Today’s guest is Alexander Brazie, a veteran game designer with over 20 years of experience and co-founder of Game Design Skills. Alexander has worked on some of the biggest titles in gaming, including World of Warcraft at Blizzard, League of Legends at Riot, and Ori and the Will of the Wisps at Moon Studios. With a track record of building and mentoring design teams, he’s helped ship over 32 projects and is passionate about teaching the craft of game design to the next generation. In this episode, he breaks down how to land your first game design job, what recruiters look for in portfolios, and the mistakes new designers should avoid. Alexander also explains how reverse engineering games can sharpen your design skills and why a strong portfolio matters more than a degree. If you’re an aspiring game designer, a student, or someone looking to transition into the industry, this podcast is for you!
00:00 Introduction 01:37 Alexander’s Journey Into Game Design 05:14 How to Land Your First Game Design Job 08:10 What Recruiters Look for in Game Designers 10:10 Mistakes New Designers Must Avoid 15:14 Useful Resources for Game Designers 16:37 Reverse Engineering Games to Learn Design 22:14 Common Mistakes In Game Design Interviews 32:25 How To Prepare For Design Tests And Interviews 41:12 Q&A: Action Game Design 43:41 Creating an Efficient Website Portfolio 44:33 Smarter Ways to Reapply After Rejection 46:49 Transferring Skills Into Game Design 47:13 Closing Thoughts and How to Connect
hello everyone welcome Alexander good to see you how’s it going good to see you
Harry you know it’s nice warm Sunday morning here in Los Angeles and things are starting to clear up so hoping uh
everything goes well for everyone out in your audience is well yeah we’ve got Global audience today I’ve noticed some
people from around the world so we’ve got I’m from Cypress 7 pm here early morning for you and we have a half stop
at the hour so I’m going to get straight in to what is everyone in for so for
everyone who doesn’t know Alexander co-founder of game design skills over 20 years in game design worked on blizzard
World of Warcraft a lot of the bosses you’ve loved to play as a kid a lot of input from Alexander Riot League of
Legends and more recently Moon Studios for ay and the wheel of the whs built and meant to design de for 10 plus years
and has helped sters ship over 32 projects Alex knows his stuff so today
what we’re going to cover we’re going to cover how to land your first game design job what game Studios want in designers
mistakes new designers must avoid how to build a stand out portfolio ways to gain referrals from industry insiders how a
network smar ways to reapply after rejection break into games without a degree how to prepare for design tested
interviews and some Reflections from the 20 years in Industry all the while Q&A is peppered in throughout so if you have
questions ask them it’s like twitch and we’ll get to as many as we can any that we can’t do we try to facilitate after
the chat with a little Discord group that we got prep amazing okay
so where we start Alexander yeah Drew you to game design oh well I can tell
you the origin story if you want uh back when I was about six years old I was playing this game on the original
Nintendo which is great considering the Nintendo switch announcement literally happened what an hour ago switch 2 um
the uh we were playing Bubble Bobble and we finally again we were like three or four years old he taken us six months to
beat beat this game together and finally after seeing the real ending my brother
got so excited he started flipping the cushions off the couch we were running and screaming and dancing around and I
looked over and I said I wanted to make everyone as happy as he was in that moment right and just as I said that in
my head all this this name of developers just started floating by in Japanese and I’m like whatever the magic is I got to
figure out what that is and what that means so that initially led to me learning Japanese uh as well as you know
thinking that that was what we had to do to get into the games industry right uh and eventually you know I was very
fortunate at the time that my father was one of the first programmers at IBM in Johnson City and so he left programming
texts around the house and I started just reading them and started putting writing random code in the computer and
uh as I did things I realized that well programming was something I was capable of it was really creating experiences
with them that I enjoyed and so worked at a French video game Studio when I was 13 and that just kind of snowballed into
what I do now very cool so
regarding today’s event it will be related to game design but knowing what
I’ve researched on game design skills like a lot of this stuff is very applicable to really anyone looking to
join yes the game is industry but just finding jobs like there’s a lot of Basics I think I love the fact that
you’ve done this for so long so you’ve seen what’s worked and what’s not so I’m excited to get stuck in um very curious
though you’ve worked on three awesome titles the ones that I today and many
more but what’s the most fun project not to play but to work on oh man that’s
torn right um well the leadership at Moon Studios was kind of a disaster uh
building that game I was like this first designer working fulltime on it uh was
uh a noers was no wor for the wicked um so a lot of people know moon for ay but
uh we from 20 gosh about 20 2020 until
May it actually 2019 until no wow it was 2018 doesn’t matter for about five years
I actually wrote the original design doc helped build the initial Pro kind of this first ver upgraded prototype for no
rest of the wicked built a lot of the core mechanics with Robin Hub and Joe Saco and you know really fleshed out
that game into being what is going to be an amazing Cooperative uh top down action RPG um and so at the time when it was
mostly just me Robin Chris Joe uh we just had an amazing time going through and building a game and having the
resources and art style from all his talented people and we a bring that kind of really awesome gameplay experience
together you know um and I I particularly affective because I actually got to Define the initial
stages saying okay we’re going to start with an arena it’s just going to be about enemies then we’re going to do a PVP Arena we’re g to really make PVP
Tite before we roll into this massive Souls like level designed thing because
moon at the end of the day is very much a level designed studio and so having the ability to shape a really PVP
experience with that uh was awesome very cool all right we want
people listening game designers to have that experience too so my first question is understanding what we’re up against
here so in your words why is the first game design job yes but just
gaming job in general so tough well it’s tough for a number of
reasons right um one uh there is a certain factor that feels like I must be
a chosen one that has been part of the design mythology for very long time right um this idea that either you need
to be uniquely talented or that you need to you know have someone take you on as your Protege has been unfortunately very
realistic because of the limited amount of resources around how to actually do game design now there are a million
resources out there on how to program something how to work in unity how to make a tutorial how to make a single
Feature work right G to call out U mix and jam right it’s a phenomenal resource
for people who want to like learn how to build the crunchy bits of games um but when it comes to design thinking uh that
sort of stuff has been basically limited to blog posts the occasional interview with a developer and having lived
through four Studios for bir of really amazing game developers um I’ve realized
that there’s consistent patterns and thinking that exist there so when you’re in that very first stage you first first
off you don’t have the access to those sort of lessons right uh and two you don’t know what to demonstrate on a
portfolio or as content for uh game developers to show the developers you can do what they want you to do for
artists it’s great can you paint in our art style do you have an understanding of fundamentals designed you have a good
process and you can show it visually uh for programming can you bring something out of nothing can you make these
electric rocks talk right uh but for design which is very much a mid-level
role and I I think a lot of people don’t realize getting into design is that design is design Junior design is not
the same kind of Junior as a junior artist or Junior programmer where you can be slotted in and being like hey take care of this right for design
because your role by nature is about directing the actions of others even an
associate design position is actually about the difficulty level of a mid-level position right because you
need to have a certain level of communication and social skills on top of you know the technical ability
execute an engines the ability to make good decisions and to collaborate with others within the design discipline and
so you’re actually training up on two if not three skills uh just to get that first initial job point is super
important and yeah I’ve noticed people kind of go from QA to a lot of roles
when I spoke to people on the podcast so QA is a common path for like production and from my understand game design is
well because you get that like base understanding get the so skills what I want to get into now is the Practical
stuff so what do recruiters look for in the
first 60 seconds sure uh so it’s tough because it depends on the role right
there are so many different flavors of design so many different shapes so just as art can be you know realistic 3D
rendering or graphical anime style uh they’re looking to see what is your design philosophy right do you have a
structured approach to what you do do you show empathy and understanding for the players do you have have you do you
have experience iterating on things and trying multiple ideas not just one and then do you execute to Quality do you
have a consistent approach and then ultimately have you worked in that space before so they’re looking for things
that give signatures of those a given recruit recer may not have the design skills to say oh this decision is good
but they do have the ability to say do you have a stepbystep approach to how you attack things does your portfolio
showcase that you do this type of work do you think about design in your free time are you passionate interested
intrigued and curious um and if so great that least says hey this it this
portfolio this resume is worth the time and attention of a full-time designer who’s going to be stopping their work or
if they’re a lead stopping their leadership of multiple designers to vet and uh you know interact with
you and it’s crazy because that’s in 60 seconds right so like this step-by-step
process outlining that is super important all righty so if I ask you a
question on how to build this resume in portfolio so you’ve had over 500
students now mentored and one thing I want to mention which I forgot to mention before is they’ve kindly given
everyone here a very very nice prize and I’m saving it to the end to get people to listen but please stick around and
everyone who’s attending will receive it and I want to ask you the question when
you look at all the students that managed to get the job what was the biggest common factor yeah um number one is they really
treated it like a job updating their portfolio and building their content right um that doesn’t mean that they
didn’t do what was necessary to sustain their life right uh I always like to think about Michael swedo right Michael
swedo was one of my first students and was literally one of the people who reached out to me before I was ever teaching over Twitter and was like hey
how can I get teaching about what you do and inspired me to put together my very first oh God it was over Skype or was
even before Skype yeah it was like it might even been before Skype um and literally just jumped on calls with me
once a week for eight weeks and I realized oh hey here are the lessons I have here’s how we teach them and um
that guy not only was willing to work in weird and obscure game spaces he was working on a violin classical music
rhythm game and uh but also willing to work on what was incredibly popular interesting and valuable to people
hiring at the time so we also did demos of match three games which led to him getting a job at Jam City and uh he had
that combination between he did the work he loved the he loved the discipline he loved the process of learning how to
design and frankly would not only argue for his ideas but also listen to input and feedback and iterate it based on
that feedback and that’s kind of the magic recipe right um because no matter where we are in life right everyone
thinks of designer is the person who sits down has magical ideas that’s the creative director and he’s kind of a
cluster usually right um designers are about taking the best of the ideas
whether they’re from the creative director or the random programmer or that guy in QA fig filtering them and
then refining them until there’s something people can execute as a team within the game development ecosystem
right and that means that you need to Showcase that that is the type of person you are you’re someone who can bring
people together that you don’t just have good ideas but you can turn ideas into execution and that you love the pl the
process right perfect can I ask a tactical question here you mentioned treating it
like a job and I think it’d be good to paint a picture because I’m sure people
have a different definition of what that looks like for them what would you say is the range here of like I guess hours
effort yeah it depends right uh if you’re executing an engine you want to demonstrate technical skills that could
be you know 50 60 hours a week uh for a few weeks or even a few months on and
off uh building a prototype right wow yeah and if it’s something where it’s
more about you know documentation content that might be much lighter or intermittent right um but even so you
take the you sit down you’re like okay everyone wants to do this master game design document I always been hearing it
since I was a child that’s a bunch of okay do you know how many Master game design documents I’ve done in my life one what was it for no rest
the wicked what did it help with development not really why because really at the end of the day it was
individual feature documents these little bits of like hey’s a piece of the game here’s a piece of the game and at
the end of the day this master game design document was a Google doc that indexed all of these little feature documents and even then it was for the
investors just to prove to them we were thinking through the issues right uh in actual development games development is
messy you don’t get to do these Master plans and then just execute on them you try little bits you iterate you try bits
you iterate and so documentation uh portfolios that showcase that sort of thing are way more interesting uh one of
our guys uh would build an in fundsmith club uh built initially what was literally every week bring in a little
black and white screen with some numbers and texts on it it supposed be a card game we like okay it’s a card game got it you would imagine card games existing
over these blocks of text uh he went away for a couple weeks I came back a month later and um you know what all of
a sudden had a knight fighting mice being controlled by the cards and the card game but he already figured out the
card game and the basics of what he wanted to demonstrate before he went in built the graphical prototype made it
look really cool and all of a sudden people were like when did this become a game and I’m like it was always a game
it’s just that whether you see it as a game in presentation or not is the craft
of game design right and so uh I f up that is one of those stories where literally two months of work transformed
what was already a this is after months of structural work suddenly transformed it into something that the general basic
consumer suddenly saw as a game right and so people need to remember that
there’s so much stuff that goes into before that and that’s type of work work that isn’t as exciting or as sexy and
that’s the structural work that leads to success so that’s the kind of mindset you need to have what are the things I
need to build up to eventually get to this point not I need to jump up here to this impossible wrong and grab on to it
for dear life yeah I mean here in the first example like fundsmith Tavern as
well just to Define that it’s a Discord server right and it’s a part of the Discord server that has a lot of people
sharing this kind of could you do you mind giving a quick rundown cuz I think it’s a very useful resource sure um the
fundsmith club uh which you know I think we have a URL for is effectively a
community where we have both AAA game designers and a lot of people struggling to get in the industry um and we cover
uh narrative design as well as uh game mechanics design and um basically just
give a place for people to sit and get really crunchy on design people will bounce their ideas off there we have uh
we have peer play tests every two weeks where people bring in their game prototypes and seven eight people will
sit there and play test it with you giving feedback and input and ideas uh it’s also where we kind of have the home
to the paid service Community as well right so people who are taking our courses they have private channels they
get direct feedback from me and the other uh designers leading our courses and it gives kind of a a sense of
History right not only do you get to see your answers to your questions but also the answers everyone in the community
has had to the same questions the same assignments the same work and you get to see this variety of inputs and
perspectives that’s a massive resource itself on top of the stuff you learn in the courses perfect so I noticed in one
of the guides you have on the website game design skills you mentioned about
reverse engineering games yes I can imagine that being a rabbit hole which
doesn’t be isn’t that productive if you don’t do it the right way so I guess like how should people approach the
reverse engineering part okay I can answer that so when I say reverse engineering right for a programmer
that’s breaking down how an individual feature works right um how do the inputs work what is the design develop
structure what how does this client server work for a piece of art it’s sitting there and imagining like hey how
would I structure this face how do I make this style stand out how do I render it differently to express it in
this unique way it’s very similar for game design right for game design it’s about hey can you see past the veneer
the illusion of the game itself right can I see past the visuals to see the game mechanics can I see the objects can
I see the hitboxes can I see the shape of the interactions and map that out do I understand that Mario at the end of
the day right let’s take Mario 64 is really a sphere moving around a bunch of spaces right with an amazing set of
presentations and controls based on Dynamic inputs that preserves momentum
or um hey uh the PowerUp system is really just changing what ha changing
the graphic representation of Mario and what happens when you press this button or that button but otherwise the
character controller is basically the same do you understand how a boss fight is broken down that there’s a series of
phases that are triggered by Health do you understand why they do that do you understand how they communicate where
every single lava ball from bouncer is bouncing off do you understand what they do to indicate to the player you can
grab his tail and spin around in circles inste flying sorry pops um and uh right
can you break it down and understand not only what the pieces are presentation wise but what the intention and purpose
was to go step by step through the game and understand it um as an example uh
when I interviewed at Riot games one of the questions that they asked me was like hey um right now uh there are five
rolls but only three lanes um and one jungle is that a mistake and I’m like
well that’s a great question because it goes really really deeply into the game and I knew the reason that they were
asking this is because a competitor it just came out with the game with four lanes and a jungle so everyone had a spot to go and I’m like well um right
now I don’t know that having Lanes where people have two people in it is a
problem but right now if you don’t have a jungler you are dramatically far behind in terms of resources okay so we
have a resourcing problem there second we have a problem that when those two people are in lane together um they’re
leeching off of each other right um the idea but yet despite that playing with a
support in a lane or two characters in a lane is actually a more fun and engaging and and turbulent experience than it is
to be two men smacking each other in the face in Top Lane right um as as a result
even today you still hear the complaint that hey Top Lane is this slow agonizing duel that the jungler shows up and
messes up right and so they’re and so I’m like so can we address those problems while keeping the best
qualities of what makes bot Lane bot Lane and they were intrigued by this like okay great let’s talk about this
and then that actually led to me working uh when I start they were originally hiring me for an action RPG that never
got released uh uh in R&D back at right back in the day but um instead they said
well actually why don’t we have you try to fix this problem in League of Legends so I went in and actually did the support rework with quo low and a few
others and we actually sat there and said how do we solve these problems and I added the items in the game that were
support money generating items I actually was the one who said why don’t supports make as much money as everyone
else they’re like they’d be too powerful and like then that is a support design problem not an economy problem and sure
enough we when we had the conversation with um Mark yetter he was like yeah we should sit down and pull the trigger and
fix all the supports let’s break the game by giving them too much money then fix the supports that are broken
everyone on the design team was scared about this I was even scared about this but I can persuade everyone to get us up
to 80 90% of uh of the adc’s income let’s go that far see how it is see what
breaks game worked game felt better all of a sudden a great diversity of new characters could be played in bot Lane
and and all of a sudden everyone’s lights went on to be like oh this is the root problem that’s been holding us back forever I’m like yeah and then you know
quo and I basically built out things like um the targon Shield that would share last hits or um the frost Queen’s
claim that would allow you to harass enemies in lane or the one that would just passively generate resources mana
and HP but required you to be using them in lane and turned out that players loved it they actually went on to build
a fourth item after I departed as well as shaping up that role to have things like War generation and so on um and
that’s an example of taking a game breaking it down and pointing out hey this is where the problem is now that we
understand where the root problem is let’s not be afraid of the root problem let’s fix that root problem and once
that root problem is solved all this untangling happens where all these things fall apart and you fix the all of
the side effects and all of a sudden nature of the game is improved for everyone love it I’m going to use
this I have questions but we have so much topics it’s super cool I’m going to use this to jump into the interview
process now so I know many people who looking for a long time time they
finally get the interview they do the interview they don’t get feedback so unless you’re in a community where you
can I guess have some practice yep so I want to talk about the interview process now and also uh just a quick highlight
this is like twitch any questions you pop in the chat we will come to so my question is about the interview process
I like this Frame of question what would you say is the biggest mistake people are doing let’s nip that in the about absolutely uh number one the make the
answers all about themselves and showing off rather than showing that they understand the problems right um one of
the times is when you sit down and let’s say um what what genres do you love Harry what genres do I love the most
games I play are currently card games on my phone so like harstone
batro card games okay great uh tell me about a problem in batro um just tell me
what the problem is I don’t understand why some of the Jokers don’t just track
the metrics the do it very nicely I’d love to know how good my Joker is across the Run okay great um great oh that’s an
amazing problem uh go ahead and fix it okay let’s track how much money this jok has made and have it visible and
congratulations you just felt into the first trap of a Jame of a game design interview you immediately R you
immediately rolled into a solution without asking me the interviewer or um
for explanation of my own perspective uh also hey you didn’t actually ask well
well how much time and resources do we have how do we focus on the right things here what are the goals of any changes
I’m about to make here or at least defining it yourself now go ahead continue continue with the
exercise I like that um okay now I’m roasting myself in my head
though so H we can keep moving if you want to but um but that’s the that’s the thing right basically go ahead and ask
me a a similar question cool what games do you love what game genre do you like
oh man um I’ve been playing a lot of Stellaris lately uh if you know if you know that game at all um so if you know
something if you know that game great if not I feel free to pick something more standard best pick Stellaris it’s done
by Paradox I know there’s Resource Management my question as an interviewer
is what is currently wrong with stellar oh that’s a great question well first
off we need to Define what we evaluate as wrong is it things that are cycling people out of the game is it things that
are hard to play and interact with is it things that are inscrutable and hard to understand or is part of that mystery
and Discovery part of the desired experience right um for example if you’d
ask me one of the things that is wrong in Stellaris is that right now there’s a really high effort low reward uh system
known as Espionage right and ESP is a really cool idea right it’s this idea
that hey I can spy another Empire figure out they’re doing and then use that information to make better decisions
with how I engage with them does that seem fair right well um the issues I
have is that right now the amount of time I’m M to put in with my personal time and attention is way too high for
the rewards you get okay great that could be as easy as changing the tuning of the rewards but I don’t think that
would solve the root problem because the inter the core UI interaction with it is really clunky hard to get into right um
and furthermore a lot of these things feel rehashed as opposed to like a really well fought out in-depth
interaction system with counterplay and interactions okay great now in this case har you’re going be playing the
interviewer so I just gave you three different approaches I could take to solving uh this problem with the system
go ahead and pick one of those and then push back on me I want to highlight how you straight away went into to define
the question but in my example I just assumed one version of the question
started answering it I think that’s a very big thing to highlight right so you
mentioned the UI being very clunky that sounds expensive like okay there’s the
interviewer so H let me think of a question so when it comes to the UI problem what would
you tackle first hm that’s a great approach so let’s pretend that we didn’t
have a lot of development resources in in the game engine itself we have to ruthlessly prioritize hint this is
something you have to do all the time as a game designer um and you only get to choose to fix one thing the biggest thing I would fix is that to change from
Empires to go through all the empires you’re spying on you have to go to this little pull down or you have to go to
the zoom across the world map click on that Empire click on a UI click on spy button right you have to like talk to
the Ambassador and then click the Spy button whereas I would much rather have a UI that is the Spy screen and just
block block block block that has a list just of the empires I’m spying on separated from the list of the empires I
might want to spy on get hint there’s plenty of information they they actually have all this information in a sorted
pop down list but get rid of that pop down just make it a UI element when I click on each Empire it then pops the
screen that currently has the existing um you know Espionage UI in place is
that an amazing change no but it immediately reduces the amount of button clicks I have to do add a hot key there
right and go right we can even put it the same hotkey as negotiation and other
things like that but you cannot hide it in the corner under this little fly out because it’s too hard to get to you have
to move your mouse all the way to the screen you’re deal if you’re dealing with uh spying if you’re trying to be a master spy character either through RP
reasons or through PVP reasons you’re trying to keep an eye on all the enemies around you I play a little bit in
weekend Stellaris club and guess what they pack you in 20 people a game right well if I’m watching five people I don’t
want to be going here here here through a four-step process every time so let’s go ahead and figure out a way for me to
get one click Empire one click Empire the second layer to this is that all of these actions often if I’ve done it once
I want to run it a second time or a third time right and not have to go through this UI screen so let’s figure
out a way to say repeat this action three times okay great awesome let me go steal technology back toback as soon as
I can if I can’t throw just give me information about where the enemy fleets are um and so as you kind of see there
right I defined hey if I can’t change the underlying systems I’m going to focus on the presentation I’m going to
focus on the way the player interacts with this UI and that alone would make a huge change there you go I love that the
example you gave directly was the I guess the least resource way to answer that question and
then obviously you highlight we could go deeper but let’s not start with that
yeah very cool so is there one thing you want add on
about interviews before I move on to reapplying oh man um first off I would
say again have multiple answers but first seek understanding of how they’re prioritizing if they ask you to
prioritize explain your process and have a process have a justification for what
you decide when you have a reason behind whatever choice you are making it makes
it questionable it makes it re-evaluate in the future if Let’s Pretend for example Harry um
you go out and you buy a sandwich you make it with we’ll say white bread great and then tomorrow there is evidence that
all white bread in the United States has been poisoned that sandwich is sitting in your fridge do you eat
it I would not eat it right because let’s say all of it 100% we wouldn’t do
it because we understand the criteria at the time I purchased this I believed it
was all good now I believe it is poisoned okay great you will now change
your beliefs based upon the level of evidence now let’s say we believe 1% of the bread in the United States was
poisoned okay we might still choose to throw it away but if we chose not to we’d understand hey um we probably are
going to be okay the majority of the time but if everyone eats the bread a lot of people will die right that allows you to make a better decision based upon
the risks and information it just likewise if I said hey I added a fireball to Mario 7 because I thought
that an inst kill at range ability was fair and reasonable great maybe that was the case when I built the game but now
that we’ve added the cat suit the Tanuki suit and all these things we have to realize oh actually Fireball can only do
one hits worth of damage now you can’t just have the fireball kill Bowser anymore because the universe rules and
understanding of the game have changed so we can re-evaluate our prior decisions whereas if you blindly just do
something like ah seemed cool you don’t have a criteria to undermine your own work in the future and reevaluate it
nice I gave interview prep sessions when I was a recruiter i’ done probably 150
plus the main problem I saw was a lack
of structure when it comes to answering question so I always recommended the star technique situation the task the
action I made and then the result great but even after doing the prep saying we
have to do the star technique don’t make a 20-minute intro yep those are two
things that ended up being the reason a lot of some great candidates as well didn’t get the job because the
introduction was literally 15 minutes even after going over it a lot of times but also the star technique they might
do it once then they forget and then just forget that the answer is to make themselves look better not to answer the
question um any advice for people going into an interview to I guess stick to
those Basics like one thing I wanted to ask it’s a very long question I appreciate is the fact that a lot of
these interviews are now virtual yep is there an argument to have some answers
prepped on one screen like I have my LinkedIn chat here and then the interviewer person here Y what goes into
like a virtual interview prep oh man again a lot of people think
that you have to have some sort of master design that you can sell and convince but most the time if you’ve
gotten to the interview they’ve already looked at your work they already have a sense of you probably can do the job um
what they’re looking for is can I can I do the job with you do I want to do the job with you right and so um this is
unfortunately where both bias and experience come into play right is that hey they’re looking for pattern matches
against experiences they’ve had with designers before um I know one uh really
talented producer who keeps picking some of the worst you know um Partners in the
industry because what he looks for in a creative director is a person who is egotistical and confident to overcome
his own lack of confidence and beliefs as opposed to saying hey what are the things that I need to do or that I need
complemented which is I need decisive choices in uh decision-making I need hey
uh someone who has creative ideas because I my ideas are not all that creative or I just don’t have the time and energy to focus on them but I need
someone I can trust who won’t uh hurt the people around them okay great cool that gives you a set of indexes for
working with you in your game industry context right okay great um so I think
that a lot of people when they sit there in that interview or are getting ready for that interview think there’s master
plan instead you need to basically sus out what they are looking for and say actually is this the job for me right
and having that reframe is very important right for example if I was working with you and you were like
everyone comes to work in white t-shirts every day because I want everyone to feel super chill right it’d be very
reasonable it makes sense in the culture you might establish right but I’ve like actually I feel super uncomfortable in
white t-shirts I don’t feel like I’m self-expressive or creative and so even
though I might have the great skills to work in your team and look I feel like I look like I would fit in that would
actually make me feel like I’d be less effective as a person being who I am that’s a great example of where hey
maybe it’s fine that we that you have those skills it’s not a good match likewise I’m looking for a designer who
is going to sit there and iterate on numbers and uh like combat animations and not really worry about the big
picture stuff got a big picture guy that’s a great job for a certain segment of people right there’s a whole lot of
people who would love just get there in the numbers and then just let other people worry about the chaos of the business then there’s designers like me
who I want a a view of everything and I’m willing to get into the numbers and fix things where it’s necessary but at
this point I am concerned about the big picture of the game okay great I’m the wrong designer to be working in level
design on a specific level I’m a really good designer for need someone to look at your systems and motivation and interactions and says hey is this the
right thing to be doing for the players it’s the same thing when you’re going into interview for a position with a
particular team we’re looking for someone who can do X Y and Z you need to be asking yourself is okay well for me
to be successful in that role I would need a B and C are those things present
here in this company right and then boom you get to know if that context is right
for you and they get to show you they get to understand that hey here are the things that make you work and you can
make treat every interview as a collaborative process of understanding rather than a competitive one of I have
to destroy all of these Anonymous competitors because you don’t know and so as you interact with them and ask
them what they’re looking for you can get a sense for oh is this type of role looking for these con same things
consistently do I have these things can I explain and present those things not just as developing a portfolio is a job
so too is interviewing just as Harry you’ve gotten better at interviewing people as you’ve done what several hundred interviews right um you know you
will get better as you interview with more companies and get a sense for what they want if you can you don’t want your
first interview to be with your dream company because you’re not going to be at the quality of what they are 80% of
the time and so you’ll feel like you’ve lost instead of been like actually I’m gonna build my way way up to that boss battle I’m GNA interview with a bunch of
companies get understanding what they want showcase I can Crush those interviews and then be like you know what I think I’m up to the standards
quality and I understand the philosophies of this company right based on the games that they make and what I
love and here’s how they’re aligned do you know what it was that got me my through my first interview at blizzard
out the gate it was a little bit of that I had worked on mods they knew that I could work inside their engine but more
than that is that I was super aligned with the values of what Blizzard’s culture was right I was willing to push
back on ideas even when the leadership was the one handing it out um there was this little moment with Rob parau who’s
kind of known to be a bit of a bully right uh especially in interviews Dan he liked to push people and so he said hey
what are your thoughts on Shadow the closset and I’m like you know it was really prettyl looking game but I thought the gameplay was kind of dull
kind of just climb up this environment very rote stick The Sword in the head and rinse repeat over and over again
he’s like that got game of the year was considered one of the best games that came out that year I’m like yeah I didn’t think it was all that much it was
visually cool it was thematically lined but for me I’m a mechanics and gameplay person the gameplay was climb hairy
beast stick sword and head and he’s like well I was one of the people who voted for it for game of the year I’m like
that’s great you are totally welcome to have your opinion of it but for me it did not hit any big notes and so I would
never have chosen that as game of the year because it doesn’t align with my values and opinions he was like okay well I guess we disagree and I thought I
washed out of the interview there because you know I’m like oh I didn’t tell him what he wanted to hear he went back and there was then three people Tom
Chilton Rob parau and Jeff Kaplan they all went back and Jeff was like ah I’m not sure and Tom was like ah I think
this guy’s got good mechanic sense and Rob was a deciding vote he was the one who said you know this guy will push
back even when we’re making bad decisions and will offer alternative Solutions and he loves mechanics which
is the kind of shop we were or at the time we were and so he was deciding vote and said yeah uh let’s get this guy in
and Jee to be fair was kind of like I just who’s correct actually that I was young and inexperienced but that
willingness to say hey here’s where I disagree with your values was the thing that brought brought me the value in
their organization right yeah fantastic and it’s the reframe of yes it’s an
interview for them to understand if you can do the job but most of the interview is understanding if they can do it with
you as a person also in the reverse if I can work in this company and if you’re not doing that self filtering then they
might get that red flag like you hear the advice never finish an interview and don’t ask the interviewer questions was
very important because if you didn’t have that kind of understanding like this is how I think about these things
they wouldn’t have then come to the understand okay this guy has at least I mean everyone has guard rails of where
they say oh I wouldn’t work in a situation that doesn’t have this but you don’t have that collaborative process then they won’t get to understand
that yeah let me shout out my friend Sam I see chatting in here Sam amazing designer great seeing you here um we’ve
actually gotten dinner a few times talking about his own experiences in design and Consulting so good to see you
Legend um to have you yeah and you know ultimately it it really is that just as
you go through each interview you’re training yourself on how to interview better and it’s not about just bending and being who they want right you just a
little bit of that you need to Showcase you’re willing to understand what they want you also need to show that you understand yourselves and that goes pretty far now
the issue is as a junior person you don’t know yet what are the things that are important for me to stand up on and
represent that are important to who I am and how my design approach Works versus what is just I don’t know things yet and
my showcasing of it is ignorance and that’s a lot of what we try to train in game design skills right it’s like hey
do you have an understanding of the fundamentals everyone wants to like
learn the really one cool trick that Designer did in that one game that made this animation cooler or made this hit
feel better without understanding well what was the reason that Stinger right a a root motion attack that teleports you
to the Target was the correct choice in May Cry why is was it the wrong choice
in ay and the will of the Wisps right um and then you can be like hey actually here’s why we did this why we didn’t do
this and make the right choices in the right time and place perfect Al righty
we have eight more minutes of Alexander’s kind time so I will use the time to answer the questions we got in
the chat and I see a lot of people have signed up so um yeah everyone you’re
welcome and let’s go to the chat let’s go to the questions so let’s do it
scrolling up three there we go boom we got Luca so
Luca’s question is how to design an action game level without having to work on character movement is it event
possible I.E ledge hanging grappling hook or other mechanics and I will add my little thing on top I’m guessing this
is for the example of a portfolio um like a mini version I guess you could
answer the big version Yeah It’s Tricky right because you generally have a much easier time if you play test the things
you have so but fortunately there are character controller packages that have a lot of these things built in even if
they’re not the greatest um I think of the Corgi 2D package as an example that has jump Jets and grappling hooks and
air Dash and all of these things that is available you just purchase for Unity don’t build a new character controller use that one and then build your level
designs around the constraints of that character controller um I think in unreal there isn’t quite as developed a
asset store space so you might have to build some prototypes there but yes you can build the level design an action
game level without any of the mechanics in there if you showcase you understand the spacing the communication the visual
understanding that said the details of that are even beyond my personal experience right I am not a action game
level designer but someone like Nathan kelman right would be able to say oh yeah we build this think about this can
you showcase so you understand what it is that makes a grappling hook point in Metroid Prime 4 work also announced
recently I actually applied for a job on there didn’t get the interview sadly and that’s okay right the things that I was
like oh man maybe I’ll get to work on a Nintendo game before my day end of days didn’t happen right um because I didn’t
have the skill set they needed right I’m not a person who can basically say here’s all the level design steps in a 3D Metro Vania but doesn’t mean that if
you can’t right if you spend the time to break down their games and content and showcase how their levels are structured
and that you can recreate it and then showcase those pieces and side put them
against here’s an ability video of your character running through the space doing this thing here’s a space where they would be tested in the same way you
don’t need the character controller you can demonstrate you have the challenge for the player brilliant we have a question from
Louise which is a tactical one about portfolio so what are a few efficient ways to show depth of design thinking
and solution iteration especially when recruiters and hire managers spend mere seconds on your website sure uh get the
information they need front and center right um showcase the games you work on what skills you applied and then let
them dig deeper make it intriguing for them to click the link because they want to see what’s underneath it to get to
your process don’t have a web page that is just you know giant column of process teaser image video link skills
demonstrated click here for details we talk about all this in the portfolio uh in the portfolio course Legend nice I
have a few bonus questions from myself and if anyone has any questions you have three minutes to get them in so my
question is on actually you kind of mentioned it right now so you applied to a job and
didn’t get it this happens a lot in the games industry and the games industry is small so what do you advise people when
it comes to reapplying to Studios uh I would say whenever you have
demon demonstrably leveled up your skills apply again um there’s a guy named Dave kosak he was a comic artist
right um or writer over at um foret The Game Spy I think it was he applied seven
times to Blizzard Entertainment every single year on the day every single time he would get he first one round he just
didn’t he got bounced second one he actually got to the someone looked at it third time he got looked at and reviewed
in a little bit of feedback fourth time he actually got a voice call and they were like yeah you’re not skill yet that
guy ended up as the lead uh Quest designer on World of Warcraft he was
persistent resilient and every single time he came back you saw how fast he was leveling up it was like oh this
guy is growing fast and so I think it may have been five years seven applications but he eventually got in
and once he did he skyrocketed through that team by showcasing understanding of the community the product the content
and was a phenomenal human being to work with just straight up love the answer tactical question does itend
how does it depend does it depend on the studio how long you wait between applications you mentioned you would
wait until you leveled up if I felt like I leveled up every three months should I apply every three months I think three
months is pretty fast but let’s say you had a pile of skills and just weren’t showcasing them you could apply again
three months later but I think six months to a year is more reasonable generally companies are not going to
care that you applied again um I do know that a few companies have you know reapplying in a year but mostly that’s
just to keep it from being spammy also apply for all the jobs that you think you fit but make sure that each
application is targeted they’re only going to turn you down shotgunning if you’re literally shotgunning without
purpose yeah but if I gave four different uh four different uh portfolios and contents for four
different jobs they were all really tight No One’s Gonna be upset that you appli again so I’ll give you 60 seconds
to answer this question and then unfortunately cic will have to do that async so
Rick are there aspects of the other disciplines of game development such as programming or art that can transfer into game design absolutely programming
teaches you structural uh organized thinking uh art teaches you emotional expression and visual communication
those are vital to game design oh we have time for the last one hi Alex I have a question when we complete a game
and there is one feature that is not implemented but there’s only one day time what is the right strategy to solve
this you have to cut it you have one day you’re not going to get time iteration or bug testing on it you have to cut it
put it in patch one we did it Bo well mic drop amazing
uh everyone who’s joined on LinkedIn thank you so much for being here live and Alexander thanks again where can
people find you I’m gonna say LinkedIn or yeah um LinkedIn is the best spot uh
I’m also at zelna XL n a on every social media platform possible except Facebook
but I know the guy who who has my username and he Facebook would actually not let him transfer it to me um anyways
uh great it was hey harry really tight interview here I do have a hard out but thank you so much the audience thank you
guys for all your great questions if you have more just start asking them inside our Discord or on LinkedIn uh me and my
team we’ll get back to you as soon as possible and Harry thank you so much bye everyone later Cheers Cheers
Fill in the form below to request a brand audit with more details of how we work & our results
Still Scrolling?
Ok, you can DM me on LinkedIn too!
Real photo of me, patiently waiting for your DM.
Copyright ©Phokou Digital 2025
Website by: Do It Digital
It was a pleasure collaborating with Harry on our Live session. Unlike other experiences, it was good to get the feedback and in-put on content and successful Linked-In formats.
The support in the lead up and post event was great, this made all the difference in terms of reach and success. A very supportive and collaborative approach for reaching out to our industry.
Cheers Harry 🤗
Harry is an excellent coach!
I had a plan to strengthen my personal brand on LinkedIn, but I really did not where to start. I just kept delaying that. And then during the 1:1 power hour with Harry it became clear that I need somebody experienced to help me put a strategy in place. This is how it started.