ALUOigrice 1.3 – Stuffed Wombat
This is my notes on the talk Stuffed Wombat gave at ALUOigrice.
3 types of game designers:
He already talked about that in his blog
- Explorers
- Look at something really closely - Deconstruct
- Look at something from really far away - Abstract
- Find something new to look at (go outside!) - Do something new / Broaden horizons
- Stealers
- Workers
Ultimately, you have to do all 3
I am very slow at committing to a game idea, but once I commit, I COMMIT
=> It's also important for collaborators, they know they can rely on you
Development process
- Explore
- Experiment
- Expression
What do I want to say / express through this game
If I don't find what I want to say, I will never commit to full production - Execution
Now I create the game project that is going to be shipped- Beginning - Making a skeleton
- Middle - Add more and more stuff
- End - Cut radically
- Exhaustion
Post-launch depression - always happens, can be mitigated
Huge anxiety & fears before releasing the first games
For Stuffed Wombat, his creative process came from inside a protective layer:
- He is now confident in his creative process, and even if it didn't work he made good connections within the game industry
- He could always move back with his parents (what he did when starting to create games)
=> But it is still always scary. If it's not, it means it's not interesting enough
Fear of Failure is never to go away, even with a lot of experience
If he fails in his creative process, he goes back one step - it's ok to go back
Success means to be exhausted.
Success is releasing a game.