What in the heck is this all about?
I’m going to start a series of production articles, centered on detailing what I’ve learned during my time as a producer in the game industry. For those who may be confused by the term, a producer is akin to a software project manager. The terms may be slightly different, but the management techniques and approaches are very similar.
As a game designer, one of the things you have to deal with is coming up with ideas that will never, ever see the light of day.
Over time, you appreciate the process, even if those games will never get produced. With each new idea, you get a little better at articulating what might make an interesting experience.
Like any designer with any time in this industry, I have many ideas that only exist in the form a single document and my mind. Some ideas only exist as an outline. Since I’m digging through my own past documents, I’ll share what I find as I find it.
Back in 2003, the game industry was determined to suss out how we might be able to standardize game design. This wasn’t so that we could make cookie-cutter experiences. It was to ensure that we had a common language and that we defined certain core principles of good (i.e. effective) design.
As you can tell by the site’s name, I’m Duncan. I make games.
I’ve been making games professionally since 1997, and I think I’ve finally learned enough to make me more helpful than unhelpful.
I’m going to share some reflections from across my career. They won’t be in chronological order, but that’s for the best. I’ll probably update this more frequently if I feel free to express myself.
All impressions and recollections are my own, and — I promise you — they are only part of the picture. That said, you might find my perspective to be useful.
I might post some stuff that isn’t game-related. I reserve the right to post what I will on my blog. I’ll be sure to state up front what I plan to talk about, so we should all be on the same page.