"Why the heck didn't anyone on the design team just put the freakin' health bar at the top of the screen?! It's so obvious!" Ah, the life of a professional critic: So easy to pick things apart from a distance. But what happens when the critic decides to hop the fence and see what it's like from the other side? Not so easy now, is it, smart guy?
Faced with the mundane, day-to-day realities of the game design process, the former critic/budding designer now gets to see how everything from budget constraints to bad traffic to fevered or bruised egos can cause delays, stalemates, and an endless variety of headaches along the way to a finished product.
In this presentation, Jeff will discuss the painful lessons learned in transitioning from idealistic press person to hands-on game designer. Along the way, he'll demonstrate how the learning sometimes went both ways. Having a press guy on the team often forced a discussion of end-user and press reaction to any given design feature — something that, often, strangely, gets lost in the midst the office politics, emotions, and day-to-day grind.
PopCap's Director of Editorial and Social Media. Old guy. Rapscallion. Beer. All my tweets are my own, and not representative of my employers! bio from Twitter
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