gewgaw

                                                               . . . a splendid plaything

11/21/2009

Philosophy, Revisited

Brian and I were chatting the other day about mindfulness and how critical it is to successful creative practice (especially group practice) – and I was reminded of this post which I made while I was still up at EA in Redwood Shores.

At the time, I was very, very busy making my first “real” game – and struggling with the politics and pressures of group work. Going from graduate school (highly constrained, mostly solitary work) to development required adjustment… and then, going to a huge new IP team (70+ people!) took yet another leap. I look back at those long days, and feel a mixture of relief and resignation. They were not easy – but I wouldn’t be here without them. Every trial has it’s purpose.

I have become increasingly interested in myths of trial and transformation since my trek to Bhutan & subsequent changes in my work and personal life. I’m currently absorbing all manner of info about the creation of characters and worlds – thinking about how we transform, and tell stories about it. This includes reading about Disney and the creation of the original Disney park here in CA, a mishmash of early anime from Japan, The Power of Myth, and academic writing about UI and early computing.

Despite similar threads – I’m in mind state exactly opposite to the one that generated the early post. It’s a beautiful, open period of cross pollination, where my daily practice (which is in a large part about structuring and strengthening the creative energy and output of our team) is generating myriad connections to a superstructure of meaning deep in my core.

This core is comprised of thoughts about narrative, social learning, creativity and myth that I’ve been weaving together since my first visit to Cambridge, in high school. From Blake to Buddha – it is this feeling of “finding the thread” that keeps me learning and creating. It is the feeling… the moment, that I live for.

This state of mind – and all that supports it (family, friends, team, community) is what I’m most thankful for this year.

11/4/2009

Quiet Style

Gama posted an in-depth interview with Keita re: the Nottingham park project. It does a great job of capturing his current state of mind.. especially as it relates to his feelings about being a “game” designer.

I liked this part especially:

After the press conference, one of GameCity’s organizers drove Takahashi to the local art store where he filled his basket with crayons, stickers, pens, sheaths of paper and, of course, a coat hanger. Then they took a taxi to this room, and closed the door behind him.

It’s hard to shake the feeling its precisely this sort of largely directionless creativity, free from the constraints of financial targets, demographics and brand-building that has brought Takahashi to this unlikely nook on the other side of his world.

In answer to his deflected question about what I think makes a good playground, I suggest that I’ve always enjoyed a sense of progression, where one object leads to the next, giving the participant a sense of journey, like a playful assault course.

Takahashi doesn’t respond at first, mulling it over, perhaps masking a sneer. “If there’s a pattern embedded in the design of a park, the danger is always that all of the kids just end up doing the same stuff…” he murmurs.

It’s this sort of aimless approach to game design that frustrated some players and critics with regards to his most recent title, Nobi Nobi Boy, a game that’s difficult to articulate within the usual parameters of success and failure. And yet, this dislike of the order and rigid structure of mainstream games seems to imbue every aspect of Takahashi’s approach.

It’s hard to put a project like the park into words.

I spent most of Sunday with Keita at the park site & studio – and I still am not sure how to describe it. After exploring the grounds, reviewing his sketches, drawing, playing with clay and then discussing the whole thing over ramen… I felt like I had a strange, foggy tangle in my mind. So many things to consider! Days later, that sense of … complex hugeness, is still with me.

Over the last few years, what I’ve come to appreciate most about Keita is his enduring patience – and ability to calmly contemplate huge, tangly messes. What makes me anxious and compulsive… he can sit with, quietly. Stuff that’s chaotic and overwhelming washes over him – and is transformed into something better. In no small way, it is this patience that makes our friendship even possible.

Walking back from the studio, we talked about this: the quiet center of his style (slow burn… gradually coming to an idea) the loudness of mine (flashes & sparks… an explosion from compressed inputs). He likes to tease me about my brashness… and I, his silent brooding. But in the end – these are strengths, too.

And for the park… an open-ended, visionary task – a designer like Keita is the perfect fit. Because the inputs are overwhelming, chaotic, fuzzy, strange. And you just have to be one with the space and all of its possibilities – until the idea emerges from within.

I was genuinely touched to read this interview, which gets at the heart of Keita’s gifts – and challenges within the context of our industry and even, this project. It’s nice to see a piece describe his process (and its context) with such tenderness and respect.

9/18/2009

Being a Great Game Designer

In prepping for my UX talk, I came across this great post on what it takes to be a great UX designer. Concidentally – this is *also* what it takes to be a great Game Designer.

I get asked about this topic often – especially in email, from aspiring designers & students.  So – here is a slightly streamlined version – with a few key edits to emphasize the connection:

    #1: A Deep Understanding of People
    If you don’t understand people, you won’t be a good game designer. It takes talent and empathy to understand how people enjoy playing – and to play with them! This isn’t something just anyone can do.

    #2: Competence in the Basics of Procedural Design
    Designing a process/system of rules is difficult! You need tools to help you define and structure your work. For me, this means breaking designs down into three elements: mechanics, dynamics, and aesthetics. For you – it could be just about anything! Whatever works: find it, and get comfortable with it. Procedural Design is an art – but it is also a science!

    #3: An Awareness of and Interest in Technology
    It isn’t essential that you code every day – but it is essential that you are fluent in the tools and technologies of your medium. Period.

    #4: Verbal & Visual Communication Skills
    Game Design is all about abstractions… until suddenly they are concrete and very expensive to fix. You must be able to clearly communicate your ideas and the research findings they’re based on before that happens.

    You must be able to verbally describe everything from squishy player motivations to rigid, detailed sequences of events. But words can have different interpretations – so you should be able to supplement verbal communication with visuals. You don’t need to be an artist, but you do need to be able to sketch your ideas on a whiteboard and create clean, clear prototypes on paper.

    #5: Moderate Familiarity with Business, Deep Familiarity with Your Business
    You need to understand the basics of how the business world works in order to effectively elicit and understand business goals. On top of that, you need to be familiar with why your customers find your games valuable. To do that, you must deeply understand the commercial context in which they are acquired, shared, enjoyed and discussed.

    #6: The Ability to Quickly Learn a Subject Matter Area
    Game designers must understand and craft the player experience from multiple perspectives. Deep knowledge of relevant subject matter creates context for that understanding. Read widely, experience widely – and you’ll often have good backup material in a pinch!

    #7: Mediation, Facilitation, & Translation Skills
    While player goals can be uncovered through empathetic, open-minded research, business goals are often much harder. Different disciplines & departments often have different or even conflicting goals. Keeping these groups on the same page is critical. On top of that, then you have to make it work in whatever technological context is required. This job is not easy.

    #8: Curiosity, Creativity & Vision
    You need these 3 skills to innovate consciously and (more importantly) to encourage innovation in others. This means having an ability to envision the big picture and the drive to craft details – from system designs to tuning targets.

    #9: Passion
    Game Design is a worldview – something you just can’t turn off.

    Passionate Game Designers constantly watch people & analyze their behaviors. They can’t help but redesign bad experiences in their heads after suffering through them – or sifting through good ones to find key learnings. Obsession with details, especially the “why” of things – this is what ties it all together.

    If a passion for Game Design is all you have, that’s a good place to start. That passion will drive you to cultivate the rest and success will soon follow.

I ended up using this example as a key point in my talk – to underscore how UX designers and Game Designers are essentially the same thing. It created a great launch pad for the dialog I had in SF about why “juicy feedback” isn’t just a game thing – and why being a “gamer” is actually crucial to good UX research. So lucky to have found it!!

Huge kudos and thanks to the original author, Fred Beecher who took the time to write these down in the first place. You are a fantastic communicator!!


9/10/2009

Keep Calm Storm

Saw a bunch on my trip – this saves me having to post them!

Wondering when the make-your-own will appear on Facebook…

9/6/2009

LOLs

It’s nice to know that while I’ve been gone, the raging debate about health care has continued to provide engaging, well-considered commentary from men and women all over the country. Even “newscasters”!

Actually going to the doctor when I get back to the states – wondering if the entire building will have melted in the aftermath of so many bullshit meteors. Maybe I should stay here in the UK?

8/24/2009

Flower Power

Kellee went to GDC Europe last week – where discussion of TGC’s Flower began with the David Cage’s keynote talk on meaning in games:

Cage said, baldly: “Most games have no meaning”, and games don’t generally have anything to say — “you just spend some time getting excited shooting and jumping”, most of the time.

The Quantic Dream head added that he believed that games’ narrative structure is broken. As opposed to simultaneous narration and action in movies and books, cut-scenes split up the action in games. So, Cage concluded: “No-one cares about the story because nobody is there for the story.”

He added that most game characters must be close to caricature — to look like what they are. They also tend to need a simple goal, and need to look good for a teenager. In contrast, many movie characters have a background, a motivation, have relationships, and are created to generate empathy.

In further controversy, Cage suggested that, most of the time, game art is mediocre compared to other art forms. But some games can compare because they have “developed the emotional side”, he said, citing Ico, Shadow Of The Colossus, Rez, Katamari Damacy, and Flower.

So, said Cage, we have some decisions to make. Shouldn’t we start thinking about social emotions, if we want to evolve? “Do we want to be toys, or art?”, he asked provocatively. “Maybe there are books that you’ve read that have changed who you are.” Shouldn’t games do similarly?

How about the sandbox versus the rollercoaster? Contrasting with CCP’s EVE Online talk earlier in the day, Cage feels that, since “nobody conceived this experience for you,” it may fall flat. Whereas, in the rollercoaster, you can’t go wherever you want, but “someone designed the experience for you to be optimal.”

These are two different approaches, and Cage believes that the rollercoaster is the one he tends towards. Why? Because people want to play for just 20 minutes at a time, not necessarily for many hours or to find there’s nobody in the sandbox to play with.

How about journey vs. achievement? Cage said he believes many adults care more about the journey, with emotional highs and lows carefully mapped out, and cited Flower as a great example of that.

Kellee continued this discussion in her own talk – a postmortem of the Flower development process that highlighted the team’s search for meaningful gameplay that provides players emotional shelter – instead of the typical frustration/reward cycles in many game designs:

Santiago said that what the team found out is that “sometimes, hard fun is the enemy”, and going towards known mechanics can actually be a handicap. She said that fun is just a small subset of possible mechanics, and that Flower was carefully tuned to give the player an engaging journey.

This in-game journey that players took in the downloadable PlayStation 3 game wasn’t necessarily a conventional one, but was carefully managed to heighten emotional intensity by the game’s end.

The conclusion was that extremely rapid iteration and playtesting — whether in Processing, Flash, XNA, or PS3 — was what really helped to hone PSN standout Flower.

Great to see that the team’s efforts at pushing through a variety of mechanics to find the ones that supported their aesthetic goal has paid off – as it did with other games Cage mentioned in his talk (all personal favorites, as regular readers know). Three cheers for iteration, subtractive design, and the focus on player experiences! Here’s to continued efforts and new adventures!

:)

7/21/2009

Work!

Petri has posted a time-lapse video of his desktop, taken over the course of his last prototype.

Bonus: you can download the game now and play it for yourself!

Mega Bonus: you can play the rest of the “unexperimental shooter” games too! 2D strikes again!

7/20/2009

Jenova’s back!

… from his trip to Develop – where he spent some time talking to folks about the benifits of “soft fun” and emotional gameplay:

“Most games provide only primal feelings—and in general, power fantasies,” said Chen. “I loved these feelings when I was younger, but as I get older, I start to wonder about the other feelings I can have.”

The evolution of games experimenting in a larger emotional spectrum was something Chen hoped would be analogous to the early film industry. Originally fixated on thrilling the audience with footage of speeding trains, as the audience grew it became necessary to offer more involved and subtle productions.

“This is a time when user experience innovation has much more potential to develop video games than technical,” explained Chen. “If the feelings that you provide in your game are unique, then your game will be unique.”

As advice, Chen offered some lessons he had learned from the development of Flower, such as the discovery that in the attempt to make a “fun” game, the team had blunted the emotional impact.

“Sometimes hard fun is your enemy,” said Chen, “but it’s too easy to try and make a hard, fun game, as it’s almost all we know.”

Instead, developers are going to have to look at games as art if they want them to be treated as such, he said. Though Chen admitted that this was a topic about which many in the industry are “jaded,” he concluded that it was important that designers think as deeply about “what they wish to share with the audience,” as an artist would.

“Artists draw on their life and time, and reflect on that,” he said. “As designers, we have to think about what we want to share with our audience, what we want to tell them, otherwise we’re only wasting their time.”

Jenova also acknowledged our new project, which continues to develop these ideas – and gave a special shout-out to Sony for all their support and encouragement. Yay!

7/15/2009

Interesting article on teen media habits includes comments on how kids interface with music, games and film as well as news, television and social media like Twitter.

No teenager Robson knew reads a newspaper regularly since most “cannot be bothered to read pages and pages of text while they could watch the news summarised on the internet or on TV”. The only newspapers that are read are the cheaper tabloids and freesheets.

His peers are also put off by intrusive advertising so they prefer listening to advert-free music on websites such as Last.fm to traditional radio. Teens see adverts on websites – pop ups, banner ads – as “extremely annoying and pointless,” Robson said. However, “most teenagers enjoy and support viral marketing, as often it creates humorous and interesting content”.

He stressed that his peers were “very reluctant” to pay for music and most had never bought a CD, with a large majority downloading songs illegally from filesharing sites.

Money and time are instead devoted to cinema, concerts and video game consoles. Downloading films off the internet is not popular as the films are usually bad quality and have to be watched on a small computer screen and there is a risk of viruses, Robson said.

What’s interesting is that aside from the comments about Twitter & music, I’d have to say my buying habits are similar. And even those first two categories lag in comparison to other peers, generally.

Maybe I’m devolving?

:)

7/8/2009

Whole Foods FAIL!

Mind bending experience this morning at the Venice Whole Foods – right here on Lincoln and Rose:

I walk into the store and choose a delicious chocolate croissant from the selection at the bakery shelf – and then take my purchase over to the coffee bar, where I attempt to order an Americano. “If I could get it in this (offering my new Not a Paper Cup mug)… that would be great!”

“Sorry,” sighs the beleaguered, sad woman behind the counter. “We can’t serve coffee in personal mugs anymore – it’s a health hazard. I can make your drink in the paper cup, and you can pour it into that cup…. if you want.”

Me: dazed!

“Ok – so let me get this straight,” I say. “In order to purchase a cup of coffee from Whole Foods – I MUST USE A DISPOSABLE PAPER CUP?”

“We don’t make the rules. Sorry.”

I’m not sure if this is just a California thing (you have to sign release forms for just about everything here) or if this is in fact a Whole-chain policy. And I’m too busy to take the time to call them and ask. But I was really, honestly shocked. Laughed out loud in surprise!!

I suppose they could be worried about spreading disease when cups owned by people touch the coffee-making aparatus… But seriously? Really??? Can’t they use an in-between container (see small metal shot pots lined up along the bottom of the mega-spresso machine at your favorite coffee shop) and save a few trees in the process?

I passed on the coffee and walked around the corner to Groundworks – where the energetic and friendy (also kinda hot!) cashier gave me a compliment on my arty coffee container. “Slick! I really like this! Is it porcelain??” Win!!

No more WF coffee for me!

5/28/2009

Wienerisms

Scott’s begun posting op-eds on Gama – and today’s excursion is pretty good! Ladies, look past the laddishness and man-crushing to find some really solid wisdom about managing people and teams. Snippet:

The 12 Laws of Wiener

1. Be Part of the Solution, Never a Part of the Problem. Quite simply, it’s much easier to be critical than it is to be correct. If you can’t to help solve problems, then leave so quickly that there is nothing left but a you-shaped hole in the wall.

2. First, Do No Harm. You have to treat each decision as if you are a physician: First, do no harm. Make sure that while you’re being part of the solution, you’re not causing other problems as a side-effect.

3. It’s the People, not the Products. Intellectual Property and hard assets are nice, but talent is the most valuable part of your organization – and talent should be treated as such. Ten smart people in an empty room can do more and better than a hundred dumb people charged with the care of a great product.

4. Align Utilities To get the best from people (and, to wit, the best from other organizations), their utilities must be aligned with your own. Create win/win situations and you will win, win, win some more.

5. There are No Laurels What you did yesterday doesn’t entitle you to bad office coffee: It’s what you are doing tomorrow that makes all difference to the team.

6. Execution, Execution, Execution The road to hell is paved with pretty PowerPoint slides. You have to be honest in your ability to execute on a strategy, and then you have to execute on that strategy and then execute some more.

7. Remove Obstacles A manager is there to remove obstacles to execution: Let other people run with the ball while you block for them.

8. You’ll Have to get Blood on Your Hands. If an obstacle to organizational execution is a member of the organization, you’re going to have to get blood on your hands – you’re going to have to remove or reposition that person, even if doing so causes immediate pain.

9. One-on-One Gets it Done. The best way to make a decision is to poll individuals in one-on-one conversations – where individuals are more likely to give you the straight beef. Speak to as many people as is possible, synthesize, and react.

10. Do the Due. Preparation, preparation, preparation – do your due diligence. Know what you’re talking about: If you’ve been asked for a meeting concerning a topic about which you know nothing, it’s time to hit the books like the books owe you money.

11. C.Y.A. Saves the Day. Always cover your ass – know who your attackers will be and what weapons they will use against you. Have your shields ready. My favorite corollary to this is the evidentiary hearing: Never make one complaint. If you are going to complain about something, be ready to lay down a stack of evidence supporting your concerns.

12. Mea Culpa. The three sweetest words in the English language are not, “I love you,” but, “it’s my fault.” If you’ve screwed things up, you have to bite the bullet, bite it in half.

Beyond the basic “how to’s of management” there is an interesting segment on publishers using
Scrum-like processes to manage internal process for external projects.

Scrum is lauded and applauded for its management of complexity in workflow, its leveraging of the Surowieckian Wisdom of Crowds to result in better decision making. But where the hammer really meets the nail is that Scrum does a lot to trivialize the flawed monkey in all of us.

Well, what’s good for the developer is also good for the publisher. How many times have you heard of a project put at risk because, “Our publisher wanted us to switch to an engine that didn’t suit our purposes mid-project.” Or, “Our publisher insisted that we stop everything to add a certain feature.” The stories are litany. And in the end of the stories, it’s usually the developer and/or the consumer who have suffered the most, which is probably why publishing organizations look today a lot like they looked yesterday: No pain, no change.

Also litany are the incessant comparisons of “business,” to “warfare.” General George S. Patton knew a lot about warfare, was considered one of the greatest battlefield commanders in history. In the movies, General Patton can be seen rallying his men, “When you stick your hand into a pile of goo that used to be your best friend’s face, you’ll know what to do!”

The movies have done the world a disservice: General Patton’s greatest quote is, “Don’t tell people how to do something: Tell them what you want and let them surprise you.”

I’m by no means suggesting that we crash Amazon.com with the world’s largest order for books about Scrum, but wouldn’t it be great if more organizations ran by not telling how but by telling what? Wouldn’t we achieve more great things more often if organizations observed the military doctrine of Commander’s Intent?

Scrum-like reporting has become a very strong element in my own personal production toolbox. In fact – the Commander’s Intent statement was written in huge letters on the white board above my desk for the entire course of BBBP. And it does seem like something that could transform higher level management.

Someone should figure this out on a production-managment team and publish a few articles on it. That would be very benificial to the industry.

*cough* Lulu *cough*

5/21/2009

Even More Progress!

Dug up some more random things that have been sitting in the “to post” pile – some of them for a looong time:

The Power of Mimicry – an interesting post from a while back on how some games capitalize on this fundamental human drive. A snippet:

The vast majority of modern videogames have a large component of mimicry. It added enromously to the appeal of a game like Prince of Persia: The Sands of Time (although this game was designed and structured in such a hardcore, challenge-oriented fashion that it could never appeal just for its mimicry), it is probably the chief reason that World of Warcraft is now outpacing the Everquest brand in terms of subscribers, and it is perhaps the principal reason for the astronomical success of the recent Grand Theft Auto branded games.

The power of mimicry can be seen in the success of games for which this is the primary form of play. Sim City had impressive success for its day by offering the mimicry of building a working city, but was limited by its focus: although creating a city was entertaining, it didn’t engage a great many players for an especially long time, in part because of its inherent complexity and emotional distance. In creating The Sims, Maxis offered a game of mimicry with a much wider appeal – and critically, a game with the potential to appeal to women.

It is not that mimicry appeals more to women than men, rather, it is that the types of mimicry that we are culturally indoctrinated into differ by gender. Boys tend stereotypically to play with toy cars and weapons – and games incorporating mimicry of vehicles and weapons tend to have an agonistic (competitive) bias. Girls tend stereotypically to play with figures (dollplay) and domestic situations (playing house). These play activities had not been provided as the focus of play prior to The Sims, because no-one had considered women a worthwhile target audience – thanks in part to gender biases in games industry employment. 10 million units and many satisfied customers later and (astonishingly) the industry still doesn’t recognise the significance of mimicry to hitting a wide audience.

Consider this: MySims & the Blox’s both include an element of playing with toy people, animals and blocks – which kids in Western culture do regardless of gender. Coincidence? It’s a long read that I still haven’t fully unpacked – but since I’m waiting for my Wii Update (so I can play my copy of BBBP!!) I figured I’d post it.

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For all my photo nerds out there – have you seen this awesome article on variable focus photograph technology?! This tech makes it possible for you to digitally re-focus a single exposure. Blade Runner – here we come!!!

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Here’s the link to the Introduction to Game Development – a huge book made from the IGDA Education Committe’s Curriculum guide! Longtime readers will remember the guide as my first IGDA contribution… a project that lasted over 4 years and introduced me to the developers who have shaped my life. At the time, my advisor warned that focusing too much on the curriculum would delay my graduation date. D’oh!!!! Ian – why are you always right??

But on the flipside: that was a decade ago – when, as a graduate student in CS, I realized that there was no way for me to study games, other than to talk to actual game developers in person (and build them on my own – blindly, slowly). Our first Education Summit at GDC 2002 (that’s right – I didn’t *always* have red hair!) introduced developers to several brand new college and graduate-level programs including one at MIT and another at CMU.

And today? I work at a company FOUNDED BY USC GAME STUDIES PROGRAM GRADS!

Is that not *awesome*?! If that much change is possible in just 10 years – imagine what the next 40 will be like!!

5/20/2009

Moving On

It’s official – I’ve got a new job! As of June 1, I will be working at ThatGameCompany – purveyors of fine interactive, digital experiences the likes of Flow and Flower:

On the one hand – this is a superexciting development. But on the other – it is a sunset of sorts. The conclusion to a series of discussions, inquiries and internal musings… evidenced by the post below, which I wrote in November of 2008 but never posted.

Today started at 8 am with a Spielberg meeting – and ended at 11 after a 4 hour focus test. From morning till night, every hour of today was about making sure things went smoothly, getting things out of the way for my team, and generally staying focused on the important discussion at hand. Exhausted at the end of this day, I took a long bath, curled up with the HBR – and ended up daydreaming about the future.

I have gathered a lot of experience in my short time as a professional developer. And because of my cross-disciplinary nature, I am atypical. Happy in a brainstorm creating new IP or hashing out a budget, I’m also quick to jump at a chance to play something new, offer tuning advice, or build a level. I love designing user experiences, but have discovered that I enjoy growing people & teams. And just getting things done, of course. If it’s a challenge, and the cause is good – I’m in.

This makes career planning a bit difficult. If I were soully focused on climbing the ladder – I’d hop from short project to short project, asking for title bumps and raises. It’s a common strategy for managers and (it seems) fairly successful within larger companies. But because I care more about ideals (good game, good team, player/creativity focus) than ends – I often have a hard time articulating exactly where I want to be in the next 3 years – let alone 5.

Lately, it seems like I’m facing a crossroads. I can continue to hone my skills in production and creative direction…. or begin looking beyond single teams, dealing with larger group and even, possibly, company cultures. I can keep contributing to a single, large organization – or branch out to touch a variety of businesses, in a more advisory role. Stay in product or branch out to process. Ship or consult.

This dissatisfies me. My ideal job is a lot like the one I have now: I teach part time, I work on a small, creative and iconoclastic team, and travel to consult on games when needed for higher-level, blue-sky thinking. If I could find a bit more time to sleep and exercise – I’d be very happy. Especially if I recieved recognition for all facets of my contribution.

But it seems that the further “up” you go, the harder it is to maintain a cross-contributor role. Maybe it’s about scheduling – but I also think it’s about being in the right culture. So I’m thinking a lot about where I am, and where I might like to go.

Reading this HBR article on recruitment, I was struck by this “Talent Compact” – a framework of key strategies for attracting and keeping high-functioning, cross-contributors like myself:

  • Brand: Known for excellence; Leading global company; Inspirational leadership
  • Opportunity: Challenging work; Accellerated career track; Continual training/development; Competative pay
  • Culture: Authenticity; Meritocracy; Connection; Talent-centricity
  • Purpose: Guiding mission; Global citizenship; Committed to the region
    A closer look at our interviews gave us new insights into how these four factors work in concert. We found that they could be united under two guiding principles: promises made (the combination of brand, opportunity, and purpose) and promises kept (most significantly, employees’ day-to-day experiences within an organization’s culture). All four factors play a role in all aspects of the talent management process, but each influences recruitment and retention in different ways. (See the exhibit “A Framework for Attracting and Retaining Talent.”) Promises made and kept affect any quest for talent, but the intensity of competition in the fast-growing BRIC and other economies makes strong differentiation urgent. Most companies continue to believe that a big salary and a name brand will suffice to meet their needs, but a local company that creates genuine opportunities and exhibits desirable cultural conditions will often win out over a Western multinational that offers higher pay.

This article was focused mostly on growing talent in emerging markets: thus the reference to a commitment to the region, and global citizenship. While reading – I asked myself what the ideal organization would be committed to for me. What is key to retaining my passion for games, for user-focused design, and overall – great entertainment that breaks the boundaries of what has come before it?

It’s got to be a commitment to the customer. A drive to create games for people – not just games that we know they will buy – but games that will inspire and delight them in new ways. I’m fine with selling product – and understand that good business drives our opportunity to create games at all. But underneath it, I yearn for dedication to creating what’s next, new and fresh. Taking that risk – because it’s the best way to new business.

Will my next job be in line with this goal? Can this promise be made – let alone kept? Especially now – when times are tight, and playing it safe seems like a good idea: where can a passionate contributor like myself set her sights?

I remember the night I wrote this post – I was tired and uncertain of what I was really “trying to say”. Read once – it sounded a bit like the whambulance to me. Read the following day, it sounded more like an open call for job proposals. And in a week’s time… honestly, I was too busy to really bother figuring out what it meant. File for later, under “something will happen”…

Well – it’s clear now what happened, in hindsight. We made a kick-ass game and with the help of some extremely dedicated individuals shipped it on time. Everyone, from the most seasoned execs to the newest of newbs brought something unique and special to the game – and then, we were done. Looking up from my computer, I knew it was time to move on.

Can the Talent Compact be made in our industry? I’m not sure – but there is surely only one way to find out. Wish me luck as I step off the cruiseliner that is EA and onto the schooner that is TGC. Open waters ahead may mean hard work – but it is certainly an adventure worth looking forward to!!

4/7/2009

Do It!

Race over to Jen’s 20×200 site and get Matt’s awesome version of the “Keep Calm and Carry On” poster.

Proceeds support Creative Commons!!!

PS: Rod, I already got you one.

:)

3/4/2009

Open, Social and Gaming!

Great link from Kevin Marks re: Facebook and open gardens. As I mentioned in a lecture yesterday to Jesper’s class at MIT – one approach to casual-ifying any experience is open-ness: giving access to the content, giving praise, envisioning the experience as a constent flowering of new experiences – not just an earn & burn cycle. Super excited to see how smaller games and apps can leverage this approach in the next couple of years.

Also – thanks to Edge for the shoutout in the Hot 100 – and kudos to Rod, Jenova, Jon and all y’all for getting up there! Games are the communication medium of the 21st century – let’s keep pushing to expand their reach and capacity to create joy!

Finally – yes, there will be a birthday/party at GDC! Saturday, just after the conference. Save the date and make plans to stay in SF if you can! Jane & Lulu are doing the heavy lifting on this (I’m still shipping!) but I can’t wait to see you all! Travel safe!

2/24/2009

Smart Growth

Great Umair Haque post on how to grow now that we’re sure we’ll continue to shrink for a while. Thanks @pahlkadot!!:

Here are the four pillars of smart growth – for economies, communities, and corporations:

1. Outcomes, not income. Dumb growth is about incomes – are we richer today than we were yesterday? Smart growth is about people, and how much better or worse off they are – not merely how much junk an economy can churn out. Smart growth measures people’s outcomes – not just their incomes. Are people healthier, fitter, smarter, happier? Economics that measure financial numbers, we’ve learned the hard way, often fail to be meaningful, except to the quants among us. It is tangible human outcomes that are the arbiters of authentic value creation.

2. Connections, not transactions. Dumb growth looks at what’s flowing through the pipes of the global economy: the volume of trade. Smart growth looks at how pipes are formed, and why some pipes matter more than others: the quality of connections. It doesn’t just look at transactions at the global, regional, or national level — how much world trade has grown, for example — but looks at how local and global relationships power invention and innovation. Without Silicon Valley’s relationships powering the development of personal computing and the internet, for example, the volume of trade between Taiwan, Japan, and China, would be a fraction of what it is. Smart growth seeks to amplify connection and community — because the goal isn’t just to trade, but to co-create and collaborate.

3. People, not product. The next time you hear an old dude talking about “product”, let him know the 20th century ended a decade ago. Smart growth isn’t driven by pushing product, but by the skill, dedication, and creativity of people. What’s the difference? Everything. Globalization driven by McJobs deskilling the world, versus globalization driven by entrepreneurship, venture economies, and radical innovation. People not product means a renewed focus on labour mobility, human capital investment, labour market standards, and labour market efficiency. Smart growth isn’t powered by capital dully seeking the lowest-cost labour — but by giving labour the power to seek the capital with they can create, invent, and innovate the most.

4. Creativity, not productivity. Uh-oh: Creativity is an economic four-letter word. Why? Because it’s hard to measure, manage, and model. So economists focus on productivity instead — and the result is dumb growth. Smart growth focuses on economic creativity – because creativity is what let us know that competition is creating new value, instead of just shifting old value around. What is economic creativity? How many new industries, markets, categories, and segments an economy can consistently create. Think China’s gonna save the world? Think again: it’s economically productive, but it’s far from economically creative. Smart growth is creative — not merely productive.

Amen!

1/25/2009

Adventure Weekend

On Sunday, we went down to La Jolla to celebrate KK’s birthday with Brad, Scott, Nick and Reyna… and it was AWESOME! To start,we drove down for a 9 am sea-kayaking adventure choppy enough to make yours truly leave her lunch on the waves! In fact – the swells were so huge that we could not actually go inside the caves – but instead, flirted with sea lions and cormerants and pelicans.

Brad can be seen here posing for his awesome adventure movie moment – which he plans to submit as part of an entry for the most awesome job in the world. Brad is my sound guy, super fun and really great at his job – so of course, I only reluctantly participated in snapping pix of him doing adventurous things this weekend. But you do have to admit, it would be an awesome job!

Then it was off to the Torrey Pines cliffs to paraglide!!

Watching people take off from the landing area I kept wondering exactly how the experience would feel. I mean – people were laughing and chatting as they strapped in – and one guy went up with his dog!! But takeoff in particular looks like an involved process: a lot of negotiation with the wind, chute strings and your bodyweight. Still – the gliders are so colorful and bouyant in the air that I was filled with joy every time they took off. They reminded me of the army parachute guys I used to throw up and watch drift, when I was kid!

Turns out – going up yourself pretty much feels like that times 10,000!!

:

Super beautiful views from the air – as you are rushed up over the cliff face and into the currents along the ocean. We had a near-perfect day for the paragliding (see the notes about huge swell and chop on the ocean – a sure sign of high wind).

My guide on this ride, Steve – has been paragliding and hangliding for over 30 years, and was full of great insights about the wind, where curents could be found – and how to operate the glider. Not only did he take me for some wikkid 360’s and swirls – he let me ride the drafts and turn side to side, by tugging on the hand-holds. It was probably the coolest feeling I’ve had since I summited the big pass in Bhutan.

There is just something toally amazing about being so high up, flying to and fro on just the power of the wind. I think it’s easy to forget how the earth is a huge ball, spinnning in space, with forces swirling all over it that will frigging knock your socks off! As scary as this experience may look to those afraid of heights or worried about a fall – I cannot say how truly peaceful and inspiring it actually was. Like the worlds best ferris wheel ride on massive flavor boosters!

Seriously – if you live in California or are planning a visit – check the weather and go give this a spin. It’s the best 30 minutes you can spend in the air – short of diving from a plane… and much much more relaxing. Super awesome kick ass experience shout out to Brad, KK and the weekend adventure crew. I cannot WAIT to see what you guys will dream up next!!!

1/24/2009

Good Chicken

Another week of famers’ market goodness, in support of my 2009 resolution: to eat whole, local, organic food as often as possible. While I may not reach 100% this year – progress so far has been good. In addition to local butter, cheese, eggs, citrus and veggies – I have been able to purchase olive oil, mushrooms, and meat!

Why all the interest in food? I got a copy of Barbara Kingsolver’s Animal, Vegetable, Miracle for Christmas – and the book has essentially prompted a sea-change in the way I prepare and eat food. Because I live in California (where just about everything grows at least once a year), there’s no reason to ignore local, fresh, seasonal produce in favor of mealy, gas-guzzling, mass-produced items. And yet, despite a few years in SF and having Lulu as an inspiration – I still managed to do very little with what was right in front of me. No more!

Benifits to eating locally (deliciousness is a big one!) include renewed awareness of the seasons, connection to the people who actually grow what I eat… and time. It sounds crazy – but even tho it takes a little work to get started, shopping regularly at the morning weekend markets has created a real sense of continuity and order to cooking habits – making it much easier to plan and execute good meals. Instead of stumbling around a huge grocery store filled with myriad ingredients shipped in from all over the earth, I buy what looks good on a Saturday morning… and learn how to make it fabulous!

In the last few weeks I’ve experimented with quite a few new foods – things I have eaten but never felt comfortable enough (or curious enough) to prepare. Now it’s easy to imagine what they taste like – and how they go together on a plate. Each weekend, I get better and better at planning and purchasing for a week’s dishes in the space of 20 or 30 minutes. And it’s cheaper than shopping at say… Whole Foods. Amazing!

One place where I’ve been expanding my skills and interests is chicken. I have always been a bit adverse to chicken meat – it feels super creepy when cold and raw… especially the slippery, fatty skin. But now that I’m experimenting with local heritage varieties… I’ve found that they are firmer, fresher – and generally less slimy than what I was traditionally used to in store-bought, machine-farmed breeds.

Once I got over my fear of butchering a whole chicken, the next step was to expand beyond the basic recipes I grew up with as a kid. And – to make something with what was freshly available. This next dish was the direct result of a quick dinner party need and an abundance of fresh thyme and Meyer Lemons (originally intended for a lemon tart). You can make it in an hour and change.

Quick Lemon Garlic Chicken

  • 1 whole organic chicken cut into parts
  • 1/3 cup freshly squeezed lemon juice
  • 2 tablespoons grated lemon peel
  • 2 cloves garlic, crushed
  • 2 teaspoons dried thyme, minced
  • 1-2 teaspoons salt
  • 1 teaspoon black pepper
  • 1/4 cup melted butter (optional)

Preheat oven to 425°. Butter a 2 quart baking dish. Wash and prepare the chicken – removing excess fat while retaining as much skin as possible. Place the breast-meat into the dish on the bottom, then cover with the wings and legs – skin side up.

Combine the lemon juice, lemon peel, garlic, dried thyme, salt, and pepper. Pour over chicken and set aside. If you’re not watching fats, melt the butter and drizzle over the top of the chicken, and bake for 45 minutes. If you opt out on the butter, baste the chicken halfway through cook time with the pan juices.

When cooked through, set the dish under the broiler for 2 minutes to crisp the skin to a nice brown. Serve immediately!

The result? Tender, lemony chicken with a nice garlic undertone. This dish is delicious with butter-browned brussle sprouts and fresh warm bread (great for sopping up sauce)…. but really, you can serve with just about any starch and seasonal veggies. Think it is too complex for your weekday work style? Invite two or three friends over and make it on a weekend. Pair with a light, local Weisse or Viognier for extra smiles. Enjoy!!

10/3/2008

Note

I am starting notes in a new notebook – one I bought in Japan, last year at TGS. I won’t be going this year – for which I’m a bit sad. I will miss seeing friends, new games – and Keita’s “Sense of Wonder” event. On the flipside, I’ll be helping my team get to Alpha – which will kick ass in it’s own, special way.

The notebook has a quote on the front that goes like this:

He who makes no mistakes
makes nothing.
Fingers were made before forks
and hands before knives.
A fool may ask more questions
in an hour than a wise man can
answer in seven years

Indeed.

8/4/2008

Emotion at Work

This month’s U of C magazine has 2 great pieces in it that I wanted to share.

The first is on my friend Lauren’s work re: The Female Complaint.

Berlant first conceived The Female Complaint two decades ago, when she realized that Erma Bombeck, the late-20th-century newspaper and magazine columnist who satirized suburban family life, was “writing the exact same sentences” as Fanny Fern, a mid-1800s humorist who skewered marriage and middle-class domesticity in her weekly New York Ledger columns. Both women drew large and loyal readerships: Bombeck’s books were best sellers, and Fern became the nation’s highest-paid newspaper writer. Berlant found it “depressing” that two women living 150 years apart would churn up the same struggles, “but I was also curious. It meant something wasn’t changing.” Her curiosity yielded a 1988 Social Text article, “The Female Complaint.”

The article conceptualized what she calls female complaining: a mode of self-expression that simultaneously protests “patriarchal oppression” and concedes its inevitability. “What’s interesting,” Berlant says, “is that from its origins women’s culture has a big critique of male dominance, both in the political sphere and at home, but it also wants something like the good version of that normativity to be the condition of happiness. It’s like Julia Roberts at the end of Pretty Woman saying, ‘I want the promise.’” But time and again women find that promise to be fantasy. “In subordinate populations’ intimate publics, the presumption is that the general world is not organized around their flourishing,” Berlant says. “So hip-hop culture is about police, and women’s culture is about being disappointed in love and with children and at work.”

In The Female Complaint, Berlant returns to the “discourse of disappointment” in 19th- and 20th-century women’s culture, analyzing it through close study of literary, theatrical, cinematic, and political works and histories of psychoanalysis and liberal public theory: Uncle Tom’s Cabin; Show Boat; Imitation of Life; Now, Voyager; Landscape for a Good Woman; The Life and Loves of a She-Devil; and Uncle Sam Needs a Wife. Most of those works have been remade, or else adapted to the screen or stage. “If people are returning to something many times, it means it has a story to tell that isn’t finished,” she says. In her book’s preface, Berlant asserts that the “unfinished business” relates to an unresolved question—”the desire for and cost of feminine conventionality.” Women return to the same stories, she says, “for a re-encounter with the problem of survival.”

I’ve had a couple of gender-related experiences at work lately – one relating specifically to the scarcity of female designers in our industry – and the second, to statements about how openly emotional communication styles that some women have can make some men uncomfortable in the workplace. Neither of these was a fun conversation – both had their frustrations. So they have been on my mind for the better part of the weekend.

Before I saw the article on Lauren’s new book, I was toying with the idea of writing to a few women I know personally- to see if they had any advice about my current train of thought (essentially setting the stage for the Female Complaint). Instead, I decided to share the ideas here.

- – -

Question: Do the two gender/work conversations I had this week directly reinforce each other?

Specifically – emotion at work is a reality within both Game Development and Academia – realms where the main product of work are new ideas. Whether it’s a game, a business plan or a thesis – there are bound to be heated disagreements about design, features, schedules. The collaborative and creative nature of these environments (which attract so many core contributors) actually create tension on a daily basis. Emotional talk is bound to occur.

As Virginia Valian and others have shown – workplace responses to women (especially in the realm of conversation & idea exchange) are not always equal. In heated debates where a women is passionately engaged, men may follow-on or reinforce patterns of dismissal that damage the woman’s relationships with others in the group – however inadvertenly.

And as the conversations, publications and years accrue, even a small discrepency in the way women are evaluated leads to unfortunate results.

- – -

Now consider the other article I wanted to highlight – which covers Tanya Menon’s research into idea valuation and emotion in the workplace:

A behavioral scientist who studies organizational culture and decision-making patterns, Menon has spent more than a decade analyzing how businesses and businesspeople assess new ideas and why they often fail to grasp the value of innovations developed within their own ranks…

…Simple envy isn’t the whole explanation. Internal ideas are more easily scrutinized and picked apart than those seen from a distance. But personal motivation can be potent, Menon says. “In a business era that venerates creativity, novelty, and thought leadership, ‘borrowing’ knowledge from colleagues is not a career-enhancing strategy,” she wrote in a 2006 Management Science article. Bosses shower awards, bonuses, and promotions on innovators. Employees who learn from another’s idea may be perceived as followers, Menon says, and “managers reward the leader, not the follower. That gives me an incentive to cut down your idea and put my resources into promoting my own.”

Emotion also plays a role. People worry about losing social standing, looking like a thief, giving public deference to office rivals, and appearing weak or dependent. Corporate incentives and policies, Menon says, should ameliorate, not intensify, these reactions. In the Management Science article she and coauthors Leigh Thompson of Northwestern University and Hoon-Seok Choi of South Korea’s Sungkyunkwan University found that a simple “self-affirming” exercise, in which people listed some of their accomplishments—”even just ‘I’m good at art’ or ‘I’m a good tennis player’”—or described values they cherished, helped ease their sense of being threatened. “Afterward, they did not derogate an internal person’s ideas,” Menon says. “They felt more comfortable saying, ‘This is a good idea worth pursuing.’”

Design is an inherently a communication-driven job, where passion and emotion are critical to success – as is the general ability to distribute and champion ideas. A strong designer at any level must be able to access, leverage and edit the creative ideas of an entire team – convincing them that these ideas can be shaped into an overaching, aesthetically pleasing whole. Creative collaborations take the issues mentioned in Menon’s studies to a whole new level – as the day-to-day environment is one of continual idea exchange, valuation and validation.

If there are inequalities in the way gender effects the perception of core communications re: ideas & thought leadership – we have a problem.

I’m not sure if the connection exists – but if it did, it could effect the promotion of female design talent – or even create a lack of supply. IE: Most designers come to the job from another discipline – working up from test or into it from production, art or programming. So in theory, any issues w/r/t promotion would impact womens’ ability to make that career shift and get into design at all!

Could the emotion-scape of the creative workplace be working against female designers?

It wouldn’t even have to be that female designers *are* inherently more emotional (I doubt they really are) – just that the perception of their behavior casts them in that light for some males – which has that small, but long-term effect of keeping them from achieving thought leadership within the field.

There has to be *some* reason that when I search LinkedIn for “game designer” I get page after page of male candidates. At ~40 to 1 based on my informal survey – it’s an uphill climb to find women who are experienced and affordable for working on teams within our industry. And that is not good.

7/12/2008

Foo

What a wonderful place!

Cannot wait to start attending sessions in the AM…

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