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GDC: Design Directors

March 14th, 2005

Friday we went to our final GDC session entitled “Attack of the Design Direcors”. The talk was given by Brian Allgeier, the Design Director on the “Ratchet & Clank” games. While enlightening, it was also very entertaining.

Some of the things I brought away are summarized below.

A good game designer/design team needs to work like the “A-Team”:

  • Hannibal - the leader, focus on the overall plan, is it cohesive?
  • The Face Man - the promoter, pitch concepts, a people person
  • B.A. Barracus - the mechanic, technical contraints, etc
  • Murdock - the creative aspect, think outside the box

Going with this idea, things to question about pitching design ideas:

  • Is it Cohesive?
  • Is it Feasible?
  • Is it Innovative?
  • Is it Marketable?

Some key things that he attributes to the success of their projects were:

  • Weekly design meetings to tighten feedback loops between teams and increase knowledge sharing.
  • Always find ways to measure work so an accurate perception of progress can be made.
  • Delegation is key to empowering team members and creating ownership. Find ways to keep the momentum going.
  • Maintain aggressive schedules.

One thing he stressed was that, to be successful, you have to “stick to the plan”. The problem with working on a project is that, over time, ideas go stale and you begin second-guessing your design ideas. This can be a developer’s worst nightmare and is one of the driving issues behind the saga that was John Romero and Daikatana (an excellent read if you have the time). Though I think the tragic flaw behind Romero was his ego, I think he might have been able to learn something from Allgeier about the role of the design director and management.

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