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		<title>Teaching design instead of asset creation</title>
		<link>https://gamewhispering.com/teaching-design-instead-of-asset-creation/</link>
					<comments>https://gamewhispering.com/teaching-design-instead-of-asset-creation/#respond</comments>
		
		<dc:creator><![CDATA[Alexandre Mandryka]]></dc:creator>
		<pubDate>Wed, 25 Jul 2012 01:40:02 +0000</pubDate>
				<category><![CDATA[Game design]]></category>
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		<guid isPermaLink="false">https://gamewhispering.com/?p=595</guid>

					<description><![CDATA[<p>Best way to learn game design is to abstract everything but game systems. This is Brian Moriarty's approach at Worchester Polytechnic Institute.</p>
<p>The post <a href="https://gamewhispering.com/teaching-design-instead-of-asset-creation/">Teaching design instead of asset creation</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
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										<content:encoded><![CDATA[<p><div class="et_pb_section et_pb_section_0 et_pb_with_background et_section_regular" >
				
				
				
				
				
				
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					<h1 class="entry-title">Teaching design instead of asset creation</h1>
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				<div class="et_pb_text_inner"><p style="text-align: justify;"><img decoding="async" class="wp-image-596 alignright" title="brian-moriarty" src="https://gamewhispering.com/wp-content/uploads/2012/07/brian-moriarty-300x300.png" alt="" width="168" height="168" /><span class='et-dropcap' style="font-size: 60px; color: #EB6838;">T</span>he GDC Vault has recently released Professor Brian Moriarty&#8217;s talk from the 2012 conference, <a href="http://www.gdcvault.com/play/1015620/Lehr-und-Kunst-mit">Lehr und Kunst mit Perlenspiel</a>, that reports on the game design course he has been giving at the Worchester Polytechnic Institute.</p>
<p style="text-align: justify;">The focus of Brian Moriarty, known for his early work on adventure games at Infocom and Lucasarts, is to enable his students to &#8220;express game ideas in code&#8221;, 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.</p>
<p style="text-align: justify;">I would recommend this talk to anyone interested in learning or teaching game design. Also please note that Moriarty&#8217;s gameclavier Perlenspiel is open source and freely available.</p>
<p style="text-align: justify;">Some links:</p>
<ul>
<li style="text-align: justify;">The Perlenspiel opensource engine: <a href="http://www.perlenspiel.org/" target="_blank">http://www.perlenspiel.org/</a></li>
<li style="text-align: justify;">Biran Moriarty&#8217;s GDC 2012 talk: <a href="http://www.gdcvault.com/play/1015620/Lehr-und-Kunst-mit" target="_blank">http://www.gdcvault.com/play/1015620/Lehr-und-Kunst-mit</a></li>
<li style="text-align: justify;">Gamasutra&#8217;s article on the topic: <a href="http://www.gamasutra.com/view/news/173724/Video_Loom_creator_Brian_Moriarty_seeks_out_the_essence_of_good_game_design.php" target="_blank">Link</a></li>
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<p>The post <a href="https://gamewhispering.com/teaching-design-instead-of-asset-creation/">Teaching design instead of asset creation</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
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		<title>Valve&#8217;s flat management structure</title>
		<link>https://gamewhispering.com/valves-flat-management-structure/</link>
					<comments>https://gamewhispering.com/valves-flat-management-structure/#respond</comments>
		
		<dc:creator><![CDATA[Alexandre Mandryka]]></dc:creator>
		<pubDate>Sat, 28 Apr 2012 00:26:09 +0000</pubDate>
				<category><![CDATA[Creative management]]></category>
		<category><![CDATA[Link]]></category>
		<category><![CDATA[creative management]]></category>
		<category><![CDATA[creative process]]></category>
		<guid isPermaLink="false">https://gamewhispering.com/?p=96</guid>

					<description><![CDATA[<p>Valve's employee handbook has leaked, revealing a flat organization with no boss.</p>
<p>The post <a href="https://gamewhispering.com/valves-flat-management-structure/">Valve&#8217;s flat management structure</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
]]></description>
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					<h1 class="entry-title">Valve&#8217;s flat management structure</h1>
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				<div class="et_pb_text_inner"><p><img loading="lazy" decoding="async" class="alignleft size-full wp-image-151" title="Working without boss" src="https://gamewhispering.com/wp-content/uploads/2012/04/Valve_without_boss.jpg" alt="" width="300" height="393" /><span class='et-dropcap' style="font-size: 60px; color: #EB6838;">I</span>know I have a very limited audience at this point (Hi mom!) but I think this needs to be shared and discussed as much as possible.</p>
<p>A couple days ago, Valve&#8217;s new employee handbook was released on the web. It explains how the company is structured in order to achieve its goals. In a nutshell, they want to create the best games and interactive entertainment and they decided that in order to do this, they needed to recruit the best, brightest and more collaborative individuals and that&#8217;s why they are trying to build their company as &#8220;the best place to work on Earth&#8221;.</p>
<p>One of the boldest decision is certainly to have a flat structure with no manager, where everybody makes his own decisions on what to work on and who to collaborate with. That extract pretty much sums it up.</p>
<blockquote>
<p style="text-align: justify; padding-left: 30px;">Manager—The kind of people we don’t have any of. So if you see one, tell somebody, because it’s probably the ghost of whoever was in this building before us. Whatever you do, don’t let him give you a presentation on paradigms in spectral proactivity.</p>
</blockquote>
<p><span id="more-181"></span>The flat structure focuses everyone on developing content for the customers and honing skills, instead of creating a corporate ladder that might encourage people to climb it. On that aspect, the document develops on the concept of the cabal, an organic, flexible, multi-disciplinary group organized around the delivery of something of value.</p>
<p>You will find it all in this handbook, encouragement to share ideas within a global ownership structure, a pledge against overtime, reassurance that failing won&#8217;t get you into trouble and is actually part of the company&#8217;s growth, a peer-driven review system &#8230;</p>
<p>They seem to be doing everything right, everything that you read about on those Forbes articles about flexible management, talent motivation and retention, flexible hours and so on. One can wonder about the reasons behind that leak, propaganda, PR stunt, world domination, and be doubtful about the actual reality of those methods in the company, but we have to at least respect the critical acclaim of their products, the fact that Valve rose up from a simple game developer to a premier PC online developer/publisher/distributor, as well as their profitability &#8230; They must be doing <em>something</em> right &#8230;</p>
<p>Now it all seems like a dream company to work at, and maybe it is &#8211; although I tend to be wary of anyone trying to sell me paradise on Earth &#8211; but I think the value of this is to see past the idealized vision that this pamphlet provides, understand the high level goals that are stated in it, and to pick and choose ideas that could work in your own environment, if your organization goals are compatible that is.</p>
<p>Now enough with my ramblings, let me invite you to check the document out.</p>
<p><a href="https://gamewhispering.com/wp-content/uploads/2012/04/Valve_Handbook_LowRes.pdf">Valve &#8211; Handbook for New Employees</a></p>
<p>Also see:</p>
<ul>
<li><a href="http://www.forbes.com/sites/stevedenning/2012/04/27/a-glimpse-at-a-workplace-of-the-future-valve/" target="_blank">Forbe&#8217;s article on this</a></li>
<li><a href="http://www.gamasutra.com/view/feature/3408/the_cabal_valves_design_process_.php" target="_blank">Gamastura&#8217;s article on the cabal</a></li>
</ul></div>
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<p>The post <a href="https://gamewhispering.com/valves-flat-management-structure/">Valve&#8217;s flat management structure</a> appeared first on <a href="https://gamewhispering.com">Game Whispering</a>.</p>
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