Design your team like you would a game

RealityWorstGame_OptimCompared to video games, life can feel bland. Video games have an incredible power of motivation and this is why the American government has been looking into applying their appeal in the education field and gamification has become quite a buzzword around many industries that want to engage customers with products and brands. As I identified key elements of how well made games engaged their players, I started realizing that the same principles could be applied in structuring a team of professionals in order for them to feel engaged and safe to be creative.

Reality gives unclear feedback because its functioning is hard to interpret and its perceived reaction often delayed. For instance, when choosing between an open or fixed rate for your mortgage, it is hard to feel something else than anxiety as you will only know if you made the right choice in years. Games avoid that looming feeling of anxiety as they will often give you immediate feedback on the action or decision that was taken. Also, good games have clear rules that help evaluate the value of different actions that can be taken within them. With clear ways to anticipate the results of different moves, the participant can start to develop his own strategies and try to optimize his results.

Creativity is a frightening place, mainly because you are looking for solutions to a problem that hasn’t been solved yet. To engage in this difficult search, you need to allow yourself the possibility of being wrong or you won’t be able to go out of the beaten paths. As a creative manager, you need to establish the framework in which your collaborators will understand how they can score points in the clearest way possible. Short of this, the solutions that are brought up can’t be evaluated in a constructive fashion, and “No, because I don’t like it” can very quickly sound like “No, because I don’t like you”. In such an unstructured environment, one can only rely on intuition and gut feeling and the whole discussion will only revolve around personal opinions. While luck can be on your side and help you make it through, this situation is also prone to encourage internal politics that can only lead to herd behavior and consensual thinking that defeat the purpose of creativity.

If instead, you spend the time to clearly establish the problem you want your team to solve and write down the metrics by which you will evaluate the different solutions that will arise, you create a very different dynamic. If the rules of your creative game of “find-the-most-adapted-solutions” are very clear, shared and don’t suffer misinterpretation, even an idea that scores poorly can be an opportunity to better understand the characteristics of the task, or a chance to refine them if they needed better definition. It then becomes easier to discuss the proposed solutions detached from their initiator and to find the one that scores on all criteria, or to point at the weak spot and then ask for another proposal that will score higher.

Creative people just want to perform at their best and see the team succeed in finding the best solutions to the problems at hand. Formulate the rules of evaluation of the propositions as clearly as you would explain the rules of a game, you will offer your collaborators a work environment that encourages creativity by making it safe, comprehensible and engaging.

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Game Design Expo debrief and slides

GameDesignExpo_RedOceanIndustry speaker day just ended at the 2013 edition of the Game Design Expo. It was a pretty packed day of talks and panels with an interesting focus on mobile, social and indie development that reflects the orientation of Vancouver’s scene. I was pretty excited to see that everybody seems to be trying to figure out where these new parts of the industry are going instead of relying on established formulas.

You will be able to find the slides of my own talk here, and please note that the whole speech is in the comment section.

Powerpoint presentation: A plea for the social core gamer

 

The video recording is also now available on youtube:

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Back from MIGS 2012 + conference slides

So I’m back from a two weeks trip to Montreal where I attended MIGS 2012. It was probably my fourth time at this event, and I believe it was the most interesting one for me. Event director Emmanuel Viau shared with me that the typical student attendance was slightly lower this year because they were finishing last year’s term as it got delayed by the protests that took place earlier. This probably made recruiting slightly slower, but it didn’t hinder the quality of the talks, my personal favorite being Jeffrey Yohalem’s conference on how Method Acting can help us with gameplay development if we apply a director approach to players and treat them as actors.

My own talk went alright as it seemed to bring some answers to different people on the difficult task to manage design and designers by giving them proper objectives instead of calling upon “the fun”.

You can find the deck file here: MIGS 2012 – Solving the design puzzle.

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Colombia 3.0 debrief + conference slides

I just came back from Bogota where I was invited to Colombia 3.0, the digital content summit. Over the four days of the summit, and according to the officials, over 12.000 people visited the site, three times the attendance of the 2011 event. The crowd was mixed, with exhibitors and industry professionals, interested investors and enthusiastic students eager to learn more about the domain. The vibe was pretty good and the recent growth of the industry coupled with solid government backing can only set high expectations for what’s ahead for game development in Colombia.

Twenty experts were invited to give talks to an engaged crowd. Most notably for me, Mitch Gitelman from Harebrained Schemes retraced his Kickstarter campaign to get funding for the Shadowrun Returns project..

Here is the powerpoint from my own talk – Establishing a creative vision.

The conference is also available on youtube, translated in Spanish.

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Speaking engagements ahead

In October, I will take part with 20 other speakers to Colombia 3.0, a 3 days event supported by the Colombian IGDA chapter and the ministry of IT and communications.

On Friday, October 26th, at 16:30, I will give a conference entitled Video game design: Establishing vision. In this talk, I will describe what is, for me, the first step that a project should go through, establishing clearly what the end product should be about, who is its end-consumer and how do you want him to relate to your game. More details available on Colombia 3.0 website.

In November, I will participate in the Montreal International Game Summit. The talk, Solving the game design puzzle: From management to execution, will attempt to bring the points of view of managers and designers together and propose a rationale and efficient way to establish objectives and evaluate results, you know, past the “is it fun?” mark …

The talk will be given on the 14th of November at 14:45 and you can find more details on it here.

See you there!

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Had a blast giving a talk at Intecap Guatemala

As I was in Guatemala for a mission with the fine folks of Lion Works, I was invited to give a talk on design at the Intecap institute of technology on the 14th of August. The amphitheater was quite full as they had to close the door and let some people out. The mood was quite high, the crowd quite excited and I was happy to give some insight on the way game design is actually backwards from what you can expect coming in with a user mentality. The response from the attendance really made me feel like the “reconocido experto internacional” that they advertised I was, so thanks to everyone that showed up, as well as to Lion Works and Intecap.

As promised, here are the slides of the presentation.

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Teaching design instead of asset creation

The GDC Vault has recently released Professor Brian Moriarty’s talk from the 2012 conference, Lehr und Kunst mit Perlenspiel, that reports on the game design course he has been giving at the Worchester Polytechnic Institute.

The focus of Brian Moriarty, known for his early work on adventure games at Infocom and Lucasarts, is to enable his students to “express game ideas in code”, and he developed a simple game engine to do so: the Perlenspiel. An engine without pipeline and assets, so simple in fact that it would allow his students coming from all different disciplines to each complete 6 interactive pieces within the 7 weeks of his class. Having been involved myself in teaching game design to students, I must say that I found the method that Moriarty used very interesting as the use of an engine that would keep their work abstract and away from asset building made sure they were concentrated on game rules as well as the creation of gameplay.

I would recommend this talk to anyone interested in learning or teaching game design. Also please note that Moriarty’s gameclavier Perlenspiel is open source and freely available.

Some links:

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Fun and uncertainty

“Have you found the fun yet?” is a question we often hear asked to designers. It shows how shallow is our understanding of the craft of games, but also how easily we accept such a vague mandate. Trying to help the fine folks at Relic to develop a better acquaintance with that elusive concept led me to some interesting finding that I want to share with you with the hope that it will make the designer job more focused and that it will help those that manage them provide guidance and evaluate the results.

The first step on that road was when I stumbled upon “Fun systematically”, a paper from Alan Dix that recounts his efforts with Masitah Ghazali to explore the boundaries between engagement and fun. They focused on experiences that were neither fun nor engaging – in the boring zone – and used the technique of mutation to figure out what ingredient to add to turn a boring experience into a fun one, without it becoming engaging. Their example is the pretty boring activity of waiting for a kettle to boil. Dix found out that adding the surprise effect of a bird that pops up and sings when the kettle boils brings fun to the activity. It actually seemed pretty obvious, uncertainty was the key ingredient. Continue reading ‘Fun and uncertainty’

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Old Grumpy Designer Syndrome

Dr_Jekyll_and_Mr_Hyde

 

This article was initially published on gamasutra.com on May 30th, 2012. 

You’ve done it all. You’ve moved up through the ranks of associate and junior designer, you have been through crunch to ship games, you’ve mastered the internal tools, pioneered new pipelines and techniques and trained other designers to use them. But now you are tired of waiting for that promotion to senior level and lead positions, it is getting on your nerves and it is starting to get old.

Or maybe you are a manager, lead designer, producer or HR rep., and you don’t understand why that highly skilled and very promising designer turned into a negativity beast. You know he’s good but you are at a loss to turn him back to the path of success and create the team pillar that you need.

Having been myself on both sides of this potential career dead-end, I want to share with you my recent study on what I called “The Old Grumpy Designer syndrome”. Continue reading ‘Old Grumpy Designer Syndrome’

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Pleasure without learning leads to addiction

Our industry tends to use many terms without having strong understanding of them. Pleasure, motivation and addiction are generally mixed up and misused despite being central to entertainment. So much so that the generation of pleasure seems to be the main and only objective of many recent games, to the expense of challenge, and that being addictive is often considered a desired trait for a game. Gasp!

In this article, I want to use the standpoint of biology to advocate that the key goal of play is personal development, pleasure only being a consequence of it. In addition, I will show that pleasure without learning only creates an empty experience that can be dangerously addictive. Continue reading ‘Pleasure without learning leads to addiction’

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