Game designer and computer science engineer living in Milan.
Specializing in virtual reality, looking to connect social sciences, games and tech.
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This post really hits the nail on a recent situation I found myself, mentoring some of my Jr colleagues on game design and project management.
I have had trouble for more than a year trying to teach my approach to my Jr colleagues. I'll articulate them following your categories, as they helped me now to map better the problem:
1) [Complexity] A lot of situations while preparing a game design are based on the subject to design for. Theory teaches you some "design rules", but then you have to mix the "ideal game mechanic" with the kind of user target, the time at disposal for them, and foreseeing problems that could occour.
This post really hits the nail on a recent situation I found myself, mentoring some of my Jr colleagues on game design and project management.
I have had trouble for more than a year trying to teach my approach to my Jr colleagues. I'll articulate them following your categories, as they helped me now to map better the problem:
1) [Complexity] A lot of situations while preparing a game design are based on the subject to design for. Theory teaches you some "design rules", but then you have to mix the "ideal game mechanic" with the kind of user target, the time at disposal for them, and foreseeing problems that could occour.
2) [Curse of... (read more)