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Game design
 challenge
well, it used to be...
Game development
   challenge
Well, what do I know?


        12 years
Well, what do I know?
      Game Designer
          UI designer
          Narrative
          Producer
Picofun                 12 years
Well, what do I know?
      Game Designer                Level Designer
          UI designer
          Narrative
          Producer                                  UDS
Picofun                 12 years
Well, what do I know?
       Game Designer                      Level Designer
            UI designer
            Narrative
            Producer                                       UDS
 Picofun                       12 years

              Game Designer
              UI designer
              Narrative
              Level Designer

Sulake OY
Well, what do I know?
       Game Designer                           Level Designer
            UI designer
            Narrative
            Producer                                            UDS
 Picofun                       12 years

              Game Designer
              UI designer
              Narrative
              Level Designer

Sulake OY


                               Game Designer
Well, what do I know?
       Game Designer                           Level Designer
            UI designer
            Narrative
            Producer                                                UDS
 Picofun                       12 years
                                                   Level Designer
                                               Game Designer
              Game Designer
                                                UI designer
              UI designer
                                                  Narrative
              Narrative
                                                    Producer
              Level Designer

Sulake OY


                               Game Designer
Well, what do I know?
       Game Designer                           Level Designer
            UI designer
            Narrative
            Producer                                                UDS
 Picofun                       12 years
                                                   Level Designer
                                               Game Designer
              Game Designer
                                                UI designer
              UI designer
                                                  Narrative
              Narrative
                                                    Producer
              Level Designer

Sulake OY


                               Game Designer
                                 Producer
                                UX Designer
What will I talk about?




•The challenges of keeping everyone happy
Everything matters
                            Production

                                        Give ideas space
                                     Allow them to develop
                                       Try different things

   Accountability                        Creativity
  What are we doing?
 When are we doing it?
What will come out of it?
    Who needs it?
What’s the problem?

•“Them creative types don’t like planning”
•“Producers are always asking for more than we can
  deliver”

•“Publishers won’t trust our plans and what’s more, keep
  changing them!”
The truth?

•Them planning types need to be very clear in their
  communication to the team - Vision, goals

•Producers have a hard time planning if the stuff delivered
  is difficult to define and/ or estimate

•If the above is true - the project doesn’t know what to
  deliver - how will the publishers have confidence?
The Solution!



•It depends on company culture - I don’t have the answers,
  but I have some tools
Creativity
•You can’t be creative on demand!
•Yes you can. (Brainstorming techniques, dogged determination,
  accepting imperfect solutions for the Greater Good.)

•You can’t know what makes a game work before testing!
•True, but if you’re experienced you can make an educated guess.
•Planning doesn’t help my work!
•Yes it does. Trust me.
Accountability
•You HAVE to talk to your team. HAVE TO. Communication is
  the key.

•You have to know what you want to give the team a vision.
•Everybody in a leadership position must be aligned and
  give the same vision.

•The team knows how to develop. Let them.
Some tools I’ve come by


•SCRUM/ Kanban - Agile production methods
•User Stories
•Feature specifications
Agile is awesome
•If implemented right
•Just enough process to work
•Not very heavy on the administration
•Structured framework
•Malleable - change, adapt, update
Feature specifications

•A list of functions the game should have
•Doesn’t tie the developer to a specific dev method or how it
  should manifest

•Very high level of detail
•If done right - no need for game design docs
User Stories
•Gives the producers and publishers a good idea of what to
  expect on screen

•Higher level of detail than feature specs
•Spaghetti code doesn’t matter, only what is on screen
•If done right, does away with the need for design
  documentation
Also...



•It NEVER hurts to plan
•It ALWAYS hurts not to

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Game development challenge

  • 2. well, it used to be...
  • 3. Game development challenge
  • 4. Well, what do I know? 12 years
  • 5. Well, what do I know? Game Designer UI designer Narrative Producer Picofun 12 years
  • 6. Well, what do I know? Game Designer Level Designer UI designer Narrative Producer UDS Picofun 12 years
  • 7. Well, what do I know? Game Designer Level Designer UI designer Narrative Producer UDS Picofun 12 years Game Designer UI designer Narrative Level Designer Sulake OY
  • 8. Well, what do I know? Game Designer Level Designer UI designer Narrative Producer UDS Picofun 12 years Game Designer UI designer Narrative Level Designer Sulake OY Game Designer
  • 9. Well, what do I know? Game Designer Level Designer UI designer Narrative Producer UDS Picofun 12 years Level Designer Game Designer Game Designer UI designer UI designer Narrative Narrative Producer Level Designer Sulake OY Game Designer
  • 10. Well, what do I know? Game Designer Level Designer UI designer Narrative Producer UDS Picofun 12 years Level Designer Game Designer Game Designer UI designer UI designer Narrative Narrative Producer Level Designer Sulake OY Game Designer Producer UX Designer
  • 11. What will I talk about? •The challenges of keeping everyone happy
  • 12. Everything matters Production Give ideas space Allow them to develop Try different things Accountability Creativity What are we doing? When are we doing it? What will come out of it? Who needs it?
  • 13. What’s the problem? •“Them creative types don’t like planning” •“Producers are always asking for more than we can deliver” •“Publishers won’t trust our plans and what’s more, keep changing them!”
  • 14. The truth? •Them planning types need to be very clear in their communication to the team - Vision, goals •Producers have a hard time planning if the stuff delivered is difficult to define and/ or estimate •If the above is true - the project doesn’t know what to deliver - how will the publishers have confidence?
  • 15. The Solution! •It depends on company culture - I don’t have the answers, but I have some tools
  • 16. Creativity •You can’t be creative on demand! •Yes you can. (Brainstorming techniques, dogged determination, accepting imperfect solutions for the Greater Good.) •You can’t know what makes a game work before testing! •True, but if you’re experienced you can make an educated guess. •Planning doesn’t help my work! •Yes it does. Trust me.
  • 17. Accountability •You HAVE to talk to your team. HAVE TO. Communication is the key. •You have to know what you want to give the team a vision. •Everybody in a leadership position must be aligned and give the same vision. •The team knows how to develop. Let them.
  • 18. Some tools I’ve come by •SCRUM/ Kanban - Agile production methods •User Stories •Feature specifications
  • 19. Agile is awesome •If implemented right •Just enough process to work •Not very heavy on the administration •Structured framework •Malleable - change, adapt, update
  • 20. Feature specifications •A list of functions the game should have •Doesn’t tie the developer to a specific dev method or how it should manifest •Very high level of detail •If done right - no need for game design docs
  • 21. User Stories •Gives the producers and publishers a good idea of what to expect on screen •Higher level of detail than feature specs •Spaghetti code doesn’t matter, only what is on screen •If done right, does away with the need for design documentation
  • 22. Also... •It NEVER hurts to plan •It ALWAYS hurts not to

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