Why Positive Feedback Matters

When was the last time you complimented someone on work well done? Or when did you last receive praise for work efforts you poured your soul into? Let me share a story from my earliest days as a designer about how positive feedback impacted my career.

We All Start Somewhere

In my first job in the game industry I started out as a data-entry monkey; an entry-level designer whose work involved setting up animation data, action triggers and events in a behavioral state machine to make characters and animated objects in the game come to life.

This was for the most part handled on demand as new characters and animations become ready for setup. No up-front design work was required, no extensive documentation needed to be written—we hooked stuff up on the fly, creating new character states, actions and transitions between states as and when needed, in some cases building up complex states to support new combat moves, quest cutscenes, AI behaviors, etc.

What Makes a Designer

Almost half a year into the job, I had still not written a single design document. The nature of the role I had simply did not require this of me—or even leave room for it. There were no design discussions or meetings to plan ahead, and there were no design reviews. As a result, even though I did the work of a designer, I did not feel like a designer, and I didn’t feel part of the wider design team.

This sentiment was echoed by some team members who, a few years into time there, even questioned—to my face—the necessity of my role, and whether it ever needed to exist in the first place. This did not do wonders for my self-confidence, as you can imagine. I was feeling undervalued and doubted myself, wondering whether I truly belonged.

However, what kept me going through all that was positive feedback I received for the quality of the work I had done, and for the design documents I had written—in particular the first one I ever wrote!

First Design Document

My first design document was short and simple, and detailed some improvements to an existing feature in the game. It outlined the benefits the improvements would bring to players and to the game, highlighted potential risks of doing them, broke down associated development costs, and provided suggestions for multiple different ways of getting it done.

I poured a lot of heart into the document, even though it was an obvious next step to take and an improvement that both players and devs could see coming from a mile away. So when I received positive feedback on the design from the design team and from higher-ups who reviewed designs, I was over the moon!

Fuel for Long-term Passion

It was a pivotal moment that cemented my future in the game industry, as it made me realize that I was already a game designer, and I did have some small amount of talent for it that went beyond just entering data in a glorified database.

Over time my role there evolved, and I took on more “traditional” design responsibilities, but none of that would have been possible if not for the positive feedback I received from people at multiple levels in the studio hierarchy. It did wonders for me as a budding designer, and it fueled my passion for years to come. Without it I would likely have burned out and left the industry entirely, like so many others I worked with back then. f.

Moral of the Story

Positive feedback can be a game-changer. If you work with someone – whether they’re your colleague, your subordinate or even your boss—acknowledge their good work; let them know! Your feedback might have a stronger impact than you think.

From the brink of oblivion, I summon thee; blog, return to life!

Welcome to three years later! You can now witness, first hand, my blog’s revival; like a phoenix rising from the ashes, it will ascend through the swirling maelstrom of time and retake its position as one of the blogosphere’s most obscure, unknown and least read weblogs.

A number of events have taken place since I wrote my last entry, so let me get you up to speed: Language-studies, romance, part-time (60%) work as a system developer, trip to Iceland, trips to Singapore, vacations in Norway, engagement ring, more trips to Singapore, more part-time work (80%) and less time (20%) for game project, wedding-feast, and more! Most recently, I moved to Singapore, where I am currently residing on an LTVP (Long-Term Visit Pass) and have just started looking around for potential work in the Singaporean game development industry. That about sums it up for now, I think?

Anyway, this first post of the new era will be rather short, but rest assured that I will (again) try to post more regularly in the coming days, weeks and/or months. Or years. If this plan holds water, expect to see posts concerning the fate of a certain game project, as well as tales of my new adventures in Singapore(!) and other random nonsense.

Time for an update regarding The Tavern

The website for the game I mentioned working on in my previous blog post, The Tavern, is now finally up and running. It has taken longer to get the page ready than I originally anticipated, but… meh, that’s life. Things happen, and not always in the optimal order. In any case, it’s up there now, at http://www.thetaverngame.com/. Check it out if you wish.

Just in case you don’t know what The Tavern is, and you’d rather not go through the trouble of clicking the link to find out, I’ll save you the trouble and post a descriptive blurb + some early screenshots right here:

The Tavern is a short-story oriented, event-driven “Socially Multiplayer Online Roguelike-like Roleplaying Game” (or a SMORRPG, for short), set in a pseudo-medieval sword and sorcery-like fantasy world. The game has a split focus between solo adventuring and socializing/interacting with other players in social hubs, aka taverns.

Taverns are gathering spots for adventurers and would-be heroes of all kinds, and serve as social hubs where the players can hang out, show off their characters, socialize and interact with other players in various ways. This is also where players can find Adventures.

An Adventure is a self-contained short-story where the player must choose a path through the world in order to finish the story and resolve the objective of the Adventure. Randomization, branching choices, unique events, rare monster encounters and special character class abilities all help making each adventure a unique experience for the player.

In other news, I still don’t know how to end blog posts, so I’ll just write out something random down here. It’s not very likely that anyone bothers to read all the way to the end, anyway. And in case you actually did read to the end, well… what do you want, a cookie? Sheesh.