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.
Here's a short list of some of the emotional skills critical for a game designer:

Empathy
Likability
Self-awareness

I'm of the strong opinion that being an actual great designer without working on these skills is impossible.

Let's discuss why.
Empathy is a core design skill; how will you make things for other people if you can't work to understand how that experience is theirs and not yours?

No matter the game and audience, and your alignment to that audience, a meaningful portion of them will be not like you.
If you can only use your own taste and preference as a guide, at best you can design for a portion of an audience on the games you like.

Being a professional designer means that doesn't cut it; you're building games for your *whole* audience.
A lot of people think there's a "born with it" quality to empathy; but it is a skill and can be trained. And one that doesn't get a ton of teaching or practice to it.

It's worth working on, as both a person and a developer.
Find someone who doesn't like what you like, or has a really different gaming background.

Dive into what their preferences are and why. Get really curious; try to get the appeal on a primal level. The whys!

Engage with it yourself and try to see what they see!
DO NOT DEBATE. -_- All designers could use to practice "not debating." Jesus please just don't. Yes, you.

Preference does not have right and wrong, neither does taste. There are only tradeoffs and priorities :)
Likability is a weird thing to call this; but I didn't have a better word. But it does matter.

This is not the same thing as charisma!

In short, try to be someone people would like to work with again. You'll be amazed at the ROI on just being good to people
Take the time to just be appreciative of people. Be considerate and helpful. Be patient with questions.

Hell, just comment your code well.

Everyone is different. The quiet introvert and the gregarious extrovert and everything in between; just be good to others in your own way.
Authenticity is the cornerstone; very few people are good liars or fakes, and it's not worth it. Be authentic, considerate and kind - it goes so far for you and everyone else.

Or, you could try being right and forcing your way all the time...
This, sadly, does work for some. But this requires cronyism in the org, or golden parachutes from above.

But everyone will watch for when you stumble - at best ignoring you, at worst finally descending on you.

It's not worth it. Assholes don't make better games.
Self-awareness is a hard one, but it's really about bias management and turning your BS detector inward. Image
I'll plug the EC episode I had the pleasure in helping on here; if you didn't catch it before you can check it out.

This is very rare in design, still, and I want it to be much more common.

Because your preferences can easily and sneakily slip in, and ALL designers have a little bit of hubris (after all, we at least think we can make something new or better right?) you need to constantly check this.

The episode covers the goodness, so I'll let you check that out.
Emotions aren't for fuzzies; they're real skills that make you more successful at your craft.

Designers have multi-faceted jobs that require teamwork, service, and self-critique. Lacking these is the same as lacking the analytical skills; a big problem to be remedied.

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More from @MorelloNMST

10 Jul
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.

This is more a long term thing to think about.

Let's go;
Read 24 tweets
9 Jul
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.
Read 22 tweets
8 Jul
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!"
Read 21 tweets
5 Jul
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.
Read 14 tweets
4 Jul
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.
Read 18 tweets
3 Jul
Tonight, let’s discuss goal-oriented design.

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
Read 15 tweets

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