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A Game Designer’s Aesthetic

In the first article, I discussed game design patterns, and called them the brushstrokes of game design. In the second article I discussed game genres, and described how they were organic groupings of design patterns that had, over time, been given names. In the third article I discussed game design choices, and how we make them.

It’s time to finally talk about what a personal game design aesthetic is!

A diagram showing an abstract stick figure face with long hair. It has two arrows, one pointing left and one right. In either direction is a circle with a set of different icons in it. The icons are simple and show things like a sword, a stick figure swimming, a tower, and more.

A Game Designer’s Choices

Let’s talk about making choices. Full-time game designers typically make hundreds of choices every day. Most are tiny, some are more substantial. Most are made unconsciously or with only a second of thought, and most of the rest are decided quickly. These quick daily decisions are the engine of our game design aesthetic: they showcase it and refine it.

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 A Game Designer’s Genres

We can all list genres of games: FPS, action-adventure, roguelike, otome, hidden object, and so on. When someone uses these terms we (mostly) know what they mean, and they help to quickly summarize a lot of information. Developers use them as shortcuts to answer a lot of design questions, retailers and award shows use them to categorize, gamers use them to describe games to their friends, marketing uses them to set expectations. Everyone loves to argue about where exactly to draw the lines between them.

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Putting Stakes in the Ground

A team can get really paralyzed waiting for things to be Decided™.

One of the most valuable things a senior can do on a team during production is make quick decisions to “put stakes in the ground” even on topics that are not yet 100% confirmed or aligned, and then document/broadcast those decisions.

Sometimes there are big unknowns or a lot of things that still need to fall into place, and while waiting, team members are blocked, or feel unsure, or like they need to make Plans A, B, C.

Cut the Gordian Knot: make a call and let people keep moving.

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Center the Humans Making Them

“What’s your number one personal game design principle? And even better – does it have a cool name?”

The best games are made by centering the humans making them.

I thought about my answer to this for a few hours today, some folks may have seen me post and delete some replies, hahah.

But if I need just one? That truly encapsulates all my #1 priorities? This is it.

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Overwork Culture

A drum I want to beat:
Overwork starts with management and planning, but half of why it happens is team culture.

Nobody has more impact on team culture than senior team members and lower-middle managers

If you are in the trenches and someone folks look to, then your example defines team culture.

A screenshot from Destiny 2, of a fireteam running down a scintillating triangle hallway towards a portal.

Laid off from Bungie

After 9 years–fully half of my adult life–I was let go from Bungie this morning, along with MANY other amazing folks.

Getting to work on a game like this, where I made and helped make experiences that are enjoyed by millions of people, was a huge privilege.

But I don’t want to leave this off with a simple “it was a privilege, thank you Bungie”.

The store splash screen for Lethal Company

The Appeal of Jank

I am intrigued by the way that younger players from outside the core “AAA” gaming bubble seem to respond super well to games that are… social, lofi, watchable, and “janky”.

Lethal Company, Palworld, everything in Roblox, Five Nights at Freddy’s, even Minecraft.

The “janky” part is the most interesting bit to me. Why is this appealing, why does it work well for this audience in particular?

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Class Prompt: Prioritization

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: