Shawn
๐ค SpeakerAppearances Over Time
Podcast Appearances
It is. And we tip our hat to all the creators out there who are trying to make ends meet in an industry that doesn't necessarily bring much profit to those creators.
This week. on our main topic here on Mastering Dungeon. We are going to continue our look at the industry and what you need to do to become a part of it. So in previous episodes, we saw what Wizards of the Coast was looking in full-time game designers and game design adjacent workers through their help wanted ads.
This week. on our main topic here on Mastering Dungeon. We are going to continue our look at the industry and what you need to do to become a part of it. So in previous episodes, we saw what Wizards of the Coast was looking in full-time game designers and game design adjacent workers through their help wanted ads.
Then we reached out to other publishers to talk to them about what they look for in freelancers and full-time employees. Last week, we talked about lessons that we learned in game design from our earliest projects when we were young alpha streams and young Merwins. Mad wizards. We're not... We're not young anymore. So now we're looking at more recent game design lessons that we have learned.
Then we reached out to other publishers to talk to them about what they look for in freelancers and full-time employees. Last week, we talked about lessons that we learned in game design from our earliest projects when we were young alpha streams and young Merwins. Mad wizards. We're not... We're not young anymore. So now we're looking at more recent game design lessons that we have learned.
What mistakes did we make? What lessons did we learn? And how did we navigate the pitfalls of an industry that doesn't have a lot of money, but has a lot of competition? So we make up for it in volume. Yes, we do definitely make up for it in volume of mistakes. So last time we talked more about sort of the organized play third edition era that we were in.
What mistakes did we make? What lessons did we learn? And how did we navigate the pitfalls of an industry that doesn't have a lot of money, but has a lot of competition? So we make up for it in volume. Yes, we do definitely make up for it in volume of mistakes. So last time we talked more about sort of the organized play third edition era that we were in.
Um, and so some of those lessons carry over, but a lot of it, third edition was a much different game than fourth edition, which is a much different game than fifth edition. The industry has changed from very analog to very digital, uh,
Um, and so some of those lessons carry over, but a lot of it, third edition was a much different game than fourth edition, which is a much different game than fifth edition. The industry has changed from very analog to very digital, uh,
The ability to make money in the industry, while still low, has increased from what it was back then as gaming licenses have changed and opportunities have opened up to get your work out there in different ways. I want to start with three overall lessons that we've talked about and we will continue to talk about.
The ability to make money in the industry, while still low, has increased from what it was back then as gaming licenses have changed and opportunities have opened up to get your work out there in different ways. I want to start with three overall lessons that we've talked about and we will continue to talk about.
And Teos, if you want to comment on any of these, go ahead, and if you want to add to them, go ahead as well. The first lesson that I've learned going from third edition to fourth edition to fifth edition to different games and different forms and different formats
And Teos, if you want to comment on any of these, go ahead, and if you want to add to them, go ahead as well. The first lesson that I've learned going from third edition to fourth edition to fifth edition to different games and different forms and different formats
There's an old saying that was coined originally by an architect named Louis Sullivan, and then Frank Lloyd Wright sort of changed it a bit. It's form follows function is sort of the truncated version of what Louis Sullivan said. Form and function are the same thing is what Frank Lloyd Wright said.
There's an old saying that was coined originally by an architect named Louis Sullivan, and then Frank Lloyd Wright sort of changed it a bit. It's form follows function is sort of the truncated version of what Louis Sullivan said. Form and function are the same thing is what Frank Lloyd Wright said.
But really what they mean is before you can decide on the form of something, you need to decide what the function will be. And if you try to create something, give it form, without knowing what its function's going to be, you will end up not making the best possible thing for the job that it's supposed to do.
But really what they mean is before you can decide on the form of something, you need to decide what the function will be. And if you try to create something, give it form, without knowing what its function's going to be, you will end up not making the best possible thing for the job that it's supposed to do.
And while this is for architecture originally, it sort of travels through different industries, maybe with some slight variations, but the concept remains fairly sound to me.
And while this is for architecture originally, it sort of travels through different industries, maybe with some slight variations, but the concept remains fairly sound to me.
Whether you're talking about game rules or settings or adventures or campaigns, this idea of knowing what the function needs to be and all the little intricacies that may be different from a typical version of that need to be sussed out and acknowledged and put into design.