Richard Dansky’s Post

Back in the Red Storm days, I spent several years as the manager of the Game Design department. In that capacity I did a lot of hiring, and I did my best to develop my team professionally. One of those folks enjoyed working at RSE, but his dream was always to work for the studio that made his favorite game. But, despite all his efforts, he was repeatedly turned down when he applied. I didn't want to lose this designer, but a dream's a dream. So I asked him to show me his latest application before he sent it in. He handed over the application and his answers, and I read. It took half a minute to figure out the issue. I asked him, "What are they asking for in question 1?" He told me. I then asked "What is your response to question 1?" Again, he told me. And finally I asked "Does your response actually answer the question in any way, shape, or form?" He stared at me for a minute, then he looked at his answers, then he looked at me again and said "No." Because instead of answering the question, he had run off detailing something he thought was cool and was enthusiastic about, which, as anyone who has done interviewing will tell you, is a big red flag. Fortunately, after a little explaining, the designer was receptive to the idea of rewriting everything to actually answer the questions at hand. He got hired at dream studio very shortly thereafter, and has had a long and fruitful career in the industry. The lesson here is simple: Answer the question you're given. That especially holds for narrative deliverables. A proper narrative deliverable should fulfill the requested purpose - no more, no less. It should answer the question, not raise new ones, not ignore the original one to tackle other concerns, not bury the original concept under a mountain of additional material. It is sometimes hard for narrative folks to rein themselves in when asked to pitch stories or characters or whatever. Good narrative types have a gift for holding the whole kit and kaboodle in their heads. They see the gestalt - where it starts, where it goes, and what's potentially going to be needed down the line that no one else is thinking about. But that can lead to producing additional work that seems logical, but that no one asked for and no one wanted yet. Often that work strays outside the lines of what is useful. This can have deeply negative consequences. Surprise presentations of unrequested work can blindside requestors and put them on the defensive. It can be seen as staking out territory that is deliberately undefined at this point, an attempt to claim others' creative space. And if it's not up to snuff, it can have long-lasting repercussions for both individuals and teams. So, answer the question. If you think more needs to be said, keep the "more" in your back pocket in case it gets requested. Don't jump the gun, don't try to steal a march, even if you think it's good or necessary. It isn't, and you're not doing yourself or your team any favors by doing so.

Mazen Sukkar

🚀 Making teams, building dreams 🚀

1mo

The only design test I ever give to candidates is a variation on 'answer the question you're given'. I asked them to introduce a simple minigame (Noughts and Crosses) into the game, explaining how it works for a team that has no knowledge of it, and will be implementing directly from the spec. 90% of applicants spec out incredible, intricate designs on how the minigame should be integrated into the world, and how the rules should be tweaked without ever stating the rules and how to play it for the aforementioned clueless team. When I get the chance to debrief the applicants I hope it is one of those light bulb moments that help out designers as they are growing.

This makes me wonder if we are handling hiring applications incorrectly. You mentioned he eventually got hired and had a long, successful career. It's unlikely that your insight into his application issues fundamentally changed him, suggesting the process itself was preventing him from entering a career he was well-suited for. How are we missing these candidates? What can we do to find promising employees who fail at tasks unrelated to the actual work we need them to do?

Rachel Beamon

Writer | Narrative & Game Design Student | Ops and Data Entry Specialist | Sword Surfing Enthusiast ⚔ | Collector of Plushies 🐘

1mo

"Keep the "more" in your back pocket" - Going to try and remember this especially! It's like getting to have your cake and eat it too. Avoid over-delivering work no one asked for or even knows what to do with, while ALSO satisfying the story goblin in your brain that never shuts up! 😎

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Brandii Grace

Game Designer / CCO / Game Educator

1mo

Being willing to help a valuable employee secure their dream job - even if it means they leave your company - is a sure sign of FANTASTIC leadership!

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Ricky Diaz

Raconteur / Writer / Game Narrative Design

1mo

This is so helpful and comically true in regards to writers. You sound like a wonderful leader by the way, I am sure that person thinks about that moment often!

Ben Chaney

Senior Writer at Blizzard Entertainment

2w

So true and deceptively difficult in the writing process. Right-sizing deliverables, from pitch to outline to detailed beats, is an ongoing challenge, especially when you consider the need to "sell" each step to your fellow developers. My tendency has been to include too much detail, as you say, too early in the process. Focusing myself on "What is the most important thing?" has become the mantra. Not to mention that all of these deliverables are just paper designs. It's an exercise in patience to watch them get shredded the moment they're implemented, especially if done so by other hands, but I've come to realize that this is where the real game writing begins.

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