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

  1. Explorers
    1. Look at something really closely - Deconstruct
    2. Look at something from really far away - Abstract
    3. Find something new to look at (go outside!) - Do something new / Broaden horizons
  2. Stealers
  3. 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

  1. Explore
  2. Experiment
  3. 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
  4. Execution
    Now I create the game project that is going to be shipped
    1. Beginning - Making a skeleton
    2. Middle - Add more and more stuff
    3. End - Cut radically
  5. 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:

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.