Designing for the Untestable
Originally written for #AltDevBlog
Sometimes you’re asked to design for the untestable scenario. For instance, design a system for 10,000 players to asynchrously interact in a persistent competitive world with progression mechanics that plays out over 3 months.
Disclaimer: The entire time you are reading this remember one basic truth or else everything else contained herein is useless.
Focus on second-to-second play first. Nail it. Move on to minute-to-minute, then session-to-session, then day-to-day, then month-to-month (and so on). If your second-to-second play doesn’t work, nothing else matters. Along these lines, if your day-to-day fails, no one will care about month-to-month, either.
- Brenda Brathwaite
Let’s Talk About Things We Can’t
Originally written for #AltDevBlogADay
The forbidden knowledge of the game industry is mostly acquired over a smoke or drink in the pub, parking lot and corridors of conferences. Though the personal scars slowly form our own tales over the years which are then shared in similar back alley fashion. I can safely say 80% of my knowledge about the industry, the stuff that matters, I should have never been told.
This is the absurd construct under which we work in the modern corporate creative world. The dark NDA, the culture of secrecy and the allergic reaction to inquiry or unionisation are complex a subject matter about which books could be written.
We are not an open industry by our nature, which I find absurd because most of the people I’ve met in the industry are open and friendly. When our skeletons are exposed they are outdated and mostly surrounded by such drama and media circus that little intelligent discussion and dissection occur. Often one or more parties say nothing by choice or court order, leading to wide speculation or mudslinging.
I’m convinced the reason we are seeing so much success among indies is because they make games free from our industries black cloud of secrets. Often the most valuable thing the veterans bring to the table is the knowledge of a secret war fought, and battles won which allow them to avoid old hidden pitfalls. Yet there are very few who would ever, or could ever share such knowledge in the open space for others to learn from.
Our crunch culture is not all top down for instance, many insane death marches are started by the team or some other factor. Though because we often don’t discuss or document these situations honestly our peers repeat the mistakes we have made.
I’ve heard several friends working on big titles bemoan the run-away visionary, or narrative designer who ship wrecked the projects in similar fashions. In my own short time in the industry I’ve seen one or two tropes repeat themselves on different projects.
I’m not advocating the spilling of company secrets on the newest hottest title, the kind of thing our consumers would lap up eagerly. I’m saying we need to push forward the tale from that project 4 years ago. The time where the entire company was moved continent for one coder, or a project was canned because of a personal war between two managers, or the tale of how enums were banned.
The last year has given me a lot to write about, and I have been recording it all. As the glitter and crunch clear I find myself looking at the year thinking about which of those stories I could share.
If you can do one thing in the coming new year, try find that one story or two that you can share. Not over a pint in the pub but in public for the greater discussion and improvement of our industry.
WebPad: Bring your Own Controller
Going to take a break from my Useless Designer series to talk about a personal project which has me very excited. While judging Dare I came across a good idea which could be brilliant: using a mobile device as the controller in a shared space. The idea was shown by Lucky Ghost using the iPhone and a native iOS app. However, Apple would never let it through the AppStore and not everyone likes Apple. The idea was good but limited, but then a solution hit me there and then and I excitedly shared it with them.
The game hosts a web-service providing HTML5 WebApp with WebSockets transforming any modern mobile device into the controller.
Stop being the Useless Designer: Programming
Let’s face it, there is nothing more annoying than being bossed about by someone who is useless.?
So here are three simple rules.
- Work with them in the trenches.
- Everyone in the trenches has to be useful.
- Supplement don’t Replace?
So acquire some “Hard Skills” fast and be useful. This is a multi-part post for some places to start developing those “Hard Skills”.?
Judging Daring Doers
This year was the first time I was involved in Dare to be Digital. Now I’ll admit that due to time commitments and unfamiliarity, I sent others from my team to mentor but agreed to judge. Now I’m kicking myself, why did I pass up the opportunity to mentor such amazing and brilliant students. In a few weeks these students have produced high quality vertical slices and complete products which in some cases surpass the level of quality I’ve seen in many studio incubations, RnD or pitch teams.
Every game, bar one, blew me away in quality and the teams were talented, engaged individuals who clearly have a future in our industry if they continue at this level. A wide range of platforms and ubiquitous brilliant tools really pushed quality and innovation to an all time high. This year was apparently a watermark year according to the other judges and I’m glad to have been there. In fact my only WTF moment was, where were Microsoft? Some brilliant Kinect work on the floor, almost all of which hit the mark.
So onto the teams themselves...
Stop being the Useless Designer
Part 1: Excel & Formulas
Let’s face it, there is nothing more annoying than being bossed about by someone who is useless.?
So here are three simple rules.
- Work with them in the trenches.
- Everyone in the trenches has to be useful.
- Supplement don’t Replace?
So acquire some “Hard Skills” fast and be useful. This is a multi-part post for some places to start developing those “Hard Skills”.?
Though I encourage you to jump into your own tunnels of exploration. I hope this is the first of a multi-part post focusing on various tools or hard skills for designers. Introducing a tool or skill, then getting you interested.
THE BEST PLACE TO START IS YOUR IN-HOUSE TOOLS!!!
The Mechanics of Convention
Our profession develops, we form conventions and a toolbox of useful solutions. These tools make us faster, and more efficient. Conventions are not only developer driven but player driven as we define the language of games. The real question is when to break convention?
Originally written for AltDevBlogaDay
Before you know the answer, you must know the Question
Define the problem clearly with all parties, locate the true source problem and eliminate symptoms. Do you want a sticky goo gun which sticks to walls; or do you want an indirect weapon?
The most common mistake with a convention is to blindly apply it, without knowing the problems its designed to solve. You need to delve past the symptoms into the root causes and motivations. For example what may seem like an issue with your jumping dynamics may actually be a visual feedback issue.
Study not only the present state but the history of a Convention
Every day more people more intelligent than you are pouring collective hours into solving the problem you have just started thinking about. The convention you so readily reach for, or dismiss, did not pop into existence fully formed but instead grew through the years of gaming history from title to title.
Seeing the path of development allows you to better understand the components that build the convention, and the parts which were thrown away. Often choices were made, limitations imposed or situation demanded and the path of development was altered. Sometimes a convention might not be the best fit for your game, or even a good starting point but an earlier version of the convention could be ideal building block or tool to use.
Invention is Expensive
The key benefit of a convention is its a known element, with known quantities. In many cases with known relationships to other conventions. The development time is predictable and many of the edge cases are known.
Implementing a convention in an environment will introduce some new edge cases and relationships but they will be tiny in scope when compared to a new invention.
A new invention or variation must be explored for all edge cases, establish relationships with all other elements of your project, and be iterated upon to reach a stable state.
If you do not have the budget to invent a new convention, don’t start. Find an existing convention that roughly fits and use that instead. A loose fitting convention will be ten times better than a half baked idea.
A little invention goes a long way, but too much will Alienate
While some conventions are entirely developer facing, such as coding conventions, many design conventions are outwards facing to the customer. If a player buys your game which has been marketed as a first person action shooter, there are certain conventions they expect.
Altering convention or surprising your player will often pleasantly and enhance their experience, but only if your solution is clearly superior. Though too many surprises will frustrate or alienate your player, even if your conventions are better than those previously established.
When to break Convention?
Every artistic endeavour must seek to achieve something new, or improve upon the old. The question of when to break convention is simple.
You should always break at least one established convention, though the less you break the more likely you are to succeed. Break too many and failure is assured, break none and success will never be yours.
Respecting Design
Originally written for #AltDevBlogADay
I’ve got a question: “Do you respect your designers?”

Growing up I always wanted to make games, and gravitated to programming as the means to achieve this. I entered the industry as a programmer and had a blast, though I found myself more and more attracted to this strange thing called, “Games Design”. Eventually I made the very tough personal decision to switch from a programming role to a design role.
So often hopeful “designers” choose it as a path because they can’t be a programmer or artist, and not because they respect or understand the profession.
Now I still code, and try to stay current as a programmer because I haven’t ruled out the possibility of switching back. The hardest thing for me to deal with was the lack of respect design has as a profession. Truly proving to your non-design peers your profession requires study, diligence and commitment is a tough nut to crack. So where is the source of the problem?
Given enough time and resource a bad designer can make a good design
Accidental design, or advancing a design through experimentation, requires very little design skill but a lot of resource. Most people can tell if A feels better than B once implemented, so given the ability to try both options they can compare and then make a choice.
Now this is horribly in-optimal but is the root of the problem in many ways. In most respected professions a vast amount of research, basis of knowledge or method of thinking is required to advance in professional grade problems.
As a designer I respect once put it, your job description is to “Achieve the most with the least”.
No one will ever tell a programmer how to code, but everyone will tell you how to design
Once a design is implemented and tangible, most people can see if A is better than B. Now because of the above factor and the fact most design problems can be explained easily to a laymen because communication is a key design skill, well it means everyone can stick their nose in. Including senior members of the company who should know better.
Honestly, the biggest problem the lack of respect causes is this high level of interference from every Tom, Dick and Harry.
In most high skill professions the execution is the simple part, it’s the diagnosis and formulation of a solution which is the hard part. Now most people could inject medicine with a syringe, finding a vein is not that hard, but knowing when or what to inject is tough. Likewise, the result of a complex design problem seems trivial, and once explained obvious to all involved.
It should be pointed out that artists have this problem to a lesser extent as well. The advantage is that an artist executes the idea without needing to communicate, while most times a designer needs to communicate the solution. So the execution is removed from the diagnosis and formulation, meaning that it can be separated easily and appears trivial.
Proving a good design premise is like trying to convince someone a song is good only with sheet music
That being said, trying to convince someone without design knowledge of a complex problem and solution without implementation is tough. Though the onerous to convince people is on us as designers. Sadly many bad designers, instead of solving this, use this as camouflage to hide their incompetence.
Now I don’t know the perfect solution, but I would suggest as an industry we need to learn sheet music and conventions by which we can discuss problems. A process that is already happening but slowly. The problem is many poor designers keep rallying against these conventions or building of hard theory basis.
They keep rallying against conventions and theory, expressing their “individuality” or “creativity” or some other fluffy concept as a defense. It’s because “bad” designers, “lazy” designers who are not willing to put in the work, find it easier to have things fluffy. This fog and lack of clarity is the shield they use to hide behind and we need to rally behind the hard theory and science to gain respect as a profession.
I’ve met more bad designers than I would care to admit, and I’ve only ever once worked with a designer I strongly respected.
Do you respect your designers?
It all comes back to this question. As a programmer I could see my development, and my peers could see it. I could advance my career and have a clear skill progression path. As a designer I often feel lost, and fear most my “value” is from the trust I’ve earned from colleagues and is non-transferable to a new company. I study hard, work hard and know I’m a better designer today than I was yesterday but I struggle to communicate or measure this development.
Finally my question for my fellow designers, “How do we build up design as a profession?”


