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My Path as a Game
Designer
Working on Making my Story Useful
(Mostly for Myself, Sharing is Selfishness)
WHY THIS PRESENTATION?
GIVE THE AUDIENCE A SINGLE
SAMPLE OF A DESIGNER’S PATH
THROUGH THE LAST 20 YEARS
WHY THIS PRESENTATION?
WHERE ARE THE STORIES ABOUT
THE STEPS WE TAKE TO
IMPROVE?
WHY THIS PRESENTATION?
WE KNOW WHAT GAME
DESIGNERS DO.
WHY THIS PRESENTATION?
WHY DO DESIGNERS MAKE THEIR
CHOICES?
WHY THIS PRESENTATION?
HOW DID MY EXPERIENCES
SHAPE THE DESIGNER I AM
TODAY?
WHY THIS PRESENTATION?
WHO AM I?
WHO AM I?
TOMO MORIWAKI
18 YEARS OF GAME DESIGN
WHO AM I?
13 YEARS CONSOLE
5 YEARS MOBILE, PC
WHO AM I?
3 YEARS PUNK UNDERLING
WHO AM I?
2 YEARS UNQUALIFIED LEAD
WHO AM I?
6 YEARS PROJECT LEADERSHIP
WHO AM I?
4 YEARS CONSULTING
WHO AM I?
3 YEARS CO-FOUNDER
WHAT IS GAME DESIGN?
WHAT IS GAME DESIGN?
MANIPULATION
What is Game Design?
LEARNING TO SPEAK A
USER SEGMENT’S
LANGUAGE
What is Game Design?
CREATING AN
EXPERIENCE
What is Game Design?
TRANSLATING IT INTO
THAT USER SEGMENT’S
LANGUAGE
STARTING POINT
STARTING POINT
A PLAYER OF
GAMES
STARTING POINT
A CONSUMER WHO LIKES WHAT
THEY ARE TOLD TO LIKE
STARTING POINT
A FANBOY WHO’S
DEVELOPING A SENSE OF
TASTE
STARTING POINT
AN EMERGING IMAGINATION
THAT I COULD DO BETTER
DIE BY THE SWORD
1999
FIRST GAME DEV
EXPERIENCE
THE POWER OF ITERATION
NO FEAR OF COMPLEXITY
NO CONCEPT OF LARGER
EXPERIENCE OF THE GAME
FIRST GAME DEV
EXPERIENCE
COMBAT
LEVEL DESIGN
“ANIMATION”
FIRST GAME DEV
EXPERIENCE
JUNIOR CREATIVE
JUNIOR CREATIVE
I KNOW WHAT I LIKE,
AND I THINK I’M RIGHT
JUNIOR CREATIVE
I’M FIXATED ON THE DETAILS
JUNIOR CREATIVE
I CAN ONLY REALLY
PERCEIVE THE MOMENT
JUNIOR CREATIVE
I STRUGGLE AND RUSH
TO GET TO THAT
MOMENT
JUNIOR CREATIVE
I ACQUIRE THE SKILLS BOTH
TECHNICALLY AND CONCEPTUALLY TO
CREATE A GOOD MOMENT
JUNIOR CREATIVE
I ONLY CARE ABOUT
WHAT I’M WORKING ON
2000
2001
TRYING TO GROW UP
LEARNING TO PLAY BY
THE RULES
TRYING TO GROW UP
SEEING THE WHOLE
GAME
TRYING TO GROW UP
HELPING THE
TEAM
SPIDERMAN
THE MOVIE
2002
FIRST LEAD POSITION
WORKING ON BEING
A DECENT LEAD
FIRST LEAD POSITION
UNQUALIFIED LEAD
UNQUALIFIED LEAD
TACTICS!
GET THE STUFF YOU LIKE
DONE
UNQUALIFIED LEAD
RESPONSIBLE FOR
SCOPE
UNQUALIFIED LEAD
NOW YOU HAVE TO
CUT
UNQUALIFIED LEAD
BAD AT SEEING THE BIG
PICTURE
UNQUALIFIED LEAD
CLOSING AS A LEAD IS A
WHOLE NEW WORLD OF
FOLLOW THROUGH
SPIDERMAN 2
2004
CREATIVE
DIRECTOR
DIRECTION
THE GAME AS A
PRODUCT
DIRECTION
WHAT DOES THE PLAYER
WANT?
DIRECTION
WAIT, WHO IS THE
PLAYER ANYWAY?
DIRECTION
COORDINATING
DEPARTMENTS
DIRECTION
STRATEGY?
LESSON ONE:
UNIMPORTANT THINGS CAN
SUCK
DIRECTION
TAKE WHAT YOU DO
WELL AND DO IT BETTER
DIRECTION
MAKE SACRIFICES FOR
THE HIGHEST PRIORITY
DIRECTION
YOU WILL BE JUDGED BY THE
HEIGHT OF YOUR HIGHS
DIRECTION
COST TO EFFECT RATIOS DON’T
SOUND SEXY, BUT THEY LEAD TO
GOOD STUFF
2004: HAVING CHILDREN!
2004: HAVING CHILDREN!
GREAT DEVICE TO EDUCATE
YOURSELF ON HOW TO BE A
BETTER DESIGNER
2004: HAVING CHILDREN!
CARING ABOUT THE NEEDS AND
WANTS OF THE USER
BOOM BLOX
2008
LEAD
DESIGNER
MEDAL OF
HONOR
2010
PRODUCER
MATURING PERSPECTIVE
“THAT’S NOT A GAME”
MATURING PERSPECTIVE
“ONLY AN IDIOT WOULD SPEND
MONEY ON THAT”
MATURING PERSPECTIVE
WHAT PREJUDICED JERK I WAS
MATURING PERSPECTIVE
PLAY IT UNTIL...
MATURING PERSPECTIVE
LIKE IT!
MATURING PERSPECTIVE
OUR ABILITY TO LIKE IS MORE
NUANCED THAN OUR ABILITY TO
DISLIKE
MATURING PERSPECTIVE
“BUT I PLAYED IT, AND I GET IT.”
MATURING PERSPECTIVE
NOT AS MUCH AS SOMEONE
WHO LOVED IT
2011 CONSULTING
BEING ALONE IS SCARY AND
DIFFICULT
2011 CONSULTING
PRACTICE IS EVERYTHING
2011 CONSULTING
IT’S WEIRD NOT KNOWING WHAT
YOU KNOW
2014 HYPERKINETIC
THAT MOMENT WHEN YOU AND
COUPLE OLD FRIENDS REALIZE
YOU COULD START A COMPANY
2014 HYPERKINETIC
EVERYTHING IS THE
SAME!
2014 HYPERKINETIC
THE DEGREE TO WHICH
EVERYTHING IS DIFFERENT IS
OUTSIDE OF YOUR PERCEPTION
2014 HYPERKINETIC
THE DEGREE TO WHICH
EVERYTHING IS DIFFERENT IS
OUTSIDE OF YOUR PERCEPTION
2014 HYPERKINETIC
AT FIRST
2014 HYPERKINETIC
COMFORT ZONE… NOT
EPIC TAVERN
2016?
EPIC TAVERN
2016?
DESIGN
DIRECTOR
WHAT IS A GAME?
BLOCK OF COMPRESSED DATA
WHAT IS A GAME?
TO BE DECOMPRESSED BY A
PLAYER

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