Game design is a skill that can be improved over time. But it's a weird one, pulling together such disparate disciplines as psychology, sociology, UX, visual art, scripting, user research, human factors, project management, and product design (just to name a few).
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You're never going to become an expert in every one of those. And you don't have to be. A good designer stays open to experience, seeking out new ways to explore and understand the world, and leaves mental space available for these experiences to relate in unexpected ways.
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I went to a design retreat this weekend with grand aspirations of cutting, sleeving, and testing late into the night. Instead, I climbed a mountain; took pictures of marmots; threw a Frisbee for the first time in years; ate delicious food; and chatted around a fire with friends.
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At first I felt guilty. "I'm supposed to be *working,* not playing!" I had to actively stop judging myself and start enjoying myself. Games are about creating worlds that players choose to experience, after all. Having experiences is how you learn to make experiences.
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This is a hard one for us. Life hits and things get shelved for weeks or sometimes months. It's reality. Too many things to do, not enough time to do them. Finding balance between joyous-strenuous hobby, work, family, and self care is difficult - but important!
Thanks. Twitter will use this to make your timeline better. UndoUndo
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