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 Training the game designers of tomorrow (Part 2/5)

In the first part of this series of publications devoted to training game and level designers, I discussed the importance of soft skills, essential complements to know-how. I presented two skills that are essential to me. In this second part, I present two others to you.


Soft skills 3 - Know how to explain your ideas and promote them

Salesmanship


In theory, the game designer or creative director is responsible for designing the game mechanics. He or she is supposed to propose to them and develop the design documents. The rest of the team must develop the game based on these documents.


In an ideal world, things seem simple: The game designer, like Father Moses on his mountain, “dictates” the design, and the team carefully executes it.


But in the real life of a game designer, it doesn’t happen like that. He or she must constantly defend his or her proposals; these can be misunderstood or questioned at any time, including months after being presented to the team!


For what? The causes can be multiple.


As shocking as it sounds, the truth is that only some on a team read design documents correctly or pay attention during presentations. The consequences can then be multiple: A mechanism can be poorly implemented, a design error “goes under the radar” when it could have been corrected immediately, team members can develop assets on their own, or features can be incompatible with the design team's intentions.


A final cause is the arrival of new members in the team during its development. Indeed, it will take a lot of time for them to familiarize themselves in depth with the project. Some have preconceived ideas or want to remake the game according to their tastes! It’s even worse when the newcomer is an executive, a project manager, for example, because they have significant decision-making powers. Re-explaining the game to them is not always enough.


To prevent these unwanted situations, here are some best practices.


Good practices


Introduce a new mechanism to the team orally, not by sending them a document and asking them to read it.

If you simply send the description of a new mechanism through a written document, some people will postpone reading it until later; others will only understand some things or even read it! On the other hand, an oral presentation will be much more effective because you may be asked for explanations.


Introduce a new game mechanic to the team in a simple way.

If you present all the mechanism details, you will “drown” your interlocutors, and they risk not retaining the essentials. And if they do not understand your mechanism, they will not adhere to it. So, keep it simple!


Use as many diagrams as possible.

A drawing is always more effective than a text. Explaining your new mechanism with diagrams will take more preparation time, but it will be worth it.


Justify your design choices using facts.

Your game design title doesn't guarantee that the rest of the team will trust your choices with their eyes closed. To support your point of view, support it with examples from games that are benchmarks in their field.


Don’t hesitate to spell out the basics.

Many design choices are based on knowledge that only some share. For example, only some know that very long-term retention is one of the success factors of a free-to-play game. If you use such a mechanic for your game but people need to be aware of its importance, they may find your mechanic unnecessarily complex.


Prepare and maintain a document describing high-level design choices.

This document will be used when new members join the team.



Case study


Like my previous publication, I will illustrate the importance of mastering this skill by describing a situation I witnessed or experienced. Of course, the names are fictitious to preserve the anonymity of each person.


Terry is the sole game designer in a large team working on an action-adventure game. As the game experience focuses on narrative and level design, Terry is also in charge of writing the level design of each room.


Terry writes very detailed documents for each room, describing their content and all the actions that will occur there. But that's not all: Due to the storyline, most rooms will be visited several times by players, and each time, the room's contents change. As a result, Terry must write complex design documents that describe each room at different stages.


This represents immense work, indeed too much for one person. Terry, therefore, simply sends his level design documents to the new lead level designer who has just joined the team. After all, if he has the slightest question, she is convinced he will return to her!


But, the lead designer needs to gain experience. He misunderstands the documents sent to him and does not ask for explanations, either for fear of appearing incapable or for lack of professionalism.


After many weeks, the lead level designer complained to the new project manager that Terry's level design documents were unusable. The new project manager, too, is a newcomer; he was recruited to reorganize production, which was falling dangerously behind schedule. The young project manager, knowing little about the team and the project, looks no further; he withdraws his trust from Terry, who saw nothing coming.



Soft skills 4 - Be kind


The boomerang effect


Caring? But what does this have to do with professional success?


In short, professional success is often associated with “human” success, with the ability to create solid and authentic bonds with colleagues.


Why is this so important? After all, skills should come first. Much of the reason for this importance concerns the game development process.


Game development is never “a long, quiet river”; instead, it is the tumultuous descent of a mountain river. Indeed, development rarely goes as planned: Dissensions within the team, technical or design problems, poor communication, delays, work overload, fatigue linked to the length of development, lack of experience, etc. 


In addition, a team is often made up of passionate people who invest heavily. If they have an oversized ego, they make development a personal matter.


All of this can generate a lot of tension and sometimes (often) lead to conflict.


In this context, the quality of your relationships with the rest of the team is essential.


If you have managed to create friendly ties with your teammates, if they know that you are honest, if they want to work with you, in short, if they have understood that you are a caring person towards them, the problems and misunderstandings will be much easier to overcome. Above all, they will not degenerate into an open crisis.



Good practices


Treat everyone with the same respect regardless of their role on the team.


Take the time to greet everyone and chat with them regularly.


Make the effort to listen to what others tell you. It may not be relevant to you, but it is to them.


Be open to criticism and comments from others, and show that you take them into account.


Don't say bad things about one of your colleagues... even if it's deserved! Assume that everything you say is likely to be repeated.


Do not try to defend yourself by accusing others; they will remember it.


Case study


Sanjeev was one of two game designers on a team working on an RPG. When he joined the project, the team management was impressed by his performance: Sanjeev demonstrated good knowledge of games and excellent analytical skills. He was also very reliable, delivering on time and following instructions precisely. He was good at what he did…maybe too good.


The team members began to feel uncomfortable around him. Every day, upon entering the studio, Sanjeev would barely greet anyone crossing his path and head straight to his office. He didn't take the time to chat informally or say hello. He seemed distant.


During meetings, team members felt uncomfortable when Sanjeev was present: He rarely spoke, and when he did speak, he gave the impression that he was the only competent person in the room! And at the slightest comment on the results of the playtests relating to his design, he always found an argument to discredit the latter.


Team members started to run away from him.


Conversely, the other game designer was warmer with the team and demonstrated a great sense of listening. He defended his points of view and was frank, but the team felt he was constructive. The team members turned to him spontaneously.


When the project was redesigned, the other game designer was responsible for redefining the gameplay. Sanjeev was sidelined, not for lack of know-how but solely because of his attitude; for the team, he was an unsympathetic, contemptuous person who seemed little involved in the project.


To be continued …


In the next part of this publication, I will discuss an aspect of game designer work that is often overlooked: the role of design in marketing and communication.

Photo credit: Poca Wander Stock


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Many studios develop games on behalf of publishers who entrust them with the task of designing and developing a game for one of their franchises. Publishers start by selecting a list of studios likely to develop this project and send them an RFP, a request for proposal. The reply to an RFP is different from a pitch deck. The purpose of this publication is to share best practices for preparing it correctly, increasing your chances of being selected by the publisher and entering into exclusive negotiations with the latter. The content of an RFP response document There is no standard format, model that everyone uses. The studios are therefore free to put whatever they want in it. The content template that I offer you is therefore based on the best practices that I have observed among my clients. 1) Introduction If there is a part that must seek to seduce, it is this one. The introduction is intended to seduce a possible senior official who will not read the entire document but who will want to make sure that the RFP is consistent with the franchise. The few pages of the introduction should therefore only include a few key points that will seek to demonstrate that the game project respects the main traits of the franchise. As an option, you can add a page listing the main features of the game. 2) Marketing summary It is a summary table that allows a marketing manager to position the game project in relation to the market. The main headings of this table are as follows: Genre Game world Platform(s) Game mode(s) and number of players Target audience Languages USP (unique selling point) Economic model Age rating Game structure Rendering Camera type(s) Type(s) of control Main actions of the player. 3) A comparison with competing titles (optional) Such a comparison takes a time to prepare, which is why it is optional, but it is interesting because it demonstrates that your studio knows the competitive environment of the game that it is required to develop on behalf of the publisher. 4) Gameplay In this part, all game mechanics should be explained and illustrated. Artwork must show what the player will see on their screen. For games with a strong narrative dimension (action-adventure, action, RPG, adventure, etc.), I recommend developing a walkthrough describing the beginning of the game. Indeed, the simple description of the game mechanics does not always make it possible to understand what the player will experience. A walkthrough should be written like a novel. It can also describe what the player feels, thus making its reading more thrilling. Of course, a walkthrough must also be properly illustrated. 5) Monetization strategy Today, we can no longer content ourselves with proposing a game concept without proposing a monetization strategy. The representative of a major freemium publisher once told me that he was desperate to find that half of the game projects he received didn't even mention monetization... although he kept saying that it only publishes freemium games. As a reminder, a good monetization strategy does not consist in defining what we will sell in the game; it consists of explaining how the gaming experience will convince players to spend money on a free game. The monetization strategy also describes retention mechanisms - short and long term - and possible in-game viralization mechanisms. 6) The artistic letter of intent This section must show your artistic choices. If possible, it should include illustrations of backgrounds, characters, and even menu screens. If you don't have the time or resources to develop so many assets, come up with mood boards. 7) Technical choices List the technical solutions you plan to use: Game engine, software suites, but also project management and versioning software. If you plan to use your own game engine, present its advantages, list the games using it and add screenshots. 8) Presentation of your team This part is one of the most important. It is useless to present the best game project if you do not reassure your interlocutor on your ability to carry it out. Display the past achievements of your studio but above all, individually present the key members of your team. They are the ones who will make your offer credible. Promote their accomplishments, including at other studios. 9) Additional content (optional) Today, many publishers are integrating additional content into the life cycle of their games. It serves to retain players, maintain media interest and, eventually, generate additional revenue. Submit a list of additional content to the publisher. Your interlocutor may not include it in his initial budget, but it allows him to demonstrate that your game project has potential in this area. 10) "Game-as-a-service" dimension (optional) If your game is a "live game", a game designed to support events, plan a section entirely dedicated to this theme. Some publishers, for certain game genres, place a lot of importance on this. 11) Budget Present a relatively detailed budget. At this stage, it is useless to break it down by month; just give the overall amounts by line of expenses as well as your estimate of the number of man-days, by department (art, coding, etc.). Finally, do not try to minimize the overall budget in the hope of seducing the publisher. Too low a budget will do you a disservice because it will make you look like amateurs who are unaware of the implications of full development. In conclusion … Fellow editors, help me improve this summary. Send me your comments or suggestions for improvement (pluban@gamedesignstudio.com) or share them as a comment to this publication. Photo credit: elnavegante