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gabrielcornish · 1 day
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<p>🙌🏽 I want to express my heartfelt gratitude to the game development community.</p> <p>With Paradox Tectonic’s closure, I’ve begun exploring new opportunities. But, I haven’t been alone in this journey.</p> <p>In the past week, the outpouring of support from fellow game developers has been overwhelming. I’ve received job leads, encouragement, and invaluable connections.</p> <p>This support has made all the difference.</p> <p>The industry’s current state has only strengthened the bonds among us game developers.</p> <p>I’m committed to paying it forward. If there’s any way I can contribute or support you in your game dev journey, please let me know.</p> <p>Thank you!</p>
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gabrielcornish · 8 days
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<p>Today I found out the studio I work at is shutting down and that layoffs are on the way.</p> <p>There’s a lot of studio closures and layoffs in the game industry. It can feel like we’re yet another headline in a sea of headlines.</p> <p>So, while the attention is on the Tectonic studio, I wanted to say my piece.</p> <p>Here goes:</p> <p>🙏 TO THE TEAM</p> <p>Thank you to all the teammates I worked with in the trenches at Tectonic. Thank you for teaching me patience and resilience.</p> <p>Thank you for sending flowers when a loved one passed and celebrating with me for the birth of my child. It meant the world to me.</p> <p>Thank you for teaching me hard things. Thank you for fixing my messy scripts. Thank you for giving me feedback and critiques.</p> <p>Thank you for showing me better ways to do things.</p> <p>Thank you for supporting my ideas and allowing me to collaborate on yours.</p> <p>Thank you for continuing to work on the game, even on this day.</p> <p>🙌 TO THE PLAYERS</p> <p>Thank you for supporting Life By You.</p> <p>Thank you for your direct and honest feedback. It changed the game for the better, when our voices alone couldn’t.</p> <p>Thank you for all of your input. It helped us advocate for the changes we believed in.</p> <p>Thank you for welcoming us into the Life Simulation community with open arms. What a beautiful and diverse group of fans.</p> <p>Thank you for giving us the chance to build this game for you. I hope that one day you will get to experience it for yourself.</p> <hr> <p>If you need great talent to join your game studio, look no further than the fine folk at Paradox Tectonic.</p> <p>Thank you!</p>
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gabrielcornish · 28 days
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<p>Playing around with a map screen for a text-adventure game.</p> <img src="https://cdn.uploads.micro.blog/16155/2024/map.gif" width="512" height="342" alt="">
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gabrielcornish · 30 days
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<p>Just discovered my favorite UI principle.</p> <p>Act on press.</p> <p><strong>Why it matters</strong>: When interactions “do the thing” when the input is pressed, instead of on-release, the interaction feels more responsive.</p> <p><strong>Deeper Dive</strong>: See <a href="https://x.com/ID_AA_Carmack/status/1787850053912064005">John Carmack’s</a> thread.</p>
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gabrielcornish · 1 month
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🕹 Golden Rule of Level Design: Finish Your First Level Last
<p><a href="https://x.com/romero">John Romero</a> had it right.</p> <p><strong>Why it matters</strong>: This counterintuitive strategy shapes the player’s experience. It ensures a smoother, more engaging introduction to the game.</p> <ul> <li>It’s a game-changer for developers looking to hook players from the start.</li> </ul> <p><strong>First Impressions Count</strong>: The first level sets the tone.</p> <ul> <li>It’s your game’s handshake, greeting the player.</li> </ul> <p>Making the first level last allows you to apply all the lessons learned during development. It ensures this crucial introduction is as polished as possible.</p> <p><strong>Evolution of Design</strong>: As you develop the game, your skills sharpen and ideas evolve.</p> <ul> <li>The game’s identity becomes clearer.</li> </ul> <p>Finishing the first level last means it benefits from this evolution.</p> <p>It embodies the best your game has to offer.</p> <p><strong>Consistency is Key</strong>: Early levels often lack the polish of later ones.</p> <ul> <li>This is because we are still finding our footing.</li> </ul> <p>By circling back, you ensure the first level is consistent with the game’s quality and style.</p> <p><strong>Feedback Loop</strong>: Throughout development, feedback shapes your game.</p> <ul> <li>Early levels designed later can incorporate this invaluable insight.</li> <li>This makes them more in tune with player expectations and preferences.</li> </ul> <p><strong>The big picture</strong>: It’s not only about making a good first impression. It’s about leveraging your entire development journey to refine that critical first experience.</p> <p>This approach ensures your game starts strong, captivating players from the get-go.</p> <p><strong>Beyond Games</strong>: This principle isn’t confined to gaming. It’s a reminder that sometimes, saving key tasks for last can lead to better outcomes.</p> <ul> <li>This includes writing, project management, or creative endeavors.</li> </ul> <p><strong>Bottom line</strong>: Finishing your first level last isn’t only smart; it’s strategic. It ensures your game not only starts with a bang but also reflects the best of what you’ve learned.</p>
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gabrielcornish · 1 month
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<p>The single best way I’ve found to build trust on a team:</p> <ul> <li>Admit and take responsibility for mistakes</li> </ul>
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gabrielcornish · 1 month
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How To Work On Your Game For 30 Minutes
<h2 id="i-wanted-to-work-on-my-game--actually-no">I wanted to work on my game. Actually, no…</h2> <ul> <li><strong>I NEEDED to work on my game</strong>.</li> </ul> <p>A Month had gone by and I had made close to zero progress.</p> <p>There was a month left of development and I was no where near releasing something onto my itch.io page.</p> <p>If I could just sit down for a little bit and work on my game, I could make progress. And, if I could make a little progress I could feel excited about working on my game again.</p> <ul> <li>I could build some momentum.</li> <li>And If I could build some momentum, there may be a chance I would release my game in time.</li> </ul> <h2 id="but-i-couldnt-do-it">But, I couldn’t do it.</h2> <p>I even negotiated with myself. 30 minutes is all it would take.</p> <p>I told myself, “Work on the game for 30 minutes and the rest would take care of itself.”</p> <p><strong>But, I couldn’t get myself to do it. Why?</strong></p> <h2 id="the-problem">The problem…</h2> <p>The problem is that I had built this game up in my mind to the point that it was intimidating.</p> <p>My vision was so far ahead of my execution, that I became paralyzed. I believed that no matter what I did next, it would fall short of my expectations.</p> <p><strong>And the truth is, I wasn’t wrong.</strong></p> <p>I was going to sit down and work on my game and it was not going to turn out the way it was in my head.</p> <p><strong>It was going to be imperfect</strong>. No two ways around it.</p> <p>And there was the obstacle. Looking me right in the face.</p> <p><strong>I was being a perfectionist.</strong></p> <p>And so long as I was going to be a perfectionist, this game wasn’t going to get made. Period.</p> <p>I had to accept that it was going to be imperfect, no matter what I did.</p> <p>But, how do you stop being a perfectionist?</p> <p>It’s not like some switch you can turn off. Especially if you’re the type of person who needs to feel like things are in control. Ha! Good luck.</p> <p>I needed to get through this inner obstacle if I was going to sit down and work on my game for 30 minutes.</p> <h2 id="so-i-made-a-plan">So, I made a plan.</h2> <p><strong>My plan was</strong>: If I procrastinated because of perfectionism, I would tell myself “imperfections are my unique style.”</p> <p>This plan made a huge difference.</p> <p>It reminded me that embracing imperfections is what makes something unique.</p> <p>In the end, I’m happy to say I got myself to work on my game for 30 minutes. And I’ve used this tactic to help me do it again.</p> <p>It seems like a small win, but I hope you can find the time to work on your game for 30 minutes.</p>
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gabrielcornish · 2 months
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<p>Layoffs have been straight devastating to the game industry.</p> <p>Yet, when I look around at the game dev community, I see passion, talent, and creativity burning hotter than ever.</p> <p>I’m inspired by the resilience I see around me.</p>
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gabrielcornish · 3 months
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<p>🕹️ <a href="https://www.ign.com/articles/larian-studios-wont-make-baldurs-gate-3-dlc-expansions-or-baldurs-gate-4">Larian announcement: No Baldur’s Gate DLC or sequel</a></p> <p>This made me happy.</p> <p>Long-term, investing in owning and making games around your own IPs is better, even if it is riskier.</p> <p>BG3 was a massive success. Players love Larian.</p> <ul> <li>Now’s the time to take risks on new IPs.</li> </ul>
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gabrielcornish · 4 months
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<p>Just stumbled on this quote and it got me thinking.</p> <blockquote> <p>“No matter what the work you are doing, be always ready to drop it. And plan it, so as to be able to leave it.” ― Leo Tolstoy</p> </blockquote> <p>I find myself sometimes clinging to things past the point where I should have let them go.</p>
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gabrielcornish · 4 months
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<p>🧘I thought it would be good to formalize my mental health toolkit.</p> <p><strong>This process keeps me going</strong>:</p> <ul> <li>Meditate every day for at least 10 minutes</li> <li>Workout 20 minutes, 4 times a week</li> <li>Create something for 20 minutes, 3 times per week</li> </ul> <p><strong>Total time required</strong>:</p> <ul> <li>30 minutes per day</li> <li>3.5 hours per week</li> </ul>
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gabrielcornish · 4 months
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<p><img src="https://cdn.uploads.micro.blog/16155/2024/be-the-person.gif" width="512" height="342" alt=""></p>
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gabrielcornish · 5 months
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<p>I want to get back to doing my MS Paint doodles, so here’s todays.</p> <p><img src="https://cdn.uploads.micro.blog/16155/2024/image.png" width="600" height="367" alt=""></p>
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gabrielcornish · 5 months
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Use This Simple Technique To Generate Gameplay Ideas Fast
<p><img src="https://cdn.uploads.micro.blog/16155/2024/crossroads.png" width="600" height="342" alt=""></p> <h2 id="the-problem">The Problem</h2> <p>Have you ever tried to make a game about a theme like love?</p> <p>It sounds simple, right?</p> <p>But when you sit down to design it, you might find yourself stuck.</p> <p>Where do you even start? There are so many ways to approach this theme. It’s like standing at a crossroads with hundreds of paths.</p> <p>You could go in any direction, but how do you know which one is right?</p> <p>This is a big challenge for game designers, both newbies and pros. It’s easy to get lost in the sea of ideas and end up not starting at all.</p> <h2 id="why-it-matters">Why It Matters</h2> <p>Why is solving this problem important?</p> <p>Well, having a clear process to turn any theme into a game concept is key. It helps you move faster in developing your game.</p> <p>You waste less time thinking and more time actually creating. Plus, you start to get a feel for what ideas will work and what won’t right from the start.</p> <h2 id="personal-experience">Personal Experience</h2> <p>I’ve been there, stuck in the idea phase.</p> <p>Once, during a game jam, I spent half of the 48 hours trying to decide on an idea.</p> <p>When I finally picked one, I hardly had any time left to make the game. And I wasn’t alone in this struggle. After reading other developers’ logs, I knew we needed a better way.</p> <h2 id="verb-before-consequence">Verb Before Consequence</h2> <p><strong>The solution is simple</strong>: “Verb Before Consequence”, or V.B.C.</p> <p>This means you think of a gameplay idea as something the player must do (the verb) before something else happens (the consequence).</p> <p><strong>For example</strong>:</p> <ul> <li><p>“Rescue the princess BEFORE the dragon eats her.”</p></li> <li><p>“Stop the love of your life at the airport BEFORE they hop on a plane and leave forever.”</p></li> <li><p>“Clean the whole house BEFORE your parents get home.”</p></li> </ul> <p>These ideas have a few key things:</p> <ul> <li><p><strong>Drama</strong>: There’s a clear consequence and a ticking clock.</p></li> <li><p><strong>Interactivity</strong>: The player has a task they must do.</p></li> <li><p><strong>Clarity</strong>: You understand what the game is about.</p></li> </ul> <h2 id="objections">Objections</h2> <p>Some might say this method is too simple to create a good game. But simplicity is powerful. The best games often have straightforward, engaging concepts.</p> <p>For example:</p> <ul> <li><p><strong>Chess</strong>: Checkmate your opponent BEFORE they checkmate you</p></li> <li><p><strong>Super Mario Bros.</strong>: “Reach the end of the level BEFORE time runs out</p></li> <li><p><strong>Capture The Flag</strong>: Take the other team’s flag back to your base BEFORE they take yours</p></li> <li><p><strong>Basketball / Football / Soccer</strong>: Score the most amount of points BEFORE time runs out</p></li> </ul> <p>You can dissect plenty of games and mechanics using this lens.</p> <h2 id="how-to-use-the-v-b-c-technique">How to use the V.B.C. Technique</h2> <p>Whenever you need to come up with a gameplay concept, fill in the blanks, <strong>“Do (Verb) BEFORE (Consequence).”</strong></p> <p>Boom! You’ve got a solid concept to start designing your game.</p> <p>By using this V.B.C. method, you’ll find yourself moving from idea to game development much faster.</p> <p>It’s a straightforward, effective tool to unlock endless creative possibilities.</p> <p>So, next time you’re stuck, remember: <strong>Verb Before Consequence</strong>.</p> <p>Happy game designing!</p>
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gabrielcornish · 6 months
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Ask this One Question to Make Game Design 10x Easier
<p>You know how tricky and complex game design can be.</p> <p>In this journey filled with endless tasks and challenges, it’s easy to lose focus. But there’s one simple question that can make your life as a game designer much easier.</p> <h2 id="what-s-the-big-question">What’s the Big Question?</h2> <p>Here’s the most important question you should always ask:</p> <p>“What problem are we trying to solve?”</p> <p>Sounds simple, right?</p> <p>But it’s often overlooked even with experienced developers. When you’re deep in game development, it’s easy to get lost in the details and forget the main goal.</p> <p>Albert Einstein said, “If I were given one hour to save the planet, I would spend 59 minutes defining the problem and one minute resolving it.”</p> <p>This quote highlights how crucial it is to know the problem before you jump into solutions.</p> <h2 id="why-this-question-matters">Why This Question Matters</h2> <p>Game development is a journey filled with distractions.</p> <p>As a game designer, your job is to solve problems for the player. But remember, not every problem needs solving.</p> <p>It’s important to focus on the right ones. Asking “What problem are we solving?” brings clarity and focus.</p> <h2 id="the-benefits-of-asking-the-right-question">The Benefits of Asking the Right Question</h2> <ol> <li><p>Productivity: If you understand the problem, you can work more efficiently.</p></li> <li><p>Alignment: It ensures everyone on the team is on the same page. This minimizes miscommunication and conflicts.</p></li> <li><p>Time-saving: It saves hours of work. You don’t waste time on solving the wrong problems.</p></li> </ol> <h2 id="why-people-avoid-asking-this-question">Why People Avoid Asking This Question</h2> <p>Some might think it’s a rude question, or fear it might get annoying if asked too often.</p> <p>But the truth is, it’s a necessary step in effective problem-solving.</p> <h2 id="personal-experience">Personal Experience</h2> <p>I’ve been in design meetings where we debated solutions for hours! It never occurred to us that we didn’t even agree on the problem.</p> <p>We spent hours in discussions and left with no clear direction. We could have avoided this by asking, “What problem are we solving?”</p> <h2 id="a-simple-framework">A Simple Framework</h2> <ol> <li><p>Agree on the Problem: Always ensure everyone agrees on the problem.</p></li> <li><p>Clear Goal: At the start of meetings, state the problem you’re there to solve.</p></li> <li><p>Self-Reflection: If you’re on your own, ask yourself if you’re solving the right problem. Is it a problem worth solving to begin with?</p></li> </ol> <h2 id="conclusion">Conclusion</h2> <p>In game development, it’s easy to get caught up in endless tasks.</p> <p>By asking, “What problem are we solving?” you bring clarity and focus to your work.</p> <p>This simple question is a powerful tool in your game design toolkit. Use it wisely, and watch your productivity and efficiency soar!</p> <p><img src="https://cdn.uploads.micro.blog/16155/2024/9f7c23cc2a.png" width="600" height="342" alt=""></p>
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gabrielcornish · 6 months
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<p>Receiving feedback made easy:</p> <ol> <li>Assume positive intent.</li> <li>Appreciate all feedback. Say thank you even if you don’t agree.</li> <li>Accept or discard, but always consider it deeply.</li> </ol> <p>This simple process elevates your creations and builds collaborative relationships.</p>
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gabrielcornish · 6 months
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The #1 Skill in Game Design: Mastering Feedback
<p><img src="https://cdn.uploads.micro.blog/16155/2024/feedback-game-design.png" width="600" height="342" alt=""></p> <h2 id="what-s-the-big-deal-with-feedback">What’s the Big Deal with Feedback?</h2> <p>When you’re crafting a video game, it’s like you’re in a bubble.</p> <p>You think your game is awesome, but will others feel the same?</p> <p>Thanks for reading Design Video Games! Subscribe for free to receive new posts and support my work.</p> <p>The truth is, you can’t know if your game is a hit or a miss until players get their hands on it. That’s where feedback comes in, and trust me on this, it’s a game-changer!</p> <h2 id="why-feedback-is-your-superpower">Why Feedback is Your Superpower</h2> <p>Imagine feedback as a power tool in your game design toolbox. It’s not just about listening to what others say about your game. It’s about how you listen.</p> <p>Taking feedback the right way can turn your good game into a legendary one. It will also improve your relationship with players and coworkers!</p> <h2 id="ego-be-gone">Ego, Be Gone!</h2> <p>First things first, you’ve got to ditch the ego. I’m serious.</p> <p>Remember, your game isn’t about you – it’s for the players. When someone gives you feedback, they’re helping you, not attacking you.</p> <p>Appreciation is key here.</p> <p>Even if you don’t agree with what they’re saying, say thanks. It shows you value their opinion. They will be more likely to come to you again with feedback.</p> <h2 id="the-truth-about-feedback">The Truth About Feedback</h2> <p>Here’s a secret: when someone tells you there’s a problem with your game, they’re usually right.</p> <p>But if they give you a solution, be cautious. That’s your job to figure out.</p> <p>Either way, be grateful you’re getting feedback. If someone’s not giving you feedback after you ask, it might mean they don’t believe you’ll receive it well. Yikes!</p> <p>You want play testers to always feel comfortable being honest with you. That’s your responsibility.</p> <h2 id="why-feedback-rocks">Why Feedback Rocks</h2> <p>Learning to love feedback can do wonders.</p> <p>The more feedback you get, the more you learn, and the better your game becomes.</p> <p>It’s like having a secret weapon that keeps making your game cooler and cooler. Designers who know how to receive feedback will always produce a better game than those who don’t.</p> <h2 id="common-worries-about-feedback">Common Worries About Feedback</h2> <p>Some people worry that showing their game too early might give a bad impression. Or worse, someone might steal their idea!</p> <p>And sometimes, the feedback feels just… wrong. Like the player doesn’t ‘get’ your game. Or they’ll just tell you what you already know.</p> <p>These are real worries, but don’t let them stop you from seeking it out anyway. The value you get from a good feedback process outweighs any of the costs.</p> <p>It’s never too early to get feedback.</p> <p>Look at how Slay the Spire looked when their designers started requesting feedback.</p> <p><img src="https://cdn.uploads.micro.blog/16155/2024/slay.jpg" width="600" height="337" alt=""></p> <p>That game went on to become a smash hit!</p> <h2 id="my-story-with-feedback">My Story with Feedback</h2> <p>I didn’t always take feedback well.</p> <p>In the beginning, I would get defensive or justify my design. I would blame the person for not “getting” my design.</p> <p>This held me back as a game designer.</p> <p>But when I started embracing feedback, everything changed. I went from a so-so designer to one of the best on my team! I got promotions and more opportunities within the studio.</p> <p>People enjoyed working with me because I was open to their ideas. They felt comfortable coming to me with problems and I loved hearing their feedback.</p> <p>It wasn’t always easy, but it was always worth it.</p> <h2 id="feedback-made-easy-a-two-step-process">Feedback Made Easy: A Two-Step Process</h2> <p>Ready to become a feedback expert? Here’s how:</p> <ol> <li><p><strong>Appreciate the Feedback</strong>: Say thanks, even if you don’t agree. It shows gratitude and encourages the other person to come back with more.</p></li> <li><p><strong>Accept or Discard</strong>: You decide if the feedback works for your game. Give the feedback honest consideration before making a decision. (Pssst, you can keep this part a secret.)</p></li> </ol> <h2 id="the-bottom-line">The Bottom Line</h2> <p>Feedback isn’t just about making your game better. It’s about being a better designer, a better team player, and building trust with players.</p> <p>When someone offers you feedback, remember, it’s not just advice. It’s your ticket to being a great game designer! 🌟🎮👾</p>
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