Intelligent Artifice

A blog on interactive entertainment: design, production, industry and related topics.

 

Two simple truths about producers and game designers October 30, 2007

Filed under: Production — Jurie @ 16:19
  1. Free-lance game designer/producers
    Most people think they can design games. Most people think they know what preproductions are for. Most people are wrong. As a consequence, I, as a free-lance game designer/producer, don’t get hired to do game design or manage preproduction. I get hired to fix productions that go wrong because the game design and preproduction suck*.
    I am not bitter. This is how it is.

  2. Producers at big companies
    In big companies, competent producers are moved from good projects to bad projects, because the squeaky wheel gets the grease. Without a competent producer, good projects go bad.
    Only producers with excellent political skills can stay on a good project.

Tell me I’m wrong.

*) Except for my current clients ;)

 
 

What to do if you don’t have a game designer on your team October 15, 2007

Filed under: Game Design, Production — Jurie @ 8:04

A while ago I explained why game design is important. A reader asked in the comments: What do you do if you don’t have a game designer on your team?

There are a number of reasons why you might be in this situation:

  1. You don’t have the budget for another person on your team.
  2. The people making recruitment decisions are not convinced you need a game designer (that’s why I wrote that essay).
  3. You were not capable of finding the right person, but you have to keep developing your game. (Bonus points if you had a game designer but he or she left.)
  4. You have a game designer, but he or she is not senior enough to really be effective. Kind of a special case, but keep reading anyway.

If you can’t have a full-time game designer on your team, you can still make sure game design happens. What counts is that the job gets done. Having a full-time game designer is typically the best solution for this, but producing a game is all about knowing what your risks are, where to allocate resources (whether that be the team’s, or your own) and how to make the best of situations that are not ideal, because situations are never ideal, and the best is the enemy of the good.

Here’s a very simple breakdown of what a game designer does on a typical game development project:

  • Generate the game’s design.
  • Maintain the game’s design.
  • Implement the game’s design

Let’s look at each in turn:
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More complete, produced game design documents July 10, 2007

Filed under: Game Design, Production — Jurie @ 13:20

I just got some more links from Tobi (thanks again). Radical Entertainment, a very well-organized developer in Canada, cooperated with the Computer Science department of the University of Calgary for a computer game programming course. As part of the course, they provided various game documents from their titles: game designs, high concept documents and technical game designs for titles such as Dark Angel, The Hulk, etc.

I added the info on where to get them to my earlier post.

 
 

Complete, produced game design documents April 10, 2007

Filed under: Development, Game Design, Production, Resource — Jurie @ 16:01

A friend of mine just asked me if I had any complete game design documents of released games lying around. Since I happened to know of a few, and this is not the first time I get asked this question, I figured I might as well turn the answer into a blog post.
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The Game Design Job Description April 2, 2007

Filed under: Creativity, Industry, Personal, Production — Jurie @ 12:53

‘Grassroots Gamemaster’ wrote this post about what they don’t tell you on the game design job description. It’s pretty funny and pretty accurate.

[Company] is seeking an experienced Lead Game Designer to join our team developing games for [console] and other next-generation platforms. The ideal candidate will have developed and released multiple games in the role of Lead Designer. Experience on consoles, handhelds, or casual games is highly valued. We are located in [some bland suburban place with cheap rent; you can’t walk, bike or take transit there, ensuring you pile on extra pounds and diabetes] minutes [via car] from [big exciting metropolis, which we are too cheap to have an office downtown in] and we have a highly collaborative, low ego culture headed by game industry veterans [meaning we want you to be passionate… but not THAT passionate…].

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The making of Jak & Daxter April 25, 2003

Filed under: Games, Other Web Sites, Production — Jurie @ 7:55

I recently browsed by Naughty Dog’s website and discovered the excellent making of Jak & Daxter. It’s a multimedia extravaganza covering all the phases of the development of the game. Very impressive.

 
 

The limits of process December 20, 2002

Filed under: Production — Jurie @ 6:41

The last few years it has become a lot more popular to think about process in game development land, doubtlessly caused by lessons painfully learned in train-wrecked projects and a dawning realization that even our brethren (and sisthren) from the non-entertainment software industry are doing it. However, wearing a T-shirt saying “yay process” and reading Steve McConnell before bedtime is not enough. It is easy to succumb to Magic Bullet Syndrome and figure that, as long as you do everything Kent Beck says, you’ll be alright. In other words, it is easy to stop thinking about what is really going on. I speak of course from experience.

I was recently reminded of the limits of process when I read an interview with Maryam Mohit from Amazon.com on Good Experience, a website “monitoring the online customer experience”. About Ms Maryam:

Maryam Mohit started working at Amazon.com in 1996 and soon after became Amazon.com’s V.P. of Site Development, with responsibility for the online customer experience. More recently, since returning from maternity leave, she is in charge of reviewing the UI of new developments on the site.

I found the whole interview interesting, but the one key bit for me was this:

Q: But you need the right structure within the organization to get you those e-mails [about a new feature] from customers.

I’d disagree with you there. You don’t need an organization structured so the e-mails get to product developers, but rather product developers who care enough to go and get those e-mails. At Amazon.com we started out with people who cared enough to go get the information they needed. Now that we’re bigger, we need those structures and processes. But organization is no substitute for passion. If the people aren’t passionate about the right things, your organization doesn’t matter.

I am not trying to argue for passion over process here. Process has its place. However, it is easy to misapply. It is easy to select or design the wrong process for the people who will execute it and the goal they are trying to achieve. And process by itself does not magically change people.

I do not have an easy answer about how much or what kind of process is right or wrong. The rule of thumb I would like to apply the next time I need to make a decision about process is: Process should make you do the things you might forget in the heat of battle, and nothing more. When you’re in the middle of a project, you may be tempted to not write that meeting report and not ask everyone’s opinion on some decision. But during the post-mortem, if not before, you will realize you should have done so. The problem is, the next time you’re in the thick of things, when your eyes are fixed on the next milestone and not on the long run, you will probably make the same mistake again. I know I have. Codifying this knowledge in a process and then sticking to it is, I believe, the best way to avoid this problem.

Designing and executing a process is, of course, another story.

 
 
 
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