Class Prompt: Prioritization

In spring 2020 I taught a Technical Game Design class in Champlain College’s game design program. As part of my work I wrote discussion prompts. I’m expanding some of those prompts into blog posts, like the one below. The full set can be found here. Because they were meant as prompts for students to discuss, they do not necessarily provide strong conclusions or answer the questions that they pose.

This week let’s talk about an important skill: Prioritization.

In a large studio environment, the ability to prioritize – triage – every task or problem that comes your way is crucial, especially if you’re in a role where you may be randomized or need to react to sudden pivots, changes, or requests.

Let’s do some quick vocabulary. These are all terms that we use at Bungie. I can’t promise that they use these same definitions everywhere, but they’ll help us talk about these concepts:

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Class Prompt: The Technical Game Design Role

In spring 2020 I taught a Technical Game Design class in Champlain College’s game design program. As part of my work I wrote discussion prompts. I’m expanding some of those prompts into blog posts, like the one below. The full set can be found here. Because they were meant as prompts for students to discuss, they do not necessarily provide strong conclusions or answer the questions that they pose.

“Technical game designer” as a role in the industry is hard to pin down. I’ve known people with that title who solely build tools, and others who never touch code or tools and instead build content. Ask around, and every tech designer will give you a slightly different definition for the role. Here’s mine.

“Technical Game Design” is a subset of Game Design as a discipline. There are two features that set the role apart:

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