hey fellow gamedevs how do i internalize that "thinking about game systems and fixing problems in my head" isn't idle time but is literally doing the work of game design
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hey fellow gamedevs how do i internalize that "thinking about game systems and fixing problems in my head" isn't idle time but is literally doing the work of game design
because i have a pretty big problem with that
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hey fellow gamedevs how do i internalize that "thinking about game systems and fixing problems in my head" isn't idle time but is literally doing the work of game design
because i have a pretty big problem with that
@eniko doodle schematics of your thoughts
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hey fellow gamedevs how do i internalize that "thinking about game systems and fixing problems in my head" isn't idle time but is literally doing the work of game design
because i have a pretty big problem with that
@eniko taking a walk around the lake is generally considered an essential part of programming practice
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@eniko taking a walk around the lake is generally considered an essential part of programming practice
@eniko ah i found this
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hey fellow gamedevs how do i internalize that "thinking about game systems and fixing problems in my head" isn't idle time but is literally doing the work of game design
because i have a pretty big problem with that
in my brain this is how it goes
not work:
- talking about game design with team members
- thinking about/solving game design issues
- marketing/pr
- unpleasant businessy stuff
- researchwork:
- actively making or integrating graphics, code, sound, other assets
- testing the game
- distribution -
@eniko taking a walk around the lake is generally considered an essential part of programming practice
-
in my brain this is how it goes
not work:
- talking about game design with team members
- thinking about/solving game design issues
- marketing/pr
- unpleasant businessy stuff
- researchwork:
- actively making or integrating graphics, code, sound, other assets
- testing the game
- distributionyou may be inclined to ask "but eniko is the stuff in the not work category like half the job" and to that i can only say
yes it is someone please help me
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in my brain this is how it goes
not work:
- talking about game design with team members
- thinking about/solving game design issues
- marketing/pr
- unpleasant businessy stuff
- researchwork:
- actively making or integrating graphics, code, sound, other assets
- testing the game
- distribution@eniko the fuck is wrong with you, all that is work lol
"not work" would be playing a game to analyze their decisions
that's where if gets fuzzy -
hey fellow gamedevs how do i internalize that "thinking about game systems and fixing problems in my head" isn't idle time but is literally doing the work of game design
because i have a pretty big problem with that
@eniko: this is a problem for lots of developers, so even though I am not a game dev, I struggle with it.
I take notes when it is overwhelming and NEEDS to come out. I don't mind mulling over problems when I am idling, but very much DO mind it in social or other "focusing" situations, so this allows me to externalize the state to something else and save my state there, as it were.
In terms of simply not thinking about it...uh...I used to use alcohol. I do that less now...
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in my brain this is how it goes
not work:
- talking about game design with team members
- thinking about/solving game design issues
- marketing/pr
- unpleasant businessy stuff
- researchwork:
- actively making or integrating graphics, code, sound, other assets
- testing the game
- distribution@eniko these seem oddly gender coded
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@eniko these seem oddly gender coded
@bri7 idk, unpleasant businessy stuff is pretty male coded
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you may be inclined to ask "but eniko is the stuff in the not work category like half the job" and to that i can only say
yes it is someone please help me
@eniko what helps me is having a "at work" timer running when I do conceptual/architectural stuff which I would have otherwise probably not considered work in my brain.
That makes it real in terms of time spent on it.
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@bri7 idk, unpleasant businessy stuff is pretty male coded
@eniko it’s unpleasant so we get the executive assistant to do most of the leg work
(guess what their gender is) -
@eniko it’s unpleasant so we get the executive assistant to do most of the leg work
(guess what their gender is)@bri7 well, i dont think this is gender. because all of the things that are work produce tangible artifacts that you can see, hear, or otherwise interact with that are part of playing the game itself
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@bri7 well, i dont think this is gender. because all of the things that are work produce tangible artifacts that you can see, hear, or otherwise interact with that are part of playing the game itself
@eniko without the business and marketing it’s just doing an expensive hobby
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you may be inclined to ask "but eniko is the stuff in the not work category like half the job" and to that i can only say
yes it is someone please help me
anyway i just spent 2 hours thinking about the combat systems for You Have Died and solving problems and writing down notes about the systems and when i was done with that i told myself "wow i should really hunker down and do some actual work"
what the fuck?
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hey fellow gamedevs how do i internalize that "thinking about game systems and fixing problems in my head" isn't idle time but is literally doing the work of game design
because i have a pretty big problem with that
@eniko girl when you figure it out can I get a slice of that pie too
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@eniko girl when you figure it out can I get a slice of that pie too
@MrL314 oh i will *never* figure this one out
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in my brain this is how it goes
not work:
- talking about game design with team members
- thinking about/solving game design issues
- marketing/pr
- unpleasant businessy stuff
- researchwork:
- actively making or integrating graphics, code, sound, other assets
- testing the game
- distribution@eniko my problem was the people around me not viewing any of that list outside of the unpleasant businessy stuff as work lol
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in my brain this is how it goes
not work:
- talking about game design with team members
- thinking about/solving game design issues
- marketing/pr
- unpleasant businessy stuff
- researchwork:
- actively making or integrating graphics, code, sound, other assets
- testing the game
- distribution@eniko
I have a hard time with requirements and bureaucracy. I guess because I need to write everything for the later quality review it feels like work, even if its tedious.I would say, keep notes for everything? (Probably you already do that). I guess what I mean is, I can relate.
