Beyond Game Design
Вставка
- Опубліковано 16 жов 2024
- In this 2019 GDC session, Ubisoft Toronto's Richard Carrillo explains designers must step up to meet even greater challenges that go beyond the art of game design.
Join the GDC mailing list: www.gdconf.com/...
Follow GDC on Twitter: / official_gdc
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Inofficial Timestamps:
0:00 Introduction
2:10 Negative Mindset
7:24 Ability to Inspire
10:19 Patience & Understanding
13:24 The one Guy who doesn't listen
14:58 Finding the core in the critisism
17:26 Trust & Humility
23:00 Closing Slide
Thank you.
thx!
There's one mistake about that talk:
It should not just apply to video games. It should apply to every company.
Richard Carrillo's talks are always nuggets of gold. His "Interviewing for Game Design" talk is still one of the best I've seen.
Another stellar GDC talk from Richard , I agree attitude and openness goes a long way. Looking forward to your future talks!
This is an amazing talk and a useful reminder. Designers always benefit from active listening. Being able to understand different visions and the "why" of a certain feedback is so important to make a better game, and have a more happy and engaged team. Thanks Richard for an amazing talk!
This talk is not just about designer - team interaction. It will apply to any kind of collaborative work that includes ideas, creativity and feedback loop any some sort. Very good talk.
This applies to any product owner in any industry. If the team believes in the vision, then defending the vision is the same as defending the team. Also, anyone who thinks they can just order crafters to do things doesn't respect their craft and isn't asking for what they think they are asking for.
Listen must be the most important pillar of the Game designer skills.
Great talk, got me motivated to make a good UA-cam video for the first time in 3 months!
Really good stuff. Also good advice for leadership in general.
triple100emoji one of my new fav gdc presentation's.
15:00 If you take the person out to lunch to vent their opinion and then do nothing about it, they will feel betrayed. It's a dangerous path.
great presentation! so much valuable information.
all of human knowledge can be put into two baskets: game design, and beyond game design.
3:00 This is the one thing about game design I don’t like and I can’t wait until there are better tools and software to where a team of 1-4 people can make a game. Having too many contributors brings the quality down
Games indudstry is like the music label they own everything
Great talk!
GDC - uploads useful talk
Community - "uBiSoFt Is BaD"
You realize they do these talks for their PR and image, not for our benefit right?
@@elyrienvalkyr Well, it benefited me soo... I guess it's "whoever gets something from it, have fun".
you can teach lessons about soft skills as a deisgner and still be part of a company that condones sexual assault
@@ThePuzzleExpert Oh yeah, that's right. It was Ubisoft that did that. Fuck them.
People working for Ubisoft: we can't do game design
Ubisoft: find a good excuse for it and tell everybody on a GDC essay, nobody will ever notice
By the way, it's good content but if you studied and done some researches for your company you know well the talk lacks to tell important things, their analysis of playtests and community responses is incomplete, they can't really see when something is good or not, it's a big aproximation when it's really easy to understand exactly what people want and what you should do , all you need is to just know how to properly filter feedback
The thumbnail for this video made me never want to work on a team again
Presentation's fine though
Damn! Guilty as charged :( Thanks a lot for the tips and tools to improve on this behaviour >_
Brilliant 👏
i had to pause this halfway through out of a deep shame in myself. i've done all of these mistakes and a project fell because of it. only now am i fully internalizing that it was my fault and that i can do better than this. so, thanks. also ubisoft spent years covering up abuse and that's more damning than bad game me no like
yeap, better blame Ubisoft for what? is that they make you so toxic? or for what reason u r blaming them and how this belong to this pitch?
Making timestamps for myself
5:10 Amazing slide
Ok i want to work in his team.
Zen game design. ^_^
Have lunch.
Ah, yes, game designer from Ubisoft, a company known for making well designed video games.
Please note that this game isn´t one of those kept in front as the identity of the company.
you can assume that at Ubisoft they care more about business and not on great ideas, money first - good design with patchnotes :D
wow, he's really good embracing that whole freedom of speech thing, instead of dictating orders. I feel like a lot of people could learn a lot from this, mind set. lol
Ubisoft + game design = lol
ubisoft is design wise bankrupt... this talk has no weight...
also all your intro in one line is: whole team in ubisoft sees that 20+ years old design and designers are wrong
As a game developer in a small studio I've seen this happen.
It's always difficult for me and anyone to admit when they are wrong.
No one is always right. It's just how wrong you are. Experienced people are less wrong, and a newbe can be right sometimes.
No one knows everything, you only know what you know.
So the best thing you can do is listen, and maybe it'll expand your horizon and the worst thing that should happen is agree to disagree.
This is why I enjoy listening to GDC talks even if I disagree with some of the topics
@@Aosome23 I agree with you.
Did you even listen to the talk?!?
@@ChronoCZ that's the thing genius, I play their games, I know for a fact that the talk is empty words... his theory may sound so cool, but their products tell a different story
Uhm .. is this really on the designers? I thought they have to tone down their ideas to make the stakeholders happy? Like Watch Dogs Legion .. a game where you can play everyone, a cool idea, but shallow execution because nothing else in the game supports the idea. So people who don't like this feature, can still play GTA Gangster in their game without thinking about it. Every character can perfectly sneak, use a weapon and so on. The idea itself was probably too risky but still interesting enough to implement.
Feels like the designer had different intentions.
First comment best comment