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10 Things Great Designers Exhibit

10 Things Great Designers Exhibit. By Gordon Walton BioWare Austin gordonwalton@hotmail.com. Who am I?. Gordon Walton, old game guy! First commercial game in 1977 Built over 30 games personally Managed development of over 200 games Have hired and worked with 100’s of designers.

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10 Things Great Designers Exhibit

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  1. 10 Things Great Designers Exhibit By Gordon Walton BioWare Austin gordonwalton@hotmail.com

  2. Who am I? • Gordon Walton, old game guy! • First commercial game in 1977 • Built over 30 games personally • Managed development of over 200 games • Have hired and worked with 100’s of designers

  3. What we will cover • Overview of Design Specialties • How Specialties Affect Designer Selection • The 10 Attributes • The Future of Design • Summary • Q&A

  4. Overview of Design Specialties • The Design specialty covers a lot of territory • Is a designer a: • Writer? • Algorithm and numbers person? • Scripter? • Creative auteur? • Interface/accessibility expert? • An alchemist of interactive fun?

  5. Overview of Design Specialties • The main point is to modify your selection or assignment criteria based on the specialty

  6. The 10 Attributes!

  7. #10 A Passion for Games (all games) • Many of you might think this is the most important point (and it is darned important!) • Too narrow passion is less than optimal • Passion is a real “edge” for a designer (true for all jobs in fact!)

  8. #9 A Breadth and Depth of Knowledge • What is your level of game knowledge? • Across what game platforms? • What do you know outside of electronic games? • Synthesizing knowledge is the key

  9. #8 Problem Solving and Analytical Skills • What is your approach to problem solving? • Can you effectively deconstruct complex problems? • How are your logic skills? • Potential Trap: over-analyzing / over-complexity

  10. #7 Flexibility • Design can be exciting but also frustrating due to the frequency of changes involved • Design must adapt to match the platform/business constraints along with the player feedback

  11. #6 KISS • More's Law (.vs. Moore's Law) • "If some is good, more is better" • This is a common fault • KISS == Keep It Super Simple • Best to cut stuff on paper!

  12. #5 Player empathy • Can you see the game from the player's viewpoint? • Can you understand the player’s mental models? • What can you do if you aren’t very empathetic?

  13. #4 Continuous Learning • Designers are on a journey to understand the world and translate that to other people for their enjoyment • Learning more is integral to this process – much of creation is knowledge integration not “original ideas” • Part of the learning process is integrating feedback you get from all areas

  14. #3 Teamwork – Being a Team Player • Most commercial games are built by teams • What is most important is that the team succeeds

  15. #2 A Positive Mental Attitude • While curmudgeons and grumps can sometimes do excellent work… • Who wants to be around them?? • Enthusiasm and a can-do attitude is infectious!!

  16. #1 Clear Communication • Design is communication! • Clarity of communication drives the fastest implementation, and the most effective iteration

  17. The 10 Attributes • #1 Clear Communication • #2 Positive Mental Attitude • #3 Teamwork • #4 Continuous Learning • #5 Player Empathy • #6 KISS • #7 Flexibility • #8 Problem Solving/Analytical Skills • #9 Broad Knowledge • #10 A Passion for Games

  18. The Future of Design • More specialization – big games • More generalization – small games • Do you have the attributes to be a great designer? • If so, there will be lots of opportunities! 

  19. Q&A

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