2. ●The Role of a Creative Director
●Path to become the Creative Director
●The way of thinking
Goal
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3. About Me
●Born in Serbia in the City of Niš
●Fell in love with games in the age of 5
●Always wanted to be a Game Designer
●2005 moved to Finland
●2012 started working at Rovio
●2015 joined EA/Tracktwenty
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4. Outline
●The Role of a Creative Director within the studio
●Responsibilities – what do you do
●Skill set – what do you need to know
●Design process - developing your own ideas
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5. Disclaimer
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●I speak from my own experience
●Things may be different in other companies
●Survivorship bias
●Luck plays a part in life
7. Creative DirectorArt Director Game Director
Lead Game Artist
Senior Game Artist
Game Artist
Lead Game
Designer
Senior Game
Designer
Game Designer
Junior Game Artist
Junior Game
Designer
The Path
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8. Types of Game Designers
●Systems designer
●Narrative designer
●Level designer
●UX Designer
●Monetization designer
●Etc.
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9. Role within the Team
Creative Director
Art Director
Executive Producer
Product Manager
Development
Director
Outsourcing
manager
Design Team
External Stakeholders
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11. Two Business Models
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●Premium Games
●Free-2-Play Games
●Game as a packaged product
●Game as a service
●Boundaries are getting blurred
12. During production
●Define the vision for the game
●Communicate the vision to other state holders
●Guiding the game through the approval process
●Communicate the vision to design/dev team
●Determine the scope of the prototype
●Determine the scope of the MVP
●Guide the game through the soft launch
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13. Defining the Vision
●What kind of a game do we want to make?
●Idea: I love samurai, let’s make a game
●Vision: An open world, action adventure
game set in the feudal Japan.
More specifically, at an island of Tsushima
after the Mongol invasion...
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14. Communicating the Vision to Stakeholders
●Other key people within the studio
●Other powers to be within the company
●Why should we make this game?
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15. Approval Process
●Companies have a formal approval process
●Companies need to make profit
●Making a game requires sizeable investment
●Approval process is supposed to ensure this
●The Process can have multiple stages
●Each stage requires a different set of deliverables
●The Process can get murky and change abruptly
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16. Communicating the Vision to the Team
●What are we making?
●Why are we making it?
●How do we make it?
●Development team is multidisciplinary
●Composition of the team changes with each
stage of development
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17. Scope of the Prototype
●Exploring the unknowns
●What do we need to test to prove that
the game would work?
●Technology prototype
●Core gameplay prototype
●Metagame prototype
●Prototype needs to have a clear goal
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18. Release Scope or MVP Scope
●Minimal Viable Product
●Minimal Lovable Product
●Minimal set of features that the game
needs to have for a successful launch
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19. Soft Launch
●Soft Launch or Limited Market Test
●Prevalent in free to play world
●Launching to a subset of players
●Before investing in user acquisition
●Testing technology and infrastructure
●Testing the KPIs
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20. Live Service
●Maintain the vision for the game
●Communicating the vision to the members of
the design/development team
●Communicating the vision to other stakeholders
●Determining and maintaining the feature roadmap
●Determining the scope of each release
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21. Maintain the Vision
●What kind of a game are we making?
●Vision can change
●Vision should evolve
●Game always needs to have a vision
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22. Communicating the Vision
●Why are we making this?
●This needs constant reiteration
●Each new update is a small release
●Stakeholders need to understand
●Developers need to understand
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23. Roadmap
●There are loads of ideas
●We can make loads of cool features
●But in which order?
●Prioritizing features based on various factors
●Feedback from players
●Business needs and opportunities
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24. Defining a Release Scope
●What can be delivered in each release
●Is it meaningful to players?
●Is it meaningful from business wise?
●How is it presented to players?
●What are expectations?
●Do we plan to develop it further?
●How does it fit with the rest of the game?
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26. Skills
●Mathematics – a game is as a
mathematical system
●Psychology – the way humans perceive
the system
●Art – aesthetics of the game, visual,
narrative, etc.
●Business – key for success in the industry
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27. Acquiring Skills
●Broad general culture – as ideas come from
various sources
●Broad knowledge of games – as diverse as
possible
●Experience – higher you climb, the skills
become more abstract
●Learn by observing and listening - steal
knowledge from others
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28. Understanding Players
●Every game has an audience
●Understand your audience!
●Audience evolves with the game
●You are not making a game for yourself
●You yourself need to like the game that
you are making
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30. Psychological Needs
●Self Determination Theory
●Autonomy – volition, our actions are rooted in
our own decisions
●Mastery – sense that we are improving through
learning
●Relatedness – ourselves in relation to other
humans
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31. Structuring Player’s Time
●With the game - session length
●Away from the game - session frequency
●Minute to minute – core gameplay
●Midterm to long term goals - metagame
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32. Core vs. Metagame
●Core gameplay - minute to minute
interaction
●Metagame - structure in which core is
embedded
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34. Player Goals
●Short term goals
●Midterm term goals
●Long term goals
●Order in which goals are presented:
○ Long term - Save the princess
○ Short term - Jump over the gap
○ Midterm - Princess is in the other castle
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35. Density of Goals
●Let player write his own success narrative
●Let player choose his own goals
●Linear gameplay
●Nonlinear gameplay
●RPG mechanics
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36. Understanding Feedback
●Comes in many forms
●Comes from various places
●Feedback from team members
●Feedback from other stakeholders
●Feedback from user testing
●Feedback from players
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37. Feedback from Other Stakeholders
●Can come at any point during the process
●Come usually during concepting or after going live
●Driven by agenda
●Individual stakeholders can have their own priorities
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38. Feedback from Team Members
●Comes at any phase of the process
●Team members can be emotionally attached to
particular aspect of their work
●Not naïve users
●Understand game from a different perspective
●Have their own agenda
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39. Feedback from User Testing
●Focus groups, beta testers, soft launch, etc.
●Qualitative in form of surveys and self-reported
observations
●Quantitative in form of various metrics
●Can be quite focused
●Can be more objective
●Happens in laboratory settings
●Context might be radically different than reality
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40. Feedback from Players
●Ultimate form of feedback
●Qualitative, self-reported based on
social media or survey
●Quantitative from telemetry data
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45. From Idea to Realization
●Ideation
●Concepting
●Prototyping
●Preproduction
●Production
●Soft Launch
●Live Service
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46. Ideation
●Brainstorming
●Ideas can come from
anywhere
●Ideas don’t come in vacuum
●Something old, something
new, something borrowed,
something blue
●Ideas are a dime a dozen
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48. Elevator Pitch
●Be able to convey your idea in one
sentence
●Iggy Pop Rule: 25 words or less
●Forces you to condense your idea
to absolute essence
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49. Prototyping
●Different ideas need different
approaches in prototyping
●Mapping out the unknowns
●Deciding what needs to be tested
●Paper prototyping
●Software prototyping
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50. Iteration
●Ideas do not come in a perfect form
●Ideas need to be tested and
improved
●This is iteration
●Kill your darlings!
●Test as much and as fast as possible
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52. Production
●The boring part
●99% of perspiration
●Blood, sweat and tears
●Putting it together
●If iteration was your friend in
prototyping and preproduction
it’s a mortal enemy here
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53. Soft Launch
●Part of the Game as a Service model
●Launching the game to a limited audience
●Limited in geographic terms
●Limited in reach, i.e., in the scope of user
acquisition
●Test the game in the real environment
●Time to iterate again
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54. Live Service
●Game has launched
●For Free-2-Play games real journey is
just the beginning
●For premium games DLC etc.
●Story begins a new with each new
release
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