Archive for Vol. 54

Genres and Conventions: Known Patterns of What Works

Oct 1, 2013

Hating on Genres Game designers sometimes speak poorly of genres. I strongly suspect that this same dialog has occurred and continues to occur in all other creative communities, from novelists to screenwriters to visual artists, though of course game designers are the community that I’m (we’re?) focused on. Closely related are the complaints about all… Read more »

Do Something with Your Ideas to Get More of Them

Oct 1, 2013

It Takes Work Creativity is rarely like tuning into a radio station to find finished music hidden in the air, just waiting to be picked up and played. It takes a ton of trial and error, at various layers of the work, to find something appropriately at the intersection of what you’re currently prepared and… Read more »

Stay With It, Stay In It, Keep At It

Oct 1, 2013

“The world bursts at the seams with people ready to tell you you’re not good enough. On occasion, some may be correct. But do not do their work for them. Seek any job; ask anyone out; pursue any goal. Don’t take it personally when they say ‘no’ — they may not be smart enough to… Read more »

Hack Then Refactor: Going from Comments to Classes*

Sep 30, 2013

Rough Drafts Should Look Rough One of the common challenges holding up beginning game developers, much like it holds up beginning writers, is trying to get everything down right the first time, perfect immediately, as soon as it’s “on the page.” A rough draft ought to be rough, whether it’s written in code or in… Read more »

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