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?”
Feedback in Production
Originally written for #AltDevBlogADay
As game developers we know the importance of Feedback in our games for players, but so often we forget the importance of feedback for ourselves. Implementing good feedback loops in your production cycle can be just as important.
Two stories highlight this for me. The first is personal, a team for a game I was working on was having the critical bug count communicated to them daily in scrums, and key issues pinned to the wall. The engagement with the lists was low, until one programmer asked for a graph. Since the coloured stack graph went up enjoyment is much higher and conversations happen around the graph (and supporting lists).
Edit: Found Source for this article"You Wouldn't Like Me When I'm Angry" by Nick Waanders
In an article I read a programmer spoke about a game they were working on and the artists not paying attention to the frame rate. The number just didn’t matter to them. So he replaced the fps counter with a series of photos of his face: Happy, content, angry. The improvement was immediate, because the information was visual and the granularity reduced for clearer communication.
General Rule: For every role in the production cycle question what information is critical or a good performance indicator and try to expose feedback in the most appropriate format and make the feedback loop as short as possible.
Claire
Below are just some quick ideas and areas to try hit
Programmers
- Compile or Pack times: The length of this feedback loop directly impacts the productivity of your team.
- Code Reviews: Not only for quality of code but is the individual receiving adequate feedback on their work. A mentor system or pair programming system can help here, don’t try dump it all on your leads, they won’t have time. Resulting in a breakdown on the feedback loop.
- Feedback on Failure: Are your error messages consistent throughout the business? Can you implement a dump system, or display a call-stack. In the case of failure are you providing the coder with enough quality information to solve the issue? In larger companies, does the error communicate which area of responsibility the error is occurring in?
- Live Analytics: In the case of your programmers working on live systems do they have access to realtime easy to process visual data on player patterns, which functions are performance heavy or what areas of suffering above average load?
Artists
- Immediate Preview: As an artist can I, without support from others, quickly view my assets in-game.
- Assets Streaming: Can an artist update an asset without rebooting the game, removing the need to navigate menus and get to the point of the game where they can see the asset.
- Performance Data: Do I get understandable visual feedback on texel to pixel ratio, overdraw density or other technical data in a fashion that is accessible to me?
Designers
- Real-time Variables: Can a designer alter values in game on the fly to see how they feel?
- Stats Data: Can I receive feedback from any play-through of the game done by QA, Focus Testers, or coders in the form of visual reports or recorded numbers?
- Live Analytics: Do they have access to real-time easy to process visual data on player patterns, purchases of items, drop of rates and general user flow?
- UI Heatmap: Can the game generate a heat-map of cursor flow?
QA
- Build Dates: Can I quickly visual identify the build number and date?
- Bug Feedback: When a bug is returned to QA am I provided with enough information to reassess the bug and is the communication clear?
Production Staff
- Work Done: Does a report quickly identify work done and work remaining at present?
- Visible Build: Can I access a recent working version of the game?
- Time Spent: Can I identify areas of the work which have a higher than expected cost, or large investment in them.
- Graphs: It sounds cliché, but a picture is worth a 1000 words. Live graphs prefably on a web system internally will make you life so much easier.
- Team Time: Is there a frequent structured process for me to receive feedback from the team and provide them with feedback?
Board, CEO, VP, and other Stake Holders
- Visible Progress: Am I able to see visible progress in an easy visual format?
- Team Issues: Are HR items (such as sickness), morale, rework to content, areas of uncertainty communicated with progress reports?
- Target visibility: Am I aware of the big goals for the next development target(s) and able to assign a confidence level to delivery?
The Beauty of Restriction
When I first started to enjoy games on my C64 alongside the board games and role-playing games one thing was king, limitations of the medium. Shortly afterwards I learnt BASIC then C, and started making my own games some on paper, and I fell in love with the grid.

Now originally working in mostly text or simple 2D systems the grid was a joy, and the games were so great. Some of my favourite games, such as X-Com, were on the grid. The reason as a programmer I loved the grid is it made things simple. Collision detection, map editing, path-finding all was made simpler by the grid.
Then as I advanced as a programmer, learning new languages and then writing my own game engines. Learning about BSP, Object Models, Raycasting, Vistor patterns... and entering the industry, well I noticed a trend. More and more of my hobby projects in high-school and later were going unfinished mostly due to frustrating technical barriers.
Now I should mention recently in a professional capacity I’ve moved from a programmer role to a design role, though I still code in my free time and do not dismiss the option of flowing back and forth. Well my biggest hobby project over the last year has been “reset” several times. Recently I had a flash of inspiration.
So many of my unfinished projects were grid based (or using some similar arbitrary restriction) but were built on more advanced tech. The trend of technical hair pulling had started when I started using more my more sophisticated engines, in which these technical shortcuts of old like grids were actually MUCH MUCH harder to implement because they went against the grain of the renderer, physics or similar system. I was kidding myself about the technical benefit of these old style short-cuts.
Now if you had actually sat me down at any point and asked me, “Is a grid system optimal in a modern 3D engine” well obviously I would have said NO! So why did I keep pursuing the grid, and similar systems. The truth is love of the Design.
Now I won’t go into a rant about the awesomeness of the grid and its effect on game design, but let us just say it makes a much more interesting game design in many cases. This can be said for many technical limitations, at the time they were done because they were optimal but what many people don’t appreciate is they have value and facets of complexity to be explored. The closest parallels that come to mind are Monochrome Photography or Mosaic Tiles.
Now the lesson I learnt was, “Know the why before addressing the how”. In the example of the grid system once I acknowledge that the only reason I wanted it in-game was the game design benefit and not a technical one, well then my approach completely changed.
My object model became clear and clean without the mess of grids and my render graph all the sudden lost all its mess and clutter. Maps no longer need to be tile based but can be built with geometry in the style of grids and then a “game grid” can be generated offline using a series of collision objects. My lighting system could be broken into an abstract high-level effect and well let’s just say the hair pulling stopped.
It took me around 8 years to realise why I loved the things I loved. Strange but true.
Written for AltDevBlogADay
Design Cheat Codes
Disclaimer: I’m not claiming games which use these mechanics are in any way lesser. I’m merely highlighting these as easy ways to sauce up a game. Think of it like add ketchup / mayo / vinegar to your chips
Originally Posted on AltDevBlogADay
Working on several projects which have been technically limited, or constrained by some unbreakable conditions I’ve come to appreciate these quick and simple ways to sauce up your game. Note that not all sauces work with all games.
Make it Kinematic
Movement is fun, controlling a kinetic object is juicy. Give items in your game mass and direct control.
Compare these two situations.
- Player selects a unit, then selects a destination, then confirms selection. Unit then moves along path.
- Player directly controls unit with key controls
- Player controls the unit acceleration and the unit has mass and inertia
I guarantee if you prototype those three cases in a sandbox and give 10 people controllers then 3 will get the most play time, followed by 2 then 1. The simple truth is players like the feeling of weight and kineticism. A simpler real world example is give a child 3 objects: a light foam ball, a baseball and a jelly ball.
Secondary Motion
Do all player actions cause secondary actions? So menu buttons have not only a hover and click state but an animation or action. When the player jumps, shoots or activates something in game they cause an action, then ensure that secondary actions happen around that action. For example if a gun fires, get some smoke, or bullet trail. A jump can have a nice animation on the avatar, dust at push off and landing. The activation of a button can press in then light up, the simple act of separating these makes the player more satisfied.
Particles and Shaders
Yes we have all seen particles, bloom and cheap shader effects done to death, the reason? They work! Do you have a well balanced aesthetic in a gorgeous game? Then do not heap it on top, it will bury your work. But feeling bit lack lustre? Well then particles and a few cheap effects like rim lighting will help.
Physics
Does your game need physics, no? That’s great news you can use physics to add secondary motion and sparkles. You don’t need to worry about syncing it up over a network or worries about minor glitches because all it’s doing is making things look better.
Leaderboards & Awards
Will they make your game better, probably not? Will they mean player’s play longer or are more likely to make a purchase, challenge friends or talk about your game... YES!
Read this article here about implementing leaderboards (thanks to David Czarnecki).
Brighter Colours
Well yes we like shiny things. Unless you’re producing a high quality well polished art style well then going for brighter bold colours, with clean lines will almost always increase eyeballs to player conversion.
Also bright bold, friendly cartoon colours have the broadest reach and appeal.
Remove Options
Okay this one is not so much sauce as just general good advice. I’m adding it here because it’s easy to do and almost always helps. Make a list of all you features, options, abilities ect... Measure the usage in play tests. Remove the bottom third of the options. A simple thing, and it feels like your subtracting, which you are, but your adding value.
Local Multiplayer
Okay if you planned it from day 1 and are confident you can deliver online multiplayer, then do it. It’s a great option but it’s not something you add to a project as sauce. Local Multiplayer however has none of those headaches. Whether hot-seat, simultaneous or asynchronous its’ all good.
If your AI is flaxy or your balance is weak, well the meta-game that evolves from multiplayer can often save you from that.
Conclusion
These are just some of the cheap sauces you can add to a game which will spice it up. They are not a substitute for a quality product which is well designed. They are good trusted spices and sauces to spike the dish with. Don’t believe me; look at PopCap, Zynga, Mini-Clip and all the other casual games performing well.








