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"The realities of being a game designer in a big studio like BioWare"

LESS T_T

Arcane
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Codex 2014
State of modern/AAA game design: http://www.gamasutra.com/view/news/...ame_designer_in_a_big_studio_like_BioWare.php

James Ohlen has been in the game industry for a while now – 20 years just at BioWare. Today, he’s design director of the EA-owned developer looking over franchises like Mass Effect and Dragon Age.

As design director of BioWare, he has to help communicate the creative vision of massive, sprawling virtual worlds will millions of fans to hundreds of game designers and other developers throughout the company – a significant task.

At Austin Game Conference today, he gave fellow devs a peek into the ideas and concepts that drive design at a large studio such as BioWare.


Dream vs. Reality of game design

“The reality often doesn’t match the dream,” said Ohlen, explaining to new designers that the game industry isn’t always what you might expect. Going to school, students might envision graduating and becoming the game designer, driving the vision for great games. But once they graduate, they might join a team with a hundred or more people and the reality doesn’t meet their expectations. “It can be a tough adjustment” for some people, he said.


being%20a%20designer.jpg


All slides from Ohlen's talk



However, he said, “Don’t be discouraged,” and that game design is one of the most fulfilling jobs in the world, and millions of people interact with your work.

At BioWare, the types of designers are writers, level designers, systems designers, and gameplay designers. These positions require designers to break down broad concepts and turn them into something good.

BioWare is set up to train designers from the lowest level (an entry-level associate designer is said to be “level 17” within Electronic Arts) to level 22 (creative director). “You often have to let [new designers] make their own mistakes, or let them prove them wrong,” Ohlen said. He warned that more senior designers also need to stay open to ideas from their more junior counterparts.


types%20of%20designers.jpg



BioWare's writing team is about 20 people across three studios, said Ohlen, creating dialog, story, and narrative design (the last of which translates story into gameplay and fits story into the production reality of game development).

Level designers are the most abundant of designers at BioWare, and likely have one of the most stressful jobs, Ohlen said. “Level designers are essentially at the mercy of every single other discipline on the project...It’s a great job…like the ultimate Lego set…but that comes definitely with a lot of stress,” he acknowledged.

Systems designers work a lot with programmers and GUI designers at BioWare. Systems like game economies fall under their purview..

“A gameplay designer, out of the four disciplines, has to work the best with all the other disciplines…they’re working with everyone in order to be successful,” said Ohlen. Gameplay designers also have the important (and intimidating) job of creating the second-to-second gameplay upon which the game is judged by the public.


Quality of product vs. quality of life

BioWare’s mission statement is to make the greatest stories that you can play, said Ohlen, and its values are to achieve quality in workplace and product, in the context of humility.

Quality in product and quality of workplace can often be at odds when working in a large company like BioWare, Ohlen admitted. BioWare doesn’t want to “kill people for the sake of the product,” because everyone will be miserable and all your talent will leave. At the same time, the required work needs to go into a product in order to hit quality marks and stay in business. So the studio needs to be efficient as possible.

“I think humility is key to be successful” as a game designer, he said. Adding humility to your daily interactions can help with efficiency. He said being humble doesn’t mean being lazy or letting yourself be a doormat. Rather, it means that you believe there might be better answers than the ones you have. “I think it’s a designer’s job to find the best design idea for the problem to be solved,” he said.


ego.jpg



He said egotistical thoughts need to be “excised,” because that will cause your whole project to suffer. Don’t assume you have the best vision, don’t assume you have the best answer, and be willing to admit you’re wrong. Ohlen also said one of the worst things a designer can do is to hide their work from other people until it’s “perfect.” You need to get it in front of people early on and collaborate. “The ‘grand reveal’ never works,” he said.

Ohlen continued to hit the subject of a designer being a humble problem-solver. “It’s one of the most self-destructive things [to assume] that just because of a word on your business card that you’re better at things.” You might be thinking more about design and have more experience, but you’re not all-knowing, and you might not have all the answers.

“When you don’t collaborate with other disciplines, you disempower them,” he said. With that collaborative spirit in mind, here are the two roles of a designer, according to Ohlen:
  • You have to be amazing at understanding someone else’s vision.
  • You must be great at translating someone else’s vision.

Designing when the vision "sucks"

But sometimes when working on a big team where creative decisions happen above you, you might think a vision “sucks,” he said. All is not lost in this case, and one can still attain a passion for a vision and a project that they don’t initially agree with. But it takes effort:
  • Have empathy for the vision, its champion and the intended audience.
  • Practice active listening (understand where they’re coming from.)
  • Immerse yourself in the experiences most similar to the vision (play all your studio’s games, and play games, read books, and watch movies that align closely to the vision.)
In other words, he said, try to be positive and try to find ways to get yourself to love it.

Ohlen saidhe used to be one of “your annoying friends” who’re critical about everything. But he said he had an epiphany in the late 90s after watching The Matrix – and hating it while everyone loved it. He wondered if maybe being overly-critical was hurting his ability to enjoy…anything.

So he kind of turned that critical eye off to an extent, for the sake of simply enjoying things more. “Sometimes you need to turn off [critical thinking],” he said, while at the same time acknowledging it’s still important to be able to critique and analyze work.

As for reaching goals, Ohlen said every task has an ideal result, so being successful means identifying the ideal and knowing what the ideal is, always aiming for it, and getting there via compromise -- never being discouraged if the ideal isn’t reached.

“[Falling short of the ideal] happens often and should be used as a learning experience and motivation to do better next time,” he said. “It’s just part of game development.”

Ohlen added, “All designers need to consider themselves problem-solvers. They should love problems.”

“Constraints do breed creativity,” he said. “If you don’t have restrictions you’re going to be doing the same things you’ve done before.”


There's always a solution

Identifying problems and finding the best solutions possible by any means is a theme that Ohlen hammered home over and over again. His mantra is: “There is always a creative solution to every problem ever. Sometimes you just don’t have time or money to find it.” Don’t beat yourself up if you can’t get there, but always be looking for a solution, he said.

Lastly he said to constantly improve. Plan, execute, check your results, review. Then start over again, taking your learnings from the previous cycles, and improve upon them the next time. He said the review part is often the toughest – you must listen to feedback and criticism, and be constructive with it. “It’s one of the most important things you can do as a designer,” he said.
 
Joined
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TL:DR

-People working in groups should learn to work as a team.
-Life is seldom a 50cc Mario Circuit, it is often Rainbow Road sometimes in mirror mode.
-Problems can and should be solved. Note pyramid might not fit into a cube shaped hole.

Revelations.
 

pippin

Guest
This is all lies. Kids who are studying to be video game designers only want to have a job at Bethesda or Ubisoft. They do not think of their own creativity.
 

Mustawd

Guest
“I think humility is key to be successful” as a game designer, he said. Adding humility to your daily interactions can help with efficiency. He said being humble doesn’t mean being lazy or letting yourself be a doormat. Rather, it means that you believe there might be better answers than the ones you have. “I think it’s a designer’s job to find the best design idea for the problem to be solved,” he said.

He said egotistical thoughts need to be “excised,” because that will cause your whole project to suffer. Don’t assume you have the best vision, don’t assume you have the best answer -- be willing to admit you’re wrong


But sometimes when working on a big team where creative decisions happen above you, you might think a vision “sucks,” he said. All is not lost in this case, and one can still attain a passion for a vision and a project that they don’t initially agree with. But it takes effort:

Sounds like....

Doublethink is the act of simultaneously accepting two mutually contradictory beliefs as correct, often in distinct social contexts.[1] Doublethink is related to, but differs from, hypocrisy andneutrality. Also related is cognitive dissonance, in which contradictory beliefs cause conflict in one's mind. Doublethink is notable due to a lack of cognitive dissonance — thus the person is completely unaware of any conflict or contradiction.

George Orwell created the word doublethink in his dystopian novel Nineteen Eighty-Four (published in 1948); doublethink is part of newspeak. In the novel, its origin within the typical citizen is unclear; while it could be partly a product of Big Brother's formal brainwashing programmes,[2] the novel explicitly shows people learning doublethink and newspeak due to peer pressure and a desire to "fit in", or gain status within the Party — to be seen as a loyal Party Member. In the novel, for someone to even recognize — let alone mention — any contradiction within the context of the Party line was akin to blasphemy, and could subject that someone to disciplinary action and to the instant social disapproval of fellow Party Members.


1984_01.jpg
 
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Going to "design school" to make a videogame is part of the decline. Back in the incline days, engineers made games - "designers" played with their dicks.
 

Roguey

Codex Staff
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Going to "design school" to make a videogame is part of the decline. Back in the incline days, engineers made games - "designers" played with their dicks.

Gary Gygax wasn't an engineer. He studied anthropology and worked in insurance.
 

FUDU

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There's always a solution



Typical AAA game studio solution....


Don't fix what was wrong, just get rid of it completely in the next game.
 

Tom Selleck

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"I had a different opinion than everyone else regarding The Matrix, so I abandoned my own thoughts and absorbed the popular opinion and now life is much easier."

Bioware said they used to be one of “your okay-ish friends” who developed KOTOR and Neverwinter Nights. But they said they had an epiphany in the mid 00s after learning about Social Justice and Inclusion – and hating it while everyone loved it. They wondered if maybe being non-pandery was hurting their ability to maximize... profits.

So they kind of turned that critical eye off to an extent, for the sake of innumerable Tumblr money. “Sometimes you need to turn off [quality gamemaking],” he said, while at the same time acknowledging it’s still important to cater to dangerhair snowflake social justice warriors who want to ride the bull.
 
Joined
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Messages
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Going to "design school" to make a videogame is part of the decline. Back in the incline days, engineers made games - "designers" played with their dicks.

You forget that game design courses still teach designers how to code and implement their own content.
I'm pretty sure these "game designers" come out of "game design courses" ready to implement their razor-sharp Assembly code, instead of just rushing out to the Unity store to put out more shovelware filled with generic assets.
 

DosBuster

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Going to "design school" to make a videogame is part of the decline. Back in the incline days, engineers made games - "designers" played with their dicks.

You forget that game design courses still teach designers how to code and implement their own content.

lol, what a rip off. It's design school, not coding school. But whatevah.

Well, no, it's better for the programmers to focus on the systems and engine side of things that the designers use to create content.
 

deranged

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The point is he didn't go to 'design school'

A lot of artists don't go to art school but one can get some benefit from it.

'Going to school will give you some benefits' is not really an argument, is it ? The question is whether the industrialization and formalization of game design has advanced the genre or mereley facilitated the mass-production of soulless uncreative content, released simply to conform to the product's (sic) backlog and budget.
 

Roguey

Codex Staff
Staff Member
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'Going to school will give you some benefits' is not really an argument, is it ? The question is whether the industrialization and formalization of game design has advanced the genre or mereley facilitated the mass-production of soulless uncreative content, released simply to conform to the product's (sic) backlog and budget.

This was inevitable regardless of whether the schools existed. It's not like shovelware didn't exist in the 80s.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I think if you're a typical Codexer, looking at things from a "coders vs designers" perspective is kind of missing the point. I mean hello, Chris Avellone is no engineer.

If you're looking for a profession to blame for current "decline", I would suggest a third option. If the first age of gaming was the age of the Programmer, and the second age of gaming was the age of the rockstar Designer, then the current age is the age of the cautious and conservative Project Director.
 

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