often determines success or failure.
This has a few steps you’ll want to cover;
* Brainstorm possibilities
* Narrow options
* Select one
How you do this is not rigid, but that you do it is critical.
Brainstorming is where you can go sort of big. Your job is to generate as many ideas for the approach as you can.
Be imaginative! This is a great place to be a bit wilder, or more outside-the box thinking. The earlier in a process, the less risk-adverse you should be.
A misconception of design I see pretty often is that it’s this ultra-creative field where ideas, inspirations, or taste are what makes a designer create great things.
This is in there, but it’s nothing without goals.
Goals are the primary North Star of a design. Whether it’s as something as big as the entire game or something as focused as a balance item on a patch, goals help us determine if our design is on the right track.
It helps us use something other than taste and preference.
I think one of the most important steps to do is set good goals. Good goals can look like the ones you might set in life! But to be specific;
* An outcome you want to see
* Some thing you could measure it against
* Criteria for it being complete