Friday, September 28, 2012

The Fountain of Eternal Motivation

My main motivator is definitely the search for ever-stimulating work. I need my tasks to provide some sort of intellectual interest, or at least allow for it while being performed. Using terms from the Two-factor theory perhaps it could be said to exist somewhere inside a three-point area of Achievement, Work itself and (personal) Growth.

An instant prototype for a multiple-screen rotation-based puzzle game.
Does involve leading trains of cute creatures past lethal traps.

This can of course be achieved in different ways through different types of work. Inside the realm of game design I have found that the greatest enabler of this is the possibility of exchanging thoughts and ideas with design-interested peers, regardless of the specific work done. For me, discussing game design at a theoretical level can be equally as interesting as creating actual systems and detailed mechanics. Having a discussion on a theoretical level gives the luxury of exploring, where you can do whatever without having the need for it to actually “work” in a sense. The joy of theory where everything works and no compromises have to be made, neither technological nor economical. One can dream.

A defeatist attitude brings nothing to a project.
There are always fixes to be made, often bringing a large payoff with little effort.
The tricky thing is to identify them.



While I do specialize in system and mechanics design I have found that I can be useful when it comes to evaluating and iterating assets when cooperating with group-members with other fields of specialization, mostly from a larger end-design perspective. Having some experience with both code and 3D-modeling I at least know the limitations, which is usually enough to give constructive (and more important realistic within the production) feedback and at all costs staying away from ever trying to micro-manage others work. Trying to hunt down those small fixes that bring huge positive effect for little work is greatly rewarding, both for the end-product and team morale. When working like this it helps greatly not to be in charge of management and scheduling, something that I try to avoid. In the best of worlds should a designer never manage the time and resources of a project but simply focus on improvement at all levels.

Sunday, September 16, 2012

Visions of Self

I have completed my education! I have decided to go into further education! It truly never ends, so it is somewhat fortunate that I enjoy the whole thing. With now having completed three years of university with a major in game design I've gone into an advanced fourth year studying the somewhat broader area of convergent media, while still keeping a focus on game design, game systems and how I can apply my knowledge in areas outside of commercial game production. I've yet to fully map out exactly in what direction I'll be headed but I do have some ideas.

A simple game from basic prototype to finished game in 20 hours on the theme Impeding Doom.
My art is proudly shown in the middle image. Bottom one is very much not me.

Some of the stuff I'm looking at would have me dive in to areas outside my comfort zone, such as pedagogics. Having no deep knowledge in this field is problematic but I'm not too worried. Throughout working in projects and interacting with different types of expertise I've found that I can assess how to best use the competence of others to great effect, adapting the way I work to the knowledge and expertise available. Issue is that I'd rather seek to use or in some way translate their competence and knowledge in to my field of interest, rather than applying my knowledge to other fields. Finding a balanced path can be somewhat difficult at times.
Having analysis as a strong point also helps me outside of game design. I've found that being stuck on a problem is mostly not knowing from what angle to approach it and once you know why and what needs to be done, figuring out the how is a lot easier. I will need to overcome my ever existing urge to convert any area of knowledge to an abstracted game system or input though. Researching stuff is an enormous time-sink when you constantly get sidetracked using the new information to puzzle together game mechanics that would support an interesting dynamic between players, forcing them to make decisions that balances... well, yeah, you get it. It amuses me but is not always useful.

Artist drew visual for a serious game concept I was part of about the morals of creating and selling weapons.
Intentionally overplayed for absurdity.

The single most major reason for studying a fourth year, regardless of what project I may work on, is that gives me an opportunity to gain a deeper knowledge of purely theoretical game design. Having previously tutored groups of first year students I became more interested in the academic side of game design and how it can be analyzed and taught effectively to others. A previous teacher of mine, Jakob Berglund Rogert, has in a way for me become the personification of an intellectual view on games and is someone I learned a lot from. However, rather than a set person there is a state of mind that has stuck with me that has inspired me the most, perhaps best explained thus;


Nietzsche, The Gay Science §341
“The question in each and every thing, "Do you desire this once more and innumerable times more?" would lie upon your actions as the greatest weight. “

Moving forward, as I see it the understanding of formal game systems I have gained throughout my education can be applied for some purpose without the commercial area, perhaps within a purely academic setting. I also have an interest in outlining some kind of production-focused design methodology based on my experience of using MDA when creating basic rapid prototypes as well as more complex systems.

My main interest is in using systems and mechanics to solve the ever-changing problem of how these tools can be used to encourage a set behavior, communicate a message or evoke a desired emotion amongst a group of players. The joy of seeing a set of mechanics come together and properly form that elusive magic circle to be experienced and enjoyed by others is intense.

Mechanics coming together. Carnage was shown at GGC11, GDCE11 and Gamex'11.

If one were to look at me through the lens of OCEAN I'd say I exist within the area of openness, however leaning heavily towards intellectual curiosity and abstract thought and less towards art, emotion and fantasy. I can also show signs of conscientiousness, mostly through having a planned and organized mindset towards tasks.


In a few years I'm hoping to be working as a game designer with a focus towards mechanics and systems enabling competitive multiplayer gaming. I think having an interest and also specializing to a specific area of game design will help me target certain positions, while still unbound by technical platform which will be ever-evolving. As said in the report Strategic Skill Assessment for the Creative Industries; “Ideas often need to be multi-disciplinary and media neutral so that they can be applied down a number of channels.” I may not be multi-disciplinary much but most of the work I do can be adapted to pretty much any kind of media or interactive content, either before, during or after the work-process.




As a game designer I sometimes get to draw big arrows on things. It is a vital skill.
Research for a "competitive level" design project.

I will admit that the prospect of more time as a poor student is not all roses and while it will require a heavy investment in time and effort to reach my target goal, focusing on what you enjoy and find interesting can hardly be called a chore. There are worse things in life.