What do you do if a team member's game design ideas need constructive criticism?
Navigating the delicate process of providing feedback on game design ideas can be challenging. When you're faced with the task of critiquing a team member's contributions, it's crucial to handle the situation with tact and professionalism. Your goal is to foster a collaborative environment where constructive criticism is welcomed and seen as a growth opportunity rather than a personal attack. This article offers guidance on how to approach this scenario, ensuring that your feedback is not only heard but also acted upon effectively.
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Jack BurrowsLevel Designer at NetEase Games division
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Arjan Van HouwelingenLecturer, Didactics Trainer and more at Hanze University of Applied Sciences Groningen | Psychologist | Game Designer |…
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Muhammad Asad SohailSenior Producer @ Tintash | 12+ years producing games | Empowering the next generation of creators
When you need to critique game design ideas, start by balancing positive and negative feedback. This technique, often referred to as the "sandwich method," involves beginning with what works well, addressing areas that need improvement, and then closing with additional positive remarks. This approach softens the impact of criticism and helps your colleague remain receptive. Remember, your aim is to encourage improvement without discouraging creativity.
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Here's a tip I've found useful while practicing sandwich method: Instead of focusing on personal preferences, frame your feedback in terms of how the design choices affect the overall game experience. For example, instead of saying, "I don't like this character's design," you could say, "I am concerned that this character's design might not resonate with our target audience because of X and Y." This shift in perspective helps keep the conversation constructive and focused on the game's success. The ultimate goal is to nurture your colleague's creativity while guiding them toward design choices that elevate the game to its full potential.
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The most useful way to do this is to bring game design facts and successful references. Always tackle these situations with facts not your opinions. Also keep it in mind that there is always two sides to any idea that are positive and negatives. You just have to convince your team mate that negatives are more than positives.
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* If you’re responsible for directing them: * If they can take on-the-spot feedback: > Give them your feedback on the spot. * If you’re unsure how they take feedback: > Make a one-on-one meeting. > Give them your feedback. * If you are not that person’s director: * Did they ask for feedback? > Give them your feedback. * Did they not ask for feedback? > Give them a compliment, then: > Ask them if they want feedback. * Yes? > Give them your feedback. * No? > Nod and carry on. Pay attention to how people take your feedback, and what they do or don't do with it. Consider this in the future and adjust your response accordingly. :-)
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The "sandwich method" is a staple in my Unity Dev toolkit. 🛠️ Positive feedback is the bread that holds the critique sandwich together. It's crucial to acknowledge what's working well. 👍 Then, the filling - constructive criticism. This is where growth happens, but it must be served with care. 🌱 Ending with encouragement ensures the feedback is digestible, leaving a taste of motivation, not bitterness. 🍞 It's about fostering a culture of continuous improvement and innovation. #UnityDev #Feedback #GameDesign
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Karthik Bindumon
Game Designer | Gamification Consultant | Ludology and Neuroscience Aficionado
(edited)Explain not only what works, but also why it works, offering a more profound insight into the design elements that lead to success. When identifying areas for improvement, present them as chances for growth, highlighting how these changes can improve the overall player experience. This fosters a collaborative atmosphere where critique is viewed as constructive feedback rather than a personal attack, fostering a collective effort towards creating a better game. Conclude by inviting further discussion and brainstorming after addressing the negatives, emphasizing that the critique is not final but a stepping stone for ongoing innovation.
General comments like "this doesn't work" are not helpful. Instead, provide specific, actionable feedback. For example, if a game mechanic is not engaging, suggest ways it could be improved based on user experience principles or comparable mechanics in successful games. By being detailed, you demonstrate that you've thoughtfully considered their ideas and offer them a clear direction for refinement.
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Authentic and well articulated feedback is the lifeblood of any collaborative creative endeavor. I feel that any piece of perspective offered up in a group meeting or in a 1-on-1, should be delivered with common courtesy of tone, but also with enthusiasm or passion for the work and the creator to succeed. When people care genuinely about what they are working on together, than the more detail-focused feedback will come to mind naturally, but it is a muscle that must be exercised consciously. Both the recipient of the feedback, and the team as a whole will benefit from honest, forward, and concentrated feedback that targets issues while also not accidentially suggesting the removal of good elements.
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Always be precised and clear about where the idea is lacking so that there should be room for improvement for the team member in order to come back with stronger ideas.
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Spot on! 👍 As a Unity Game Developer, I’ve found that specific feedback is the lifeblood of game refinement. 🎮 Saying “this doesn’t work” is vague, but pinpointing that “the jump mechanic feels floaty compared to Game X” gives me a clear fix. It’s about constructive criticism that fosters growth, not just pointing out flaws. 🛠️ Remember, feedback is a dialogue, not a monologue. Engage with your players, and use their insights as a compass to guide your game to new heights! 🧭🚀
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To enhance its effectiveness, it is important to break down the critique into three key elements: context, comparison, and concrete suggestions. Firstly, establish the context by explaining how the specific game mechanic or design element aligns with the overall game vision. Secondly, compare the problematic element with successful games or best practices, highlighting how other developers have addressed similar challenges. This not only reinforces your point but also provides tangible benchmarks for improvement. Lastly, offer concrete suggestions by proposing alternative mechanics, design adjustments, or player interaction strategies.
To ensure feedback is constructive, align it with the game's objectives and player experience goals. Discuss how the design idea affects gameplay, user engagement, or narrative coherence. By relating your critique to the overall vision of the game, you make it clear that your feedback is aimed at enhancing the project, not questioning your colleague's competence.
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During the critique, consider how the idea may impact key metrics. If the design affects the narrative, evaluate how it fits with character arcs, world-building, or thematic consistency. By connecting the critique to these broader goals, you are emphasizing that the feedback is not a reflection of the designer's skills, but rather a means to maintain a unified direction for the project. To reinforce this point, offer alternative solutions to refine the idea so that it contributes more effectively to the game's aims.
Creating an open dialogue about game design ideas is essential. Encourage your colleague to explain their thought process and reasoning behind their ideas. This conversation can lead to a better understanding of their intentions and may reveal insights that improve the game design. Moreover, it empowers them to be part of the solution rather than feeling sidelined.
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When a team member's game design needs a little TLC, it's time to put on your coach's hat and foster some friendly dialogue! Start by creating a safe space for sharing ideas—think of it like a cozy campfire where everyone gets a chance to roast marshmallows and brainstorm. Encourage open communication by asking questions and listening attentively—like a detective solving a mystery. And hey, don't forget the power of positivity—offer constructive feedback with a sprinkle of encouragement, like adding sprinkles to a cupcake! With dialogue as smooth as butter, your team's creativity will soar higher than a pixelated superhero! 🚀🎮
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As a designer working in a team, it is important to be open to dialog with others so you can listen and consider other perspectives that were not thought of before. Having a conversation about their design can provide more details on why the design is the way it is. After understanding the intentions, start asking questions, brainstorming and encouraging ways to improve the design while being positive and respectful.
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Oftentimes a conflict in how ideas are carried out can be resolved in the meaning, function, or desire behind the idea. Encouraging open dialogue between teammates can help resolve issues and bring forward new ideas that bring the same, or often better, value to the game.
When offering criticism, it's helpful to suggest alternatives or improvements. This not only shows that you're invested in finding a solution but also provides a starting point for revisions. If you're not sure about an alternative, pose questions that might spark new ideas or perspectives. Collaboration often leads to the best solutions in game design.
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9 out of 10 times testing the idea together or with the target audience (depending on the stage of the game) already offers enough insights to see what direction is more fruitful. This is easier perhaps with tabletop games than digital ones, but even there a lot can be rapid prototyped. In co-design projects we have also made 2 versions, each of us going down the path most preferred and then pitch it to the client. This can also be a stakeholder or expert, or someone that brings a market/ commercial perspective.
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Start by acknowledging the core concept or intention behind the original idea, demonstrating your understanding of its potential. Then, when presenting alternatives, offer a variety of possibilities rather than a single solution. This allows the designer to explore different perspectives and ignites creativity. Emphasize elements like player agency, pacing, or reward structures that could inspire your team member's revisions. Moreover, if you're unsure about a specific alternative, encourage open-ended brainstorming by asking questions that guide the designer towards new ideas.
After providing feedback, check in with your colleague to discuss progress and any further assistance they might need. This follow-up reinforces your commitment to supporting them and the project. It also provides an opportunity to address any misunderstandings and ensure that the feedback has been constructive.
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It is important to reiterate the overall goals of the project to ensure everyone is on the same page. Additionally, you can offer further suggestions or resources if needed. This is also a chance to acknowledge positive progress and highlight areas where the team member's changes have made a noticeable impact, reinforcing their value to the project. The purpose of this follow-up is not solely to ensure completion of tasks, but to foster a constructive feedback loop where everyone feels valued and engaged in the collaborative process.
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The key word here is *constructive* criticism. Even if some of the ideas are what you perceive to be horrible ideas, don't outright tell them that. That doesn't teach them anything or help them fix what you feel is wrong with their idea. Criticism without ideas for improvement isn't too helpful. Give them some suggestions on how to improve what they came up with. That way, they don't feel like they need to come up with something completely new and feel like their entire idea is bad because they're scrapping the whole thing. Something else you could do to strengthen your position is give examples of games that tried something similar and missed the mark. "XXX game had artificial boss fights similar to this, and the community hated them".
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