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Ultimate Game Design : Building game worlds

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C H A P T E R 1 0<br />

teams establish trust with their fellow team members over time. This is why teams<br />

that gel together and know how to work well together are so highly sought after.<br />

The team-specific design mix is a serious piece of chemistry in action. Remember<br />

that as a commercial <strong>game</strong> designer, you are working to support and help define the<br />

design intentions for a <strong>game</strong> title. It is usually an extremely collaborative process.<br />

You do not work on an island. You might be asked to lead something up, and begin<br />

to feel like you’re on an island for a particular project or miniproject, but normally<br />

you work in heavy collaboration with everyone around you. You are not creating<br />

your own personal piece of art. There is no shortage of ego inside the war rooms of<br />

many <strong>game</strong> developers, and one of your most important skills as a designer will be to<br />

navigate the ego minefields.<br />

You will have to find quick resolutions and approaches to design ideas headed in<br />

seemingly opposite directions. (For example, for a given license, Herb may want to<br />

do an action-oriented RPG, because that’s his personal favorite <strong>game</strong> style, whereas<br />

Virgil may want to mix puzzle-based operations into the world’s first FPS puzzle/shooter.)<br />

You need to be able to quickly recognize design factions segmenting<br />

your team into neat little pie pieces, and do your best to eliminate the choosing of<br />

sides. There are no sides. You have to manage the situation with a sports team<br />

mindset. You have to build propaganda, and reinforce the idea that divided you will<br />

fall—and you will. I can’t tell you how many teams I’ve seen spin out on the <strong>game</strong><br />

development highway due to ridiculous divisions among “team” members.<br />

Why the ridiculous divisions? Well, you wouldn’t believe how many professional<br />

<strong>game</strong> developers seem to think that <strong>game</strong> titles are their personal canvas of expression<br />

and their own unique little chance for some weird and meaningless gaming immortality<br />

(great work needs no introduction—it speaks for itself). The “personal canvas”<br />

idea couldn’t be more opposite the commercial confines and realities of modern<br />

<strong>game</strong> development.<br />

On the other hand, some developers really get it. They know what the stakes are,<br />

and they show up ready to play hard for the team. They never trot to first base. They<br />

never fail to slide into a base headfirst. As <strong>game</strong> studio management, these are the<br />

folks you want to keep. I’ll take a hard-working, talented individual with a team ethic<br />

any day over a so-called “superstar” talent with a galaxy of ego to match. One misplaced<br />

“superstar” can kill your <strong>game</strong> project in time for lunch. Five talented<br />

team-ethic players can help build five successful <strong>game</strong>s in a row, and still be fun to<br />

play foosball with at 3:30 in the morning.<br />

Your physical working conditions will probably vary by the size of the developer<br />

you join. Smaller developers, say 15 to 30 people, may work under fairly cramped<br />

quarters, and may be in the early phase of their growth as a development studio. They<br />

can run out of money by dinnertime. You won’t even want to ask where the payroll is<br />

coming from. It’s best not to know. That way you might avoid being subpoenaed.<br />

255<br />

Getting Started in <strong>Game</strong> Development

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