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“Fun” kills creativity

by | Jun 9, 2014

Here is a short video on why you shouldn’t use the word fun as a game designer or as a producer/manager. It actually echoes the article on creative management I wrote last year and extracts its essence in a more accessible way. Hope it will entice you to go and check it after watching the video.

Other articles you might like:

Article: Lifting the designer's curse

We need to better understand and support game designers in their work, or the whole project will fall apart.

Article: Fun and uncertainty

My definition of fun: The desired exploration of uncertainty.

Article: Design your team like you would a game

The same principles that games use to keep players engaged can be applied to structure a team to feel engaged and safe to be creative.

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