Categories
Game Design Personal Development

What Are the Hard Skills of a Game Designer?

There are hard skills and soft skills.

Hard skills are things you can practice outside of any context. Soft skills are usually built upon the hard skills.

Basketball players can practice shooting three-pointers over and over outside of the context of a real game. During a game, knowing when to take a three-point shot is a soft skill, which depends on reading the defense, knowing the shot clock, and keeping in mind the current score.

When I think about hard skills vs soft skills, I found myself struggling to think of the hard skills of a game designer.

A game designer needs to be able to communicate, which means writing and drawing well. But I have a hard time seeing writing prose as a core exercise in getting better at designing games.

A game designer needs to be able to establish rules for setup, for procedure, and for resolution. But how does rule-setting translate into a hard skill that I can practice outside of the context of a game? Do I train as a game designer by setting arbitrary rules for everyday activities? “When getting ready in the morning, I must do everything with my non-dominant hand.” It might be interesting to experiment for a week with setting rules and restrictions where they don’t need to exist, but will I really get better at game design for it?

A game designer needs to be able to prototype and playtest. Do you take an existing game and create your own board, cards, and tokens? Does doing so actually help with future prototyping? Maybe. I actually like this idea. You practice with existing games, and it helps you get a more intuitive feel for exactly what goes into a game of your own creation. Maybe you didn’t appreciate how many different cards are in a game of Onirim until you tried to make them yourself.

But hard skills specific to game design seem hard to identify. Game design tends to be about trade-offs and figuring out second-order effects of rule changes, which are mostly about soft skills. But maybe I’m missing something basic that I’m not appreciating.

What do you think? What are the hard skills of game design?

Categories
Geek / Technical Marketing/Business Personal Development

I’m Going to the No Fluff Just Stuff Conference Today #NFJS

I’m not a Java developer, but I am going to the “The conference series for JVM software developers” called No Fluff Just Stuff today here in Des Moines, Iowa.

Why? My main tool has been C++ for years. I haven’t programmed in Java since college, and that was over a decade ago.

Partly because it’s a local conference. I don’t have to travel or get a hotel.

Partly because my day job is paying for it. When you are offered free training, you take it.

And partly because I didn’t actually know it was a Java-specific conference when I signed up for it. /me looks down at his shoes sheepishly.

The itinerary I put together for the next few days is geared towards the general talks about software architecture, metrics, and other topics that can translate well outside of a specific programming language or platform. I am especially interested in the microservices architecture session, ever since I first heard about it at an Agile Iowa presentation.

There’s even a magician among the speakers, so it should be entertaining.

And who knows? Maybe I’ll pick up some cool ideas from the Java practitioners.

I’m a bit disappointed that the Android tablet I’m bringing doesn’t seem to have as full-featured an app as the iOS version. Somehow at a Java conference the Java-oriented platform doesn’t let you download slides? One of the Play store’s reviews for the NFJS app complained about needing to carry around not only his own Android tablet but also the conference-provided iPad, which was awkward. I wonder if I’ll be doing the same today.

Anyone else going?

Categories
Games Personal Development

Five Nights at Freddy’s Creator Has Constructive Criticism for His Critics

In a post on the Five Nights at Freddy’s 4 Steam page, Scott Cawthon asked his more hateful critics to focus on something more productive.

After previous unsuccessful games, Cawthon has found a cult hit in his series about terrifying animatronics in a kid’s themed restaurant. And when you get some success, there will always be critics.

They’ll tell you that there are problems with the games. They are too simple, or the designs are imperfect. That’s fine. Feedback about games means someone is going to hate what someone else loves, and maybe some of that feedback will give you an idea for how to improve things next time.

But some people get personal, accusing Cawthon of milking his success and they spew plenty of vitriol as they do so. Success unfortunately also comes with people ready to tear you down lest you get too proud or comfortable.

Cawthon patted them on the head and dismissed them while simultaneously imploring them to do something with their lives.

But something more important that I want to convey to all of you, is that you should never listen to people who criticize success simply because it’s success. Being good at something is something to strive for, not something to demonize.

“Haters gonna hate.” –as they say, but I want you to know that focusing on someone else’s failure or success is the wrong way to live. People who make videos bashing other people are like people who run into a public square and scream into a pillow. They’ll get attention, but they won’t change anything. If you strive to be like them, then you’ll spend your life screaming into a pillow as well, and your life won’t mean anything.

He asked people to go out and make their own games, to contribute, rather than to spend their time putting down others.

Now that’s a role model.

Categories
Game Design Game Development Geek / Technical Personal Development

How to Find Indies in Iowa

When I started out as an indie game developer, I found a home on the Internet. It was a set of forums dedicated not just to game development but also to making a living from it.

And while daily online communication, or maybe just procrastination, was helpful, it was nothing compared to the monthly face-to-face meetups we had in Chicago. We met either downtown at a Dave & Buster’s or at a Starbuck’s in Schaumburg.

It was kind of a loose mastermind group, in which we tried to set goals for the next meeting and held each other accountable to them. We had a range of completely newbies to experienced and successful business owners, and we all met, tried out each other’s games, and gave feedback.

So when I moved to Des Moines, Iowa, I immediately wondered where a similar collection of indies were.

They’re hard to find, so I decided to put a summary on this page in the hopes that it will be easier for everyone to connect with groups they might not have otherwise known existed.

The Iowa Game Dev Friendship Club has a mailing list at https://groups.google.com/forum/#!forum/igdf. It’s made up of indies and enthusiasts from all across the state of Iowa, especially out of Ames and Iowa City which is where our major universities are.

There is now an associated Iowa Game Dev Friendship Club Facebook group.

Sometimes a good number of members show up at a game jam, but otherwise they don’t try to organize massive face-to-face meetings. There have been Des Moines-area meetups in the past, such as the Midwest Mingle.

If you’re in Ames or Iowa City, your local university has a game developer organization. Iowa State has the Iowa State Game Development Club, which has an enthusiastic Twitter account at @isu_gdc and a ISU Game Dev Club Facebook page.

University of Iowa in Iowa City has EPX Video Game and Animation Studio, formerly known as Animation and Interaction at the University of Iowa. You can find them at their weekly meetings and at their EPX Facebook group.

UPDATED 2016: The International Game Developers Association has a Des Moines chapter. You can find them on Twitter (@igdadsm) and Facebook (https://www.facebook.com/groups/227434834257939/.

Did I miss anyone? Is there an Iowa indie game developer meetup you’re hosting that I don’t know about? Let me know, and I’ll update this list.

Categories
Personal Development

Letting Go of Negativity

Social media is a great way to find out what everyone is thinking.

Unfortunately, it can show the dark side of people all too easily. Sometimes it is extreme and explicit, and sometimes it is subtle, but either way, people have a capability of being quite terrible.

They voice their anger and opposition about things that don’t impact them, and you might strongly disagree because it does impact you and your loved ones.

It can be painful at times, especially if they get personal. You can get riled up. You can get angry.

And there’s nothing wrong with feeling this way.

It’s just that it saps your energy so you can’t spend that energy on something better.

My friend Danyelle posts a weekly video called Wednesday’s Words of Wisdom in which she shares a quote and talks about how it resonates with her, and her video on July 15th was about letting go of outrage:

It’s one thing to be passive in the face of anger. It’s another to decide to spend your time on something with more consequence. People on Facebook or Twitter can easily share their opinions that no one asked for, and you don’t have to engage at their level.

Someone shares a hurtful meme? You might not even know about it because while they’re on Facebook posting something that people may or may not see, you’re setting a good example by your actions and making a real difference in the world.

It can be somewhat addicting to want to get into the anger and outrage debate, but when you look back in five years, are you going to be proud of the online arguments you participated in willingly, or are you going to be grateful you let those things go so you can spend your time making real progress in your life and the lives of others?

Categories
Game Development Personal Development

Setting Effort-based Goals vs Outcome-based Goals

Since I am a part-time indie game developer, I am highly aware that the time I spend on game development tends to be a very significant function of my output.

If my other responsibilities are great, and I don’t consciously make an effort, maybe I’ll only get a couple of hours of work in. No matter how efficient I could use that time, two hours a week isn’t going to let me accomplish much. I can’t prototype or play test much, nor can I really get much implemented.

So all year I’ve been setting goals to increase this amount in a sustainable way. That is, I make sure I can handle my day job, my family, and my home responsibilities while also ensuring I get enough sleep. Stealing time from my sleep, for instance, allows me to temporarily use that time productively, but it always catches up with me and I end up paying for it in the end. What usually happens is I get slower and less efficient, and then I start sleeping in, which takes away my precious mornings that I dedicate to game development.

Recently I’ve been rereading Steve Pavlina’s book Personal Development for Smart People: The Conscious Pursuit of Personal Growth, and in the chapter on Power, he talks about personal quotas.

The idea is that to increase your performance in an area of your life, you can set minimum daily quotas to reach. Some authors set a daily word count. No matter how long it takes, they must write 250 words. Or maybe they do what I’ve been trying to do and set a minimum number of hours since word count might not represent the effort of writing very well if they spend a lot of their working time researching or editing, actions that don’t necessarily increase their word count but still contribute to the finished project.

Pavlina said he used to dedicate a few hours to writing, but he found that the end results weren’t ideal because his focus was on putting in the time instead of finishing. So he focuses on outcomes. Instead of writing for two hours, he writes until he finishes an article.

In a way, this reminds me of the Theory of Constraints and the story told in The Goal: A Process of Ongoing Improvement. Eliyahu M. Goldratt’s protagonist is put in charge of a failing manufacturing plant.

This plant has very expensive machines, and so the company insisted that to be the most efficient, those machines should be running as close to 24/7 as possible. Downtime meant lost efficiency and wasted opportunities to make back the investment in those machines.

Here, they were focusing on effort.

What they forgot was that the effort should serve a purpose.

People weren’t buying what was being made, either because they produced too much, or it wasn’t the right product for their needs, or the finished product couldn’t be made because there were bottlenecks in the manufacturing process in which some parts were ready while others needed to wait to be made. No matter how efficient the plant was in utilizing their resources, all they ended up with was a warehouse storing the unsold and unneeded parts they were creating.

Once they started to focus on the finished product, the outcomes, they rearranged priorities, ensuring that what was being built at any given time was shortening the time of the entire process, not just making any one part more efficiently.

I just spent the last couple of months implementing what was supposed to be a “simple” physics model for a game I’m working on. It turns out, physics isn’t simple, and there are plenty of solved problems in this domain, as well as many available 3rd-party libraries such as Box2D. But no, I insisted on implementing my own. I don’t need an entire physics engine. I just need something that looks good enough. How hard can it be?

In terms of my personal education, I gained a lot. I consulted a number of resources, such as the Impulse Engine by Randy Gaul and Chris Hecker’s Physics articles for Game Developer Magazine. I had a refresher from my high school and college physics classes, plus I learned about ways in which physics engines in games have historically fallen on their faces.

But in terms of outcomes, that’s two months I spent implementing and tweaking a small part of my overall game project. I focused on spending time on development, and I just kept working on what I was working on because I didn’t ever feel I had a good stopping point. It’s easy to want to spend a lot of time fiddling with coefficients and parameters to see if I can get the feel just right.

If, instead, I really focused on outcomes, such as getting the physics implemented in a week, maybe I would have seen that I was running out of time and so decide to use a 3rd-party library.

It doesn’t matter if I wrote the code myself. It matters that I am a step closer to having customers play the game.

Some game developers keep a simple list of tasks in front of them, and they work on whatever seems interesting, adding and removing tasks as they go. Others have a full project plan.

Now, as a part-time indie game developer, time still means results. If I spend 10 hours in a week, I am able to focus more than if I spend two hours in a week. It can mean the difference between getting meaningful accomplished in a given development session versus starting and stopping over the course of weeks to get something equivalent done.

So time still has a huge effect on output.

But I can do a better job of ensuring that the time I do spend on game development isn’t open-ended. There’s always more work to do, so just putting in time to work isn’t necessarily going to result in all of the work getting done so much as just a portion of the work getting done really, really well.

Categories
Game Design Game Development Personal Development

Anyone Can Create, and They Do: Your Design Choices Matter

I used to have a QBasic game review site, which meant I was part of a small group of sites dedicated to playing and reviewing games made by a small community on the relatively young Internet.

Surprisingly that effort translated into a little bit of paying work when I found out that Game Tunnel was looking for reviewers. I got a little bit of money each time I wrote up what I thought about a specific independent game, plus I usually got the game for free. It wasn’t enough to quit my job and live off of it, but it was enjoyable.

Over all that time, I saw a number of review sites come and go, and every so often one of them would get the idea to do a special write-up on “the worst games of [insert year here]”. Anyone could publish a review site,and sometimes that meant anyone did, and they decided it would be fun to write insults for laughs.

Now, I get it. In many creative industries, there’s always a “best of” list, and there are awards shows dedicated to highlighting the top efforts. So why not a “worst of” list? Why not highlight the terrible? People love to hate on things.

In fact, I didn’t know this, but the Razzies, which highlight the worst in film, have been around since 1981. It’s all in good fun, and it’s actually gotten relatively popular, with a few celebrities coming to accept their Golden Raspberry award in person.

If you search on YouTube, you’ll easily find lists of the worst games.

Worst Games Lists On YouTube

That’s unfortunate ad placement, huh?

People love to hate on E.T. for the Atari 2600, or John Romero’s Daikatana, or any number of games based on movies.

Ok, so people love to hear about failure. The popularity of reality television already tells you this fact.

I personally think this kind of tear-down is the stuff of tabloids. It’s never something you’ll find at the Academy Awards or The Academy of Interactive Arts and Sciences. And this isn’t a complaint about high-brow vs low-brow. I’m not above a good slapstick comedy or the occasional mindless action game.

It’s about ease.

In the modern age of citizen publishing media, with blogs, videos, and social network posts, anyone can write about how much they hated the latest stinker at the box office or a terribly-written-yet-popular novel or a disappointing offering from a major game publisher.

And many do.

But what a terrible way to spend your time! Dwelling on the negative, insulting people you don’t know, and kicking them when they are down? Ick.

It’s also easy. Someone could spend months or years writing and rewriting a novel only to find an online mob ready to hate it upon publication. One cleverly-worded Tweet of criticism, and it can start an avalanche of hate. Because of groupthink, these “Yeah, gee, it’s so awful!” comments can even come from people who have never read the work in the first place (again, see E.T. for the Atari 2600).

It’s one thing to critically analyze what makes something bad. You can comment on the inconsistent plot, or the dated graphics, or question the message. You can say it is derivative and unimaginative and compare it to earlier efforts, such as when my friend Ian Simmons wrote his review of Pacific Rim and compared it to Independence Day. It takes effort and experience to understand why something is bad and to be able to communicate it, and it comes from a desire for improvement. It’s a teacher giving a low grade on a creative writing assignment with the note, “I expected more from you.”

But it’s another thing entirely to slam something without giving much thought to it. At best, it’s a drive-by insult. At it’s worst, it’s bullying. It’s more about the humor of a good put-down than about seeking improvement. It’s the teacher who hates teaching because he despises the students and has to insult them to feel better about his miserable life.

When everyone has the ability to create, you are going to see a lot of terrible creations, and the ease of publishing means some of these creations get front-page status.

That top 10 worst games video on YouTube got over 2 million views. There was a choice made about what to focus on, and the creator of the video decided, “Yeah, let’s go for negativity.”

That’s 2 million people who got the subtle message that criticism is the same as complaining, who think that it’s normal to highlight what’s wrong with something, who shed at least one point of resistance to expressing an insult about someone or their creation because, hey, look at all those other people having fun at his/her expense.

I’ve been focusing on reviewers and critics, but the original purpose of this post was to focus on the act of creation itself, and specifically about game development.

With the wide availability of high-quality tools and resources, anyone can make a game, and many do.

Some people make great games, some people make mediocre games, and a lot of people make clones.

But some people make games with questionable designs. There was a choice about what to include in a game, and the creator decided that gratuitous violence, casual misogyny, and even downright hate was the way to go.

It’s one thing to make a game about shooting everything in sight when everything in sight is out to get you, like in Space Invaders or Doom.

It’s another to make a game in which the only motivation is death and destruction for its own sake. Here you’re just putting together game mechanics with perversity, and not in a good way.

You could simulate complex interpersonal relationships, or you could go the easy route of hypersexualization, stereotypes, and power fantasy.

There are legitimate arguments and positions to take, and there are careless (or careful) non-positions that do in fact take a position.

For instance, making a game about doing nothing but shooting civilians “just for fun” says something about your worldview and the worldview of your game’s fans, at least in what’s considered “fun”.

It’s a choice.

And with the increased availability of tools and publishing platforms, anyone can make these kinds of choices.

And many do. Sometimes without realizing that they are making important choices.

And some of these choices get front-page status, which means a lot of people get the subtle message that these choices are normal.

It’s why I prefer highlighting the best and get uncomfortable when it comes to tearing down the worst.

Because focusing on the worst is easy. Anyone can do it, and anyone can make horrible stuff so there is always fodder, but more importantly, it sends a message that focusing on the worst is a good use of time, that it’s innocent and fun to dogpile on someone after they dared to put themselves out there.

It can be petty and mean, and I like to think the wider community can do better.

And focusing on the best means that the creators of purposefully bad creations don’t get rewarded for being horrible or lazy. It means raising something up and saying to everyone, “See what amazing things can be done?”

It means inspiring people to make the choice to aspire to good work, to expect more from themselves.

Categories
Geek / Technical Personal Development

Taking Advantage of Downtime #8035dsm

I’m not a huge live music fan.

I mean, when I go, I find I enjoy myself, but I don’t tend to actively seek out concerts and bands to listen to.

This weekend is the 80/35 music festival here in Des Moines, and my wife and I go every year, partly because she’s a big live music fan.

There are local bands, but the festival tends to find big names, such as Modest Mouse, Wu-Tang Clan, Cake, and The Flaming Lips. People I would have heard of as a casual music fan.

Last night we saw Wilco play, and today we’re looking forward to Weezer.

It’s like the dream of the 90s is still alive in Des Moines.

We like to bring a blanket, set up a few lawn chairs, and hang out with friends while enjoying the music from afar.

Wilco at 80/35 from afar

And I like to bring my doodle book. Since the beautiful people of Iowa tend to show up at music festivals, and I’m just sitting there, it’s like getting a free life drawing class in, although with less nudity.

Sometimes people sit still for long periods of time, and sometimes they move quickly and I can only get the barest sketch in.

Doodle Book from 80/35

I like people-watching, and I enjoy doodling, even if I’m not a trained artist. So I enhance the experience of listening to live music with a fun way to practice my drawing skills.

It’s not work, so it isn’t like I’m forcing myself to squeeze every ounce of productivity out of my day, ruining any sense of enjoyment I have for life during what is supposed to be my downtime.

But at the same time, improving my drawing skills can help with my game design. If I can sketch out something that’s in my head more accurately, it makes it easier to communicate my intent.

But I don’t set a quota of drawings. I don’t force it. I just draw.

And I found doodling is a lot less annoying to the people around me than practicing my analytical skills by wondering aloud about the design of the light show or the logistics of setting up the concert. B-)

Categories
Personal Development

Looking for Outside Approval

As a child, I internalized a lesson that is still with me today.

I learned not to rock the boat.

If I did something on my own, the repercussions were not always positive. Sometimes people got upset with me. Other times I was scolded.

For example, in school we were supposed to cut out our drawings of fruits and vegetables and glue them onto a cornucopia.

Well, I apparently wasn’t paying attention to how everyone else was doing it, and I did what made sense to me. I glued the paper so that it seemed as if the food was coming out of the side.

When the teacher saw what I was doing, she expressed concern, and she showed me what everyone else had done, which was gluing them on top in an abstract way.

I wasn’t in trouble, but I was singled out in front of everyone, and I didn’t like the feeling that I had inadvertently done something wrong.

And this same situation played out in a number of ways in school, at home, in relationships.

So I made a point of always trying to figure out what was the right thing to do so that I didn’t do the wrong thing.

Sometimes this is a good thing. For instance, in software development, I get asked to create a feature, and it’s easy to follow the spec and still end up with the wrong thing. It’s essential to ask questions and get clarification so you don’t waste anyone’s time.

But sometimes my seeking out the right thing slows me down. My approach to a particular situation might be perfectly fine, but I get this feeling that it’s suboptimal or that someone smarter than me might handle it different.

So then I don’t do it. I don’t volunteer my idea. I don’t take initiative. I don’t trust my own work will be good enough.

And not doing it means no one can be upset if I do it wrong. If the boat’s getting rocked, it’s not by me, so I can’t be in trouble.

Often I spend time looking into best practices to see how other people approach a particular issue. Sometimes there is a best practice, and sometimes there are opinions masquerading as facts.

But what am I really waiting for? Am I looking for approval from a secret society of experts who have figured out the One True Way?

Sometimes there isn’t a Right Way. There are often many ways, and just because someone is finding success one way, it doesn’t mean you should follow in their footsteps.

Sometimes there isn’t a way yet. There is no one to follow, and no one to say, “Yeah, go do that.” Anyone who has advice here would say, “No way! Don’t do that! No one does that! Here, follow this tried-and-true path.”

When I don’t have a resource that tells me exactly how to do something in a way I can easily understand, such as how to represent entities in a game, I worry I’m doing it wrong, or I’m doing it suboptimally, and it can cause me a lot of anguish.

I’m piecing information together and coming to new conclusions, and I don’t necessarily have someone at hand to let me know if I’m on the right track. I’m on my own, and I hesitate.

It’s as if I become afraid of someone’s disapproval, even if no one is there to do the disapproving but myself. I fear I’ll mess up badly even if the worst-case consequences are easy to recover from.

But these fears probably mean I’m growing and learning somewhere. So I push through the fear.

I rock the boat.

Because even though the lesson not to do so is still there, I internalized a new lesson as a grown-up:

I get to choose who to listen to, and I can trust myself.

Categories
Personal Development

You Make Time; You Don’t Find Time

Yesterday I wrote about my method of keeping my goals in front of me using a scoreboard. On my scoreboard are a number of metrics I track and set goals for, including game development hours.

I have a day job. I have responsibilities at home. I have a family. So how do I find the time?

My friend Mike Grosso, teacher and author of I Am Drums, recently posted a video responding to the question “How do you find the time to write?” which I found quite insightful:

Mike talks about not watching a single episode of Game of Thrones, choosing to spend his precious time elsewhere.

The thing is, most people don’t do this. They spend their time on Facebook, posting on their friend’s feeds, checking on clickbait, and viewing cat photos for potentially hours. They watch the latest season of Orange is the New Black or Unbreakable Kimmy Schmidt as soon as it is available, binging on the content. They go out with friends. They hit snooze on their alarms instead of getting up right away.

None of these are bad things to do, and when your friends are involved, it’s easy to justify spending time with them. You don’t want to be out of the loop when everyone else is talking about who got killed in the last episode of The Walking Dead. You also don’t want to be a hermit or lose important relationships.

But everyone has the same 24 hours in a day. How you spend those hours is your choice.

Mike chooses to write, and he manages to finish novels as a result.

I learned early on that trying to squeeze in time for game development around the rest of my responsibilities isn’t sustainable. Because I see it as a priority, I set aside time specifically to work on game development.

Now it could be argued that I don’t make nearly enough time for it to be productive, but each person has their own priorities and workload, and I’m always adjusting mine as I find ways to improve my efforts. I cut activities and put off others in order to focus on higher priorities.

And sometimes they are temporary changes. I go to Team Trivia with friends every week, and for two months I stopped going so I could use those evenings to work on game development. Sometimes temporary hermit mode means you get stuff accomplished. And when you come back to society, you have something to show for it aside from being able to say, “Hey, I finished watching Parks and Recreation finally.”

Thanks for the concise reminder about prioritizing where you spend your time, Mike!