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On the way to good
GAME DESIGN
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About me
11 years in game design
Far Cry 4, Far Cry: Primal
Andrii Dotsenko
Game Designer at Ubisoft Kiev
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The missing link
There are many design talks about system design, UX, narrative, or new
monetization methods. But we often missed the path from design to
implementation when you as a designer have to interact with other
people in order to implement your ideas.
But you need others to execute your ideas
We love to talk about design theory
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Why these games are better?
4/76
What’s so special about them?
Different genres
Different platforms
Different audience and market
One similarity:quality of experience
5/76
What is the key?
Ideas?
Talents?
Marketing?
Production culture is the key?
6/76
Collective Genius
There are some very successful
innovative companies (systemically
successful, like Pixar). And again, the
key is always production culture.
It’s not just about talent
But about talent in proper context
7/76
Successful innovation principles
Ability to create a market of ideas
through discussions. Diversity + Conflict.
*TED talk: Linda Hill, ‘How to manage for collective creativity’
CreativeAbrasion
CreativeAgility
Creative Resolution
Ability to test and refine ideas through
the discovery-driven learning process.
Scientific Method + Artistic Process.
Ability to make decisions in a way that
can combine different ideas and
approaches to produce a new solution.
8/76
Creative people must be stopped
There are many obstacles on the
innovation’s way. Society always acts
like creative people must be stopped.
Proper principles are not enough
You should learn how to overcome constraints
9/76
*Coursera: Leading Strategic Innovation in Organizations
Can we use it?
Perhaps, we can use these principles? Yes, our design and games are
almost always new, but all “human factors” are very similar from
project to project.
Can we learn how they work and then learn how we can overcome
them?
But people are the same!
Design can be different
10/76
Game Design Framework
Stage 2
COMMUNICATION
Stage 3
IMPLEMENTATION
Stage 1
DESIGN
How to communicate design
How to implement design
How to create design
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DESIGN PRINCIPLES
Stage 1
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What’s wrong?
But very often, players are not happy.
IDEA DOCUMENTS PRODUCTION GAME PLAYER
EXPERIENCE
Everything seems right?
Something missed here.What is it?
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It’s all about player experience
It doesn’t matter how good are your
ideas, documents and code. The game
appears only after the interaction.
GAME
PLAYER
EXPERIENCE
…that comes from the interaction
The player experience is what we really sell
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From experience to design
MICRO DESIGN
EXPERIENCE IDEA
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MACRO DESIGN MACRO DESIGN
MICRO DESIGN MICRO DESIGNMICRO DESIGN MICRO DESIGN
MICRO DESIGN MICRO DESIGN MICRO DESIGNMICRO DESIGN MICRO DESIGN
Abstract
Specific
Macro Design
The high-level vision of the feature
that describes the player experience,
should be created before the
implementation, and has very few
changes during the implementation.
Has an extremely high cost of the mistake.
Answers to questionWHAT?
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Micro Design
A detailed description of the features
that takes in account all technical
restrictions. Should be created
during the implementation.
Might have many iterative changes.
Answers to question HOW?
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Macro Design vs. Micro Design
20%
20% of WHAT (macro design) and 80%
of HOW (micro design).
80% of design made during the
implementation!
80%
Game Design is about execution!
80% of Design is an iterative LIVE process
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Obstacles on your way
19/76
Bad Macro Design
Can lead to grave problems with the game scope
Wrong abstraction level
Unclear or not polished
Misinterpreted
20/76
Solution: Clarity
Clarity can be developed!
CLARITY is the key
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Invest more efforts to reach clear
Macro Design.
Support your text by visuals to avoid
misinterpretation, texts can be
deceiving.
Write your idea in four short
sentences. Or less. Imagine that you
have ~30 sec to tell them.
If you cannot write it clear enough in
four sentences or less – your idea is
bad.
Clarity exercise
Use ‘elevator pitch’ technique
Support your idea by visuals
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You build an interactive experience,
and words and pictures are not
interactive.
You may need to test your Macro
Design to reduce risks.
Macro Design reduces risks
You may need the prototype
It might be not enough to make a document
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Usually, if you made three iterations,
and your idea is still not good
enough, it might mean that it was not
good enough from the very
beginning.
When to stop Macro Design?
You may need to cut bad ideas
Use 3 iterations principle
24/76
Bad Micro Design
Can lead to design bottleneck
Not ready
Don’t take details into account
Too abstract
25/76
Solution: Timing & Clarity
Clarity and visuals are also important
for Micro Design.
But there’s another main point: Micro
Design is iterative and constantly
changing, so timing is very
important.
Be just far enough ahead of the team
Develop CLARITY
26/76
Feature Creep
The main source of scope problems
‘Design by committee’
Some features are more equal than others
May increase complexity exponentially
27/76
Solution: Feature Cut
Less is more.
Design is good when you have nothing to cut
It’s better to make fewer features but
with higher quality.
Develop the “composition” sense and
don’t be afraid to cut bad features.
28/76
Feature ROI Matrix
Competitive Strategic
Polishing Questionable
High Return
Low Return
Short-term Long-term
29/76
Feature risk Matrix
Commitments Gambles
‘Free’ Experiments
High Investments
Low Investments
Low-risk High-risk
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Feature value
Value ROI Risk Classification
V1 R1 (Competitive) R0 (‘Free’) Competitive
advantageV2 R1 (Competitive) R1 (Commitment)
V3 R2 (Strategic) R0 (‘Free’)
Strategic advantage
V4 R2 (Strategic) R1 (Commitment)
V5 R3 (Polishing) Ro (‘Free’)
Polishing/Quality
V6 R3 (Polishing) R1 (Commitment)
V7 R1 (Competitive) R2 (Experiment)
ExperimentsV8 R2 (Strategic) R2 (Experiment)
V9 R3 (Polishing) R2 (Experiment)
V10+ Too risky
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Feature priorities
CORE GAMEPLAY FEATURES
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SUPPORTING FEATURES
EXOTIC FEATURES
*GDC 2010: Patrick Plourde, ‘Designing Assassin’s Creed 2’
Unconscious incompetence
Decrease quality of decisions
Wrong risk assessment
Outdated knowledge
Previous experience bias
33/76
Solution: Team feedback
Ask the designer!
Demand clarity,until you get it
Give feedback on the design as early
as possible.
The more feedback, the better.
34/76
Cloning
Decrease quality of decisions
Competitors constraints are unknown
Might not work for your product
‘Lazy design’
35/76
Solution: De-construction
De-construct to clone properly
Fundamental knowledge will help you
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Cloning isn’t necessarily bad.
The fewer obstacles on the player’s
way, the better; standard solutions
are great for that (3C/UI/etc.)
Features are your tools to create an
experience.
Experience
Clarity
Execution
Design
It’s all about player experience, remember it
in any design decision.
Know what design you do (Macro or
Micro), choose proper abstraction level
and aim for CLARITY.
Game Design is about execution,
control your feature scope and aim
for high quality of decisions.
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COMMUNICATION PRINCIPLES
Stage 2
38/76
Errare humanum est
You can’t change them
People are imperfect
People make mistakes, they’re
biased and usually bad listeners.
The worst: you have no other people.
39/76
Designer is also imperfect
You cannot know everything and
can’t plan in advance the full and
detailed vision of the game.
You vision is limited
You as a designer is also imperfect
40/76
People on the implementation level
know more details and can help you
to reach the much higher quality of
design decisions.
Give freedom to artisans!
Shared design
They will become personally invested
Share design with your team!
41/76
Cross-disciplinary collaboration
Include to design discussions people
who will be implementing your
feature, they know each ‘part of the
puzzle’ and can significantly increase
the quality of the design.
Such collaboration can create magic
Gather people from different disciplines
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Conflicts
If you have a lot of small and medium
task conflicts, it’s a good sign that
team is alive and care about the
project.
Also, try to solve all process conflicts
on the early stage.
BUT:Never get personal!
Task conflicts can be good for the project
43/76
Integrated Decisions
Combine different ideas and
approaches of your team to produce
the best solution.
Include team’s creativity into them
Look for Integrated Decisions
44/76
Obstacles on your way
45/76
Documents
Source of bottlenecks on the project
Become outdated fast
Hard to maintain in up-to-date state
People don’t read (and don’t want to)
46/76
What to do with the documents?
Usually, people don’t read more than
1 page at a time. So, don’t make
document longer than 1 page! Or
divide them into ‘digestible’ blocks.
Remember, that words can be
deceiving.
Support them with visuals
Make your documents digestible
*Excel tables + Mock-ups
47/76
I have bad news for you…
You’ll always be criticized for ’outdated docs’
You’ll never have 100% correct documents
People don’t read even the best documents
There are many other communication channels!
48/76
Solution: It is LIVE!
We still often live by the old
stereotype that there’s possible to
have ‘final’ GDD.
Try to treat documents in a similar
way as code: like something LIVE.
Documents are LIVE and may have bugs
Documents are not made of marble
49/76
Magic tool for the designer
Game Design is a LIVE process that is
based on constant iterations and
feedback gathering.
Feedback from direct communication
is MUCH faster than any other.
This is the fastest way
Talk directly
50/76
If you work remotely
If the question not answered in three
e-mails, you must call.
Otherwise, your mail thread might be
almost infinite.
Get direct feedback if mail is not working
Use 3rd clarification rule
51/76
Expert arrogance
Can unreasonably block some features
Design can be blocked by an ‘expert opinion’
It might be fear of responsibility or just laziness
It might be personal or political
52/76
It’s not a rocket science
In the most cases, the ‘expert’ is
afraid of potential risk (personal or
the project) and overvalues the
complexity of the feature.
Get more information, ask questions
and separate facts from the ‘expert
opinion’.
Focus onWHAT you want,not HOW
Demand CLARITY from the‘expert’
53/76
‘Not invented here’
Feedback perceived as an attack on ownership
People love to create something new
Which leads to conflict with business goals
Big problem,if you have demanding customer
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It’s all about the player
All the desires of ‘wheel invention’
should be evaluated how valuable are
they for the player.
It can be a common ground for the
team and the customer.
The player is a King
There is a common ground
55/76
Stakeholders feedback
Can ruin your scope (and you will be blamed)
Inadequate
Stakeholders contradict each other
Force you to make more that was negotiated
56/76
Stakeholders are people
Stakeholders are also imperfect, they
have limited vision and judge based
on that vision, not necessarily
because they’re bad.
Talk to them,explain your decisions
You are reviewed by imperfect people
57/76
Hidden Stakeholders
There might be some people on the
project who are not officially
stakeholders, but can block your
design for some reasons (processes,
technical, etc.).
Find them on the early stage
There are people who can say you NO
58/76
People
Share
Simplify
Communication
People are imperfect and you can’t change
that. But you can learn how to overcome it.
Share the design and push cross-
discipline collaboration. It can create
magic.
Simplify documents, add visuals to
avoid misinterpretation. Talk
directly for the fastest feedback.
59/76
IMPLEMENTATION PRINCIPLES
Stage 3
60/76
Truth about players
Your problems with scope, resources,
deadlines, whatever else just don’t
matter for the player.
The only thing that is valuable for
players is their personal experience.
The player is like Honey Badger
It doesn’t matter how many problems you have
*Doesn’t give a shit
“Creature who can fill the Louvre with all the
shits he doesn’t give”
61/76
Iterate, iterate, iterate…
Game Design is very similar to
innovation adoption process, and
impossible without many iterations.
Be ready to fail (and learn from it, of
course), it’s a natural process.
Implementation is discovery-driven learning
Almost always,it’s innovation
62/76
Playtests
There is only one opportunity to see
your real game: playtest.
In Game Design, you can believe only
in things that you can interact with.
Playtest is a part of discovery-driven learning
You create an interactive experience
63/76
Feedback
Your playtesters are also imperfect,
and might have very weird ideas how
to improve your game.
Look for the player’s insight.
See what they DO in your game
Do not trust too much to what people say
64/76
Do not afraid of design changes
The design of your feature can fail on
the implementation stage for many
reasons (in many cases, not because
it’s bad).
Re-design or just cut this feature
You design can fail
65/76
Fake it
In many cases, you just don’t need a
sophisticated technology to create the
experience for the player.
If you can’t implement something,fake it!
The player does not see your back-end
66/76
Obstacles on your way
67/76
Low flexibility
Can stop design and polishing process
Long iteration time
Bad tools
Complex processes
68/76
Fast to test
Game Design is a way of discovery-
driven learning.
If you want good design, all you
processes and tools should be focused
on making iteration time as less as
possible.
The faster you go to play,the better
Fast iterations is a key to good design
69/76
Start polishing early
Final player experience appears on
the polishing stage, after you tested
how the player interacts with your
game.
Shorter iteration time will allow you
to reach the polishing stage faster.
Start it early
Quality comes from polishing
70/76
Estimates
Source of scope problems
ETA for‘cool’ features is shorter
ETA for‘boring’ features is longer
ETA misinterpretation
71/76
Everybody lies
Know your team and what features and
tasks they like.
Do not trust long estimates especially.
Feature functional =! Feature complete
Use Batching for similar features
Do not trust estimates
72/76
Player
Interaction
Flexibility
Implementation
Players don’t give a shit about your
problems. They only care about their
personal experience.
You can believe only in things that you
can interact with. Iterate, playtest,
gather feedback.
The faster you can test your design,
the better is the quality of the
design.
73/76
To summarize
74/76
It’s all about the player experience
Aim for CLARITY
Game Design is about execution
People are imperfect
Share design with you team
Simplify documents and talk directly
The player doesn’t give a shit
Believe only in things you can interact with
Fast to test for the better design
Game Design is about people
Sources
 (D.I.C.E. 2002) Mark Cerny, THE METHOD
 (TED) Linda Hill, ‘How to manage for collective creativity’
 (Coursera) Leading Strategic Innovation in Organizations
 (D.I.C.E. 2010) Naughty Dog Presentation
 (GDC 2010) Designing Assassin’s Creed 2
 (GDC 2010) Among Friends – An Uncharted 2: Among Thieves post-mortem
 (GDC 2012) The Last 10: Going From Good To Awesome
 (GDC 2015) Hearthstone: How to Create an Immersive User Interface
 (GDC 2014) Hearthstone: 10 Bits of Design Wisdom
 (GDC 2013) Through the Grinder: Refining Diablo III’s Game Systems
 (GDC 2010) Blizzard Design Philosophies
75/76
any questions?
thank you very much
76/76

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On the way to good Game Design

  • 1. On the way to good GAME DESIGN 1/76
  • 2. About me 11 years in game design Far Cry 4, Far Cry: Primal Andrii Dotsenko Game Designer at Ubisoft Kiev 2/76
  • 3. The missing link There are many design talks about system design, UX, narrative, or new monetization methods. But we often missed the path from design to implementation when you as a designer have to interact with other people in order to implement your ideas. But you need others to execute your ideas We love to talk about design theory 3/76
  • 4. Why these games are better? 4/76
  • 5. What’s so special about them? Different genres Different platforms Different audience and market One similarity:quality of experience 5/76
  • 6. What is the key? Ideas? Talents? Marketing? Production culture is the key? 6/76
  • 7. Collective Genius There are some very successful innovative companies (systemically successful, like Pixar). And again, the key is always production culture. It’s not just about talent But about talent in proper context 7/76
  • 8. Successful innovation principles Ability to create a market of ideas through discussions. Diversity + Conflict. *TED talk: Linda Hill, ‘How to manage for collective creativity’ CreativeAbrasion CreativeAgility Creative Resolution Ability to test and refine ideas through the discovery-driven learning process. Scientific Method + Artistic Process. Ability to make decisions in a way that can combine different ideas and approaches to produce a new solution. 8/76
  • 9. Creative people must be stopped There are many obstacles on the innovation’s way. Society always acts like creative people must be stopped. Proper principles are not enough You should learn how to overcome constraints 9/76 *Coursera: Leading Strategic Innovation in Organizations
  • 10. Can we use it? Perhaps, we can use these principles? Yes, our design and games are almost always new, but all “human factors” are very similar from project to project. Can we learn how they work and then learn how we can overcome them? But people are the same! Design can be different 10/76
  • 11. Game Design Framework Stage 2 COMMUNICATION Stage 3 IMPLEMENTATION Stage 1 DESIGN How to communicate design How to implement design How to create design 11/76
  • 13. What’s wrong? But very often, players are not happy. IDEA DOCUMENTS PRODUCTION GAME PLAYER EXPERIENCE Everything seems right? Something missed here.What is it? 13/76
  • 14. It’s all about player experience It doesn’t matter how good are your ideas, documents and code. The game appears only after the interaction. GAME PLAYER EXPERIENCE …that comes from the interaction The player experience is what we really sell 14/76
  • 15. From experience to design MICRO DESIGN EXPERIENCE IDEA 15/76 MACRO DESIGN MACRO DESIGN MICRO DESIGN MICRO DESIGNMICRO DESIGN MICRO DESIGN MICRO DESIGN MICRO DESIGN MICRO DESIGNMICRO DESIGN MICRO DESIGN Abstract Specific
  • 16. Macro Design The high-level vision of the feature that describes the player experience, should be created before the implementation, and has very few changes during the implementation. Has an extremely high cost of the mistake. Answers to questionWHAT? 16/76
  • 17. Micro Design A detailed description of the features that takes in account all technical restrictions. Should be created during the implementation. Might have many iterative changes. Answers to question HOW? 17/76
  • 18. Macro Design vs. Micro Design 20% 20% of WHAT (macro design) and 80% of HOW (micro design). 80% of design made during the implementation! 80% Game Design is about execution! 80% of Design is an iterative LIVE process 18/76
  • 19. Obstacles on your way 19/76
  • 20. Bad Macro Design Can lead to grave problems with the game scope Wrong abstraction level Unclear or not polished Misinterpreted 20/76
  • 21. Solution: Clarity Clarity can be developed! CLARITY is the key 21/76 Invest more efforts to reach clear Macro Design. Support your text by visuals to avoid misinterpretation, texts can be deceiving.
  • 22. Write your idea in four short sentences. Or less. Imagine that you have ~30 sec to tell them. If you cannot write it clear enough in four sentences or less – your idea is bad. Clarity exercise Use ‘elevator pitch’ technique Support your idea by visuals 22/76
  • 23. You build an interactive experience, and words and pictures are not interactive. You may need to test your Macro Design to reduce risks. Macro Design reduces risks You may need the prototype It might be not enough to make a document 23/76
  • 24. Usually, if you made three iterations, and your idea is still not good enough, it might mean that it was not good enough from the very beginning. When to stop Macro Design? You may need to cut bad ideas Use 3 iterations principle 24/76
  • 25. Bad Micro Design Can lead to design bottleneck Not ready Don’t take details into account Too abstract 25/76
  • 26. Solution: Timing & Clarity Clarity and visuals are also important for Micro Design. But there’s another main point: Micro Design is iterative and constantly changing, so timing is very important. Be just far enough ahead of the team Develop CLARITY 26/76
  • 27. Feature Creep The main source of scope problems ‘Design by committee’ Some features are more equal than others May increase complexity exponentially 27/76
  • 28. Solution: Feature Cut Less is more. Design is good when you have nothing to cut It’s better to make fewer features but with higher quality. Develop the “composition” sense and don’t be afraid to cut bad features. 28/76
  • 29. Feature ROI Matrix Competitive Strategic Polishing Questionable High Return Low Return Short-term Long-term 29/76
  • 30. Feature risk Matrix Commitments Gambles ‘Free’ Experiments High Investments Low Investments Low-risk High-risk 30/76
  • 31. Feature value Value ROI Risk Classification V1 R1 (Competitive) R0 (‘Free’) Competitive advantageV2 R1 (Competitive) R1 (Commitment) V3 R2 (Strategic) R0 (‘Free’) Strategic advantage V4 R2 (Strategic) R1 (Commitment) V5 R3 (Polishing) Ro (‘Free’) Polishing/Quality V6 R3 (Polishing) R1 (Commitment) V7 R1 (Competitive) R2 (Experiment) ExperimentsV8 R2 (Strategic) R2 (Experiment) V9 R3 (Polishing) R2 (Experiment) V10+ Too risky 31/76
  • 32. Feature priorities CORE GAMEPLAY FEATURES 32/76 SUPPORTING FEATURES EXOTIC FEATURES *GDC 2010: Patrick Plourde, ‘Designing Assassin’s Creed 2’
  • 33. Unconscious incompetence Decrease quality of decisions Wrong risk assessment Outdated knowledge Previous experience bias 33/76
  • 34. Solution: Team feedback Ask the designer! Demand clarity,until you get it Give feedback on the design as early as possible. The more feedback, the better. 34/76
  • 35. Cloning Decrease quality of decisions Competitors constraints are unknown Might not work for your product ‘Lazy design’ 35/76
  • 36. Solution: De-construction De-construct to clone properly Fundamental knowledge will help you 36/76 Cloning isn’t necessarily bad. The fewer obstacles on the player’s way, the better; standard solutions are great for that (3C/UI/etc.) Features are your tools to create an experience.
  • 37. Experience Clarity Execution Design It’s all about player experience, remember it in any design decision. Know what design you do (Macro or Micro), choose proper abstraction level and aim for CLARITY. Game Design is about execution, control your feature scope and aim for high quality of decisions. 37/76
  • 39. Errare humanum est You can’t change them People are imperfect People make mistakes, they’re biased and usually bad listeners. The worst: you have no other people. 39/76
  • 40. Designer is also imperfect You cannot know everything and can’t plan in advance the full and detailed vision of the game. You vision is limited You as a designer is also imperfect 40/76
  • 41. People on the implementation level know more details and can help you to reach the much higher quality of design decisions. Give freedom to artisans! Shared design They will become personally invested Share design with your team! 41/76
  • 42. Cross-disciplinary collaboration Include to design discussions people who will be implementing your feature, they know each ‘part of the puzzle’ and can significantly increase the quality of the design. Such collaboration can create magic Gather people from different disciplines 42/76
  • 43. Conflicts If you have a lot of small and medium task conflicts, it’s a good sign that team is alive and care about the project. Also, try to solve all process conflicts on the early stage. BUT:Never get personal! Task conflicts can be good for the project 43/76
  • 44. Integrated Decisions Combine different ideas and approaches of your team to produce the best solution. Include team’s creativity into them Look for Integrated Decisions 44/76
  • 45. Obstacles on your way 45/76
  • 46. Documents Source of bottlenecks on the project Become outdated fast Hard to maintain in up-to-date state People don’t read (and don’t want to) 46/76
  • 47. What to do with the documents? Usually, people don’t read more than 1 page at a time. So, don’t make document longer than 1 page! Or divide them into ‘digestible’ blocks. Remember, that words can be deceiving. Support them with visuals Make your documents digestible *Excel tables + Mock-ups 47/76
  • 48. I have bad news for you… You’ll always be criticized for ’outdated docs’ You’ll never have 100% correct documents People don’t read even the best documents There are many other communication channels! 48/76
  • 49. Solution: It is LIVE! We still often live by the old stereotype that there’s possible to have ‘final’ GDD. Try to treat documents in a similar way as code: like something LIVE. Documents are LIVE and may have bugs Documents are not made of marble 49/76
  • 50. Magic tool for the designer Game Design is a LIVE process that is based on constant iterations and feedback gathering. Feedback from direct communication is MUCH faster than any other. This is the fastest way Talk directly 50/76
  • 51. If you work remotely If the question not answered in three e-mails, you must call. Otherwise, your mail thread might be almost infinite. Get direct feedback if mail is not working Use 3rd clarification rule 51/76
  • 52. Expert arrogance Can unreasonably block some features Design can be blocked by an ‘expert opinion’ It might be fear of responsibility or just laziness It might be personal or political 52/76
  • 53. It’s not a rocket science In the most cases, the ‘expert’ is afraid of potential risk (personal or the project) and overvalues the complexity of the feature. Get more information, ask questions and separate facts from the ‘expert opinion’. Focus onWHAT you want,not HOW Demand CLARITY from the‘expert’ 53/76
  • 54. ‘Not invented here’ Feedback perceived as an attack on ownership People love to create something new Which leads to conflict with business goals Big problem,if you have demanding customer 54/76
  • 55. It’s all about the player All the desires of ‘wheel invention’ should be evaluated how valuable are they for the player. It can be a common ground for the team and the customer. The player is a King There is a common ground 55/76
  • 56. Stakeholders feedback Can ruin your scope (and you will be blamed) Inadequate Stakeholders contradict each other Force you to make more that was negotiated 56/76
  • 57. Stakeholders are people Stakeholders are also imperfect, they have limited vision and judge based on that vision, not necessarily because they’re bad. Talk to them,explain your decisions You are reviewed by imperfect people 57/76
  • 58. Hidden Stakeholders There might be some people on the project who are not officially stakeholders, but can block your design for some reasons (processes, technical, etc.). Find them on the early stage There are people who can say you NO 58/76
  • 59. People Share Simplify Communication People are imperfect and you can’t change that. But you can learn how to overcome it. Share the design and push cross- discipline collaboration. It can create magic. Simplify documents, add visuals to avoid misinterpretation. Talk directly for the fastest feedback. 59/76
  • 61. Truth about players Your problems with scope, resources, deadlines, whatever else just don’t matter for the player. The only thing that is valuable for players is their personal experience. The player is like Honey Badger It doesn’t matter how many problems you have *Doesn’t give a shit “Creature who can fill the Louvre with all the shits he doesn’t give” 61/76
  • 62. Iterate, iterate, iterate… Game Design is very similar to innovation adoption process, and impossible without many iterations. Be ready to fail (and learn from it, of course), it’s a natural process. Implementation is discovery-driven learning Almost always,it’s innovation 62/76
  • 63. Playtests There is only one opportunity to see your real game: playtest. In Game Design, you can believe only in things that you can interact with. Playtest is a part of discovery-driven learning You create an interactive experience 63/76
  • 64. Feedback Your playtesters are also imperfect, and might have very weird ideas how to improve your game. Look for the player’s insight. See what they DO in your game Do not trust too much to what people say 64/76
  • 65. Do not afraid of design changes The design of your feature can fail on the implementation stage for many reasons (in many cases, not because it’s bad). Re-design or just cut this feature You design can fail 65/76
  • 66. Fake it In many cases, you just don’t need a sophisticated technology to create the experience for the player. If you can’t implement something,fake it! The player does not see your back-end 66/76
  • 67. Obstacles on your way 67/76
  • 68. Low flexibility Can stop design and polishing process Long iteration time Bad tools Complex processes 68/76
  • 69. Fast to test Game Design is a way of discovery- driven learning. If you want good design, all you processes and tools should be focused on making iteration time as less as possible. The faster you go to play,the better Fast iterations is a key to good design 69/76
  • 70. Start polishing early Final player experience appears on the polishing stage, after you tested how the player interacts with your game. Shorter iteration time will allow you to reach the polishing stage faster. Start it early Quality comes from polishing 70/76
  • 71. Estimates Source of scope problems ETA for‘cool’ features is shorter ETA for‘boring’ features is longer ETA misinterpretation 71/76
  • 72. Everybody lies Know your team and what features and tasks they like. Do not trust long estimates especially. Feature functional =! Feature complete Use Batching for similar features Do not trust estimates 72/76
  • 73. Player Interaction Flexibility Implementation Players don’t give a shit about your problems. They only care about their personal experience. You can believe only in things that you can interact with. Iterate, playtest, gather feedback. The faster you can test your design, the better is the quality of the design. 73/76
  • 74. To summarize 74/76 It’s all about the player experience Aim for CLARITY Game Design is about execution People are imperfect Share design with you team Simplify documents and talk directly The player doesn’t give a shit Believe only in things you can interact with Fast to test for the better design Game Design is about people
  • 75. Sources  (D.I.C.E. 2002) Mark Cerny, THE METHOD  (TED) Linda Hill, ‘How to manage for collective creativity’  (Coursera) Leading Strategic Innovation in Organizations  (D.I.C.E. 2010) Naughty Dog Presentation  (GDC 2010) Designing Assassin’s Creed 2  (GDC 2010) Among Friends – An Uncharted 2: Among Thieves post-mortem  (GDC 2012) The Last 10: Going From Good To Awesome  (GDC 2015) Hearthstone: How to Create an Immersive User Interface  (GDC 2014) Hearthstone: 10 Bits of Design Wisdom  (GDC 2013) Through the Grinder: Refining Diablo III’s Game Systems  (GDC 2010) Blizzard Design Philosophies 75/76
  • 76. any questions? thank you very much 76/76