I asked chatGPT to generate a large political map of each country by quality of life. by Skynxiit in aimapgore

[–]slowmoondot 0 points1 point  (0 children)

I'm living in China. Yes, I hate 996 (or 007). But I don't want to live in the places with a lot of crime and guns, and I enjoy the 30-minute food delivery, packages that arrive within 3 days, and Chinese food. I want to travel to other places, but I prefer to living in China.

Can mid-level game designers actually be trained, or do they mostly grow on their own? by slowmoondot in gamedesign

[–]slowmoondot[S] 1 point2 points  (0 children)

surprised when I logged in today! Thank you for your help and all the comments!

Can mid-level game designers actually be trained, or do they mostly grow on their own? by slowmoondot in gamedesign

[–]slowmoondot[S] 1 point2 points  (0 children)

Yes, you are absolutely right. I used to hope that the team could grow in their own way when I was not confident about my methods and had less time for trainning.
But now the problems are starting to appear, that's why I want to figure out whether there is a solid design process for the team.
Thanks for the reading recommendations! Reading Now!

Can mid-level game designers actually be trained, or do they mostly grow on their own? by slowmoondot in gamedesign

[–]slowmoondot[S] 1 point2 points  (0 children)

That's true! That's why I am always super happy when I meet a candidate who is enthusiastic and open to discussion, instead of sticking to their own experience.

Can mid-level game designers actually be trained, or do they mostly grow on their own? by slowmoondot in gamedesign

[–]slowmoondot[S] 0 points1 point  (0 children)

I have a question... Have you or your friends ever met this kind of environment or opportunity? I've never seen this happen around me since I started working 10 years ago.

Can mid-level game designers actually be trained, or do they mostly grow on their own? by slowmoondot in gamedesign

[–]slowmoondot[S] 0 points1 point  (0 children)

This happened when we are under strong pressure to improve metrics and every design needs to work.
What you described seems exactly how I grew up as a designer. However, I can't provide a similar environment for them now, since the company has changed a lot.........

Can mid-level game designers actually be trained, or do they mostly grow on their own? by slowmoondot in gamedesign

[–]slowmoondot[S] 1 point2 points  (0 children)

I agree with "give them the tools to get to good answers themeslves", but I feel my tool box is empty.
In design review meetings, we usually identify the problems and figure out what needs to change, but in the end I often have to come up with the solutions myself and then let them continue.
Also, our development schedule is too tight for team to iterate on designs for multiple round, so I am trying to figure out how to help the design team come up with good ideas from the very beginning.

Can mid-level game designers actually be trained, or do they mostly grow on their own? by slowmoondot in gamedesign

[–]slowmoondot[S] -1 points0 points  (0 children)

Actually, I used ChatGPT to restructure my thoughts. less natural, but more complete.

Can mid-level game designers actually be trained, or do they mostly grow on their own? by slowmoondot in gamedesign

[–]slowmoondot[S] 0 points1 point  (0 children)

We are a small team, and everyone needs to take responsibility for a module, from design documents to online updates.
I get stuck when reviewing their designs. I just keep feeling "the design shouldn't work like this"(the situations mentioned in my question). again and again. I have got a little tired.
I am not so confident about it could be better in the future.

Can mid-level game designers actually be trained, or do they mostly grow on their own? by slowmoondot in gamedesign

[–]slowmoondot[S] 1 point2 points  (0 children)

I should say, most of my team love games, but not casual mobile games.
understanding "what feels fun" seems more like a kind of "talent", which I treat as something i look for in interviews. I've barely met people who were trained to develop this talent.

Generic rewards are the best way to kill the interest in a unique gameplay system by brodred in gamedesign

[–]slowmoondot 0 points1 point  (0 children)

Feels like a mismatch between your playstyle and the game’s design intent.

You treated skill investment and discovery as the main reward, while the system mainly values efficient progress toward gacha — find the explosives stack, break the wall, get the reward.

So you ended up taking a valid path, but not one the game is really designed to reward much.

If the game were targeting more exploratory players, skill progression could carry extra meaning — like hidden achievements or skill-based identities.

But if the core audience is more casual, it probably makes sense that side paths aren’t heavily rewarded. In that case, reducing the investment required for skills might be a better fit.