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Lisa Brown

What design books do you recommend?

bennpowell713’s Profile PhotoBenn Powell
The Art of Game Design is great for a broad coverage of many aspects of the field and continues to be one of my favorites. Homo Ludens is good. The Design of Everyday Things is excellent in how it predicts a lot of modern UI trends (and also a horrifying reminder of how bad phone UI was in the 80s). Challenges for Game Designers has some great exercises for the active designer looking to stretch their brains.
Liz England runs a game design book club where we try and read a new book every month, and I've been behind, but she's been doing reviews fairly consistently. Check her blog for other good suggestions: http://www.lizengland.com/
As for non-design books that are great for designers, I wrote a thing about that here:
http://www.wertle.com/non-game-design-books-that-game-designers-should-read/
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Latest answers from Lisa Brown

Why do people usually push the door when it says pull?

Alright, auto-question, let's do this. I see a lot of this disparaging of people for "not being able to read" when they do a door wrong, especially from people who love to revel in the "stupidity" of others to make themselves feel better about themselves.
Listen up. If the only thing telling a person how to open the door is a tiny bit of text then you have FAILED as a designer. Your job is to make the user experience of a person walking through a door so seemless that they do it without even thinking about it! Having to stop and read directions is a bad door experience.
There's a series of doors near me that I hate. It's in a long breezeway connecting two sky walks. The first two doors you go through are glass push doors within long vertical handles. Then, suddenly, inexplicably, the next two doors (which look exactly the same with the same handles) are pull doors. There is of course a tiny placard with the word push or pull on there. Every single time I go through this passage I see it fuck people up. Every time! And its often catches me even though I went through it many times before!
And the thing is, I can see the logic of why the designer switched the doors. They change at a central nexus with an adjoining hallway, so it "makes sense" that the would always open inwards to the nexus. But, whatever, this person clearly didn't playtest their damned doors.
I hate those doors.
Anyway, to answer the question, people usually push the door when it says pull because the door designer FUCKED IT UP.

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Do you think it's worthwhile for a student applying for internships to include soft skills like "communication" and "leadership" on their resume? My gut tells me it looks cheesy at best and disingenuous at worst. Is it better to let (team-based) projects speak for themselves?

I can't speak for all folks in hiring situations (and maybe some twitter folks can chime in with their opinions) but I don't think you need to list stuff like that under "skills" (even though they really are!). You can highlight them, though, with the verbs you use in bullet points when describing what you did on your projects. I feel like this gives them better context, anyway. Like having "communication" listed as a skill won't convince me, but a resume/portfolio that effectively communicates information to me will, if that makes sense

Do you still play For Honor? What platform? If you're on PC... wanna play sometime?

Alas, I play on PS4!

I'm supposed to apply to a game school I've been wanted to go to for ages and pass the entrance exam; but I love my life in my town with my friends and lover and cared ones and now it's like I don't even want to be accepted in this school and euhghph what should i do :(

Change is difficult and scary! I can't answer this for you, as my values and experiences are not necessarily yours, but I will say that I tend to grieve more for future change than when it actually happens. You are imagining the life that surrounds you suddenly disappearing, which of course would be jarring, but I've found that in the actual act of changing that transition seems to go a lot more smoothly. For me, I always valued trying out new life experiences, and still value loved ones who have moved out of the center of my life, even if the relationship has changed. You also should ask yourself, will all your loved ones also stay in your town forever, or will they potentially also move on? Would that change how you feel? Other questions to consider: Would going to school put you into debt? Would you have stability in staying? Is this an opportunity that would grow more difficult to recreate over time? Do you have the lifestyle flexibility to try new things? What are the things about your current life that you don't want to lose? Would it be possible to fulfill those needs while still going to school?
Also, keep in mind, even if you DO stay in your town and keep doing whatever you are doing right now, that does not guarantee that your situation will stay the same and feel the same forever. It's going to change because things change because life. I'm all about pushing people into trying new things and having adventures, but only you know the details of your life and circumstances and values, so only you can figure out the answer to this.

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I think the cover letter I wrote for my dream internship was too informal. I told a personal story with feelings and stuff instead of talking about how my experiences make me the best intern ever. I did write a bit about one of their mechanics to try and show some design knowledge. Did I mess up?

Huge disclaimer: I literally cannot remember the last time I wrote a cover letter, and I've only read a few in a hiring context, so I am probably a terrible person to ask when it comes to advice on this. I often refer people to Liz England's article on the topic - http://www.lizengland.com/blog/2014/07/from-student-to-designer-part-3/
Regarding the personal story thing, if that story doesn't show specifically how you would bring value to the company, it probably isn't very useful. I see this a lot in applications for things like scholarships, etc. You have to start with a baseline assumption that EVERY SINGLE APPLICANT has a passion for games or grew up with games making a significant impact on their lives or whatever. It's almost a given. So if your personal story just repeats the same theme that every other applicant does, or if it doesn't give a strong context about WHY you do what you do that is something that makes you uniquely qualified compared to other folks' experiences, it might be that those words are better put to use towards another purpose.

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Do you think meat pies are strange? Also, what kind of things would you suggest when it comes to marketing your first game?

Jeremy Craig
I do not think they are strange. As for marketing, I'm afraid I'm a terrible person to ask, as all of the games I've worked on have been marketed by someone else, often an experienced team, except Imaginal, which was a noncommercial work. My guess would be to figure out who your audience is and then figure out all the ways to maximize exposure to that specific audience. For example, trying to get a Megabooth slot at PAX is great if that attendee demographic is the biggest potential audience for your game, but if it is not then perhaps that time/money is better spent elsewhere?

Good answer! I talked about dailies with some friends recently (we were all playing For Honor, as a matter of fact). Quests and orders certainly aren't 100% bad... wish I had more space to write about them. How are you liking For Honor? I've been playing almost nonstop since release...

I love it! The combat feels so interesting and fresh to me. I like the Raider a lot. I missed out on playing last two weeks because of Train Jam/GDC but hoping to get back onto it this week. I love Apollyon.

Any recent trends in game design that you aren't a fan of? As an example, I'm not very keen on the daily quest systems that keep showing up in multiplayer games- I think Hearthstone executed it well and made them popular, but I think they make a lot of games less fun.

I'm honestly struggling to think of any. I feel like I had a paradigm shift when I started to think about player types and ask if something that annoyed me in a game was for someone else. Like dailies in multiplayer, I can visualize exactly the type of players that is for, and I myself enjoy a little structure to give me some short term goals (like I love For Honor's war orders). I'd be more interested in examining what it is that makes those systems explicitly unfun for you rather than something you could ignore and still enjoy the game, and if there were a way to include light structure for those "work" players without actively inhibiting the fun that your player type is having (possible the answer is no but still worth exploring!)

Graduate followup: My degree is in computer science, but in a perfect world I'd be a designer. I have a few small jam games to show, but nothing more substantial. My living/financial situation should be solid until at least August.

Okay, bear in mind that I just gave a talk at GDC about bad advice, but here are some more questions (you don't have to answer them to me but I hope answering them to yourself may help). I'm working under the assumption that you want to work at a studio.
- Do you have any inclination as to the type of studio you want to work for? I know it's tempting to be like "I'll take any job anywhere" but that just conveys lack of focus. I would search around at the type of places hiring entry level positions right now, and pick, like, 3 where you would be most excited to work (this doesn't mean only apply to 3 places, but rather pick them as a way to help you focus)
- Do you have a body of work that you feel shows off your work as a competent designer or programmer for what those companies need? Remember, their first question isn't "is this person a good designer?" but rather "does this person have the skills to do the job I need to hire them for?" If the answer is no then you probably need to focus on some more long form projects that add depth to your portfolio. This could take several months of work. These days I tend to recommend game jam games as supplemental work rather than the meat of a portfolio, but really just make sure you can show off your depth of skill.
- How risk-averse are you? Does the thought of August excite you or give you anxiety? Would you do better work on your game stuff if you had the security of a steady income or would other work distract you? If you don't have a job by August are you in serious enough financial trouble that your life could be at stake?

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I'm graduating from college in two weeks and I don't have anything lined up after that and I want to work in the industry and ahhhhhhhhhhh...help?

This sounds very stressful! But I cannot offer any advice without more details: what do you mean when you say you want to work "in the industry?" Like is there a particular studio or type of game you want to work at/on? What is your skillset? Do you have a plan in place for living while you try and find work? (at a big studio the hiring process can literally take months from application to hire)
As a general response I think Ubisoft Toronto is hiring a bunch right now.

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