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Career Game Design UX Engineer Villanostra

Better Buildings

I’ve redesigned the Building cards for my next non-solo playtest. Here’s what they were like before.

And here’s what they are like now:

I wanted to show that when the building is first played, sideways, to the Build line, there are three job slots. Then when it is completed and moved, upright, to the Work line, there is only one job slot.

Speaking of which, I also changed some terms to use shorter words that are more relevant from the perspective of the villagers. That’s a little weird, because usually you want to use terms that are relevant to the players, but I want the players to empathize with the villagers. We used to select projects to be constructed by villagers from the unemployment line, so they could become completed buildings. Now we select Building cards on the Build line to be built by villagers from the Idle line, so they can be moved to the Work line.

I still have some other ideas for improving the design of the Building cards, but this is good enough for our next test. I have other, more pressing changes to make before the test.

Working on these visual design changes made me realize something. I have been feeling pretty underconfident in my visual design skills. It’s actually been an impediment to my current job search. But I’m quite confident at giving design direction. I know I have a good sense for how things should look, I just don’t have that much practice in executing the design. But if I keep my design planning hat separate from my design execution hat, I know that I can eventually execute anything I plan. That makes me feel a bit more confident.

Categories
Game Design Villanostra

One Hour per Year

This morning I completed another three-year solo playtest of Villanostra. And it’s taking too long to play. The decisions are interesting and I’m engaged the whole time. But it’s taking about an hour per year to play, and that length of gameplay will exclude a lot of potential players.

I need to consider stripping out everything but the most vital mechanisms. Or maybe accept that its audience will be limited, except the point of designing this game was for it to be a game for change, so I really want to make it as appealing as possible. A dilemma.

Categories
Career UX Engineer

Doors Closing and Opening?

Yesterday I finished that coding challenge and sent it off. I don’t think it will persuade that organization of anything. But at least I feel like I have closure.

Spent the rest of the day preparing for a UX Designer interview, which went very well. The downside is that they have many qualified applicants, and my salary target (less 75% of what I was getting paid as a Business Analyst) is apparently higher than the rest. The hiring manager still wants me to interview with two other people on the team, so I’m definitely still in the running. Reading Never Split the Difference and preparing a negotiation sheet seemed to help, especially when I heard the hiring manager say “That’s right.” This morning I’ll drive over to their office and leave a Thank You card.

Categories
Game Design Villanostra

Too Stressful

Yep, the Village Life cards definitely add too much stress. At the current values, the “Bereavement” card will give a new villager enough stress and coins to retire after their first year in play!

Also, hard to read in TTS.

Something feels off about paying normal living costs of 1 coin per year from the Village Life card, and then paying 1 coin for tax. Maybe it’s just because it’s different from the process I’ve been using in the past. But having something good happen but the villager still losing 1 coin feels wrong. I really wanted to process each villager only once through multiple steps at the end of the year, to streamline the process. But I think conceptually it will make more sense to the players if there is one processing for Village Life, one for Expenses, one for Taxes, etc. I think I can’t have more than three times through, though. Maybe one for Stress (including Village Life and support) and one for Coins (including expenses and taxes and retirement)? And then one for Scoring.

Conversely, the rule I’ve been considering to add support and stress to each villager based on the end-of-year moral scoring feels really good. It creates a sense of community between the villagers, which I suspect will draw the players in as well.

Gah. The game feels far too long, and I keep adding things.

Categories
Career UX Engineer

The Best I Can

I spent an hour or so in the morning sending out social media announcements for our next Indy Tabletop Game Creators playtest session. Between ITTGC and Indiana UXPA, I’m concerned that social media is the skill I’m developing most right now. But I feel like I need to spend an hour or so each day on engaging with my various communities, both to help them and to build the networks to help me find my next job.

Most of the rest of the day was spent solving a coding challenge I was given during a recent interview for a senior developer role. Going through FreeCodeCamp has knocked some of the rust off my coding skills and I feel a bit more prepared for this challenge, but it’s still pretty hard. I saw that the same company now has an opening for a non-senior role, so I thought I’d apply for it and include my solution to the challenge. However, contacting that company about the new role resulted in them suggesting that I wait a year before applying again. Might as well have told me to go away forever. Still, I’m going to finish the dang challenge and send it to them. I guess I have some pride at stake.

I have a video interview for a UX Design role this afternoon. I feel now like I’ve been burnt so many times that I can’t get my hopes up. But I need to push that aside and prepare anyway. Just do the best I can.

Categories
Game Design Villanostra

Started a new solo playtest, made it almost to the end of year 2. I suppose I should be concerned that even though I’m very familiar with the game, and only controlling 3 players by myself, it still took me over an hour to get to this point in play. Hrm. I wonder what else I can do to streamline?

Lots of the most recent changes seem to work well. Economy feels about right, but the buildings haven’t really kicked in yet. Village Life cards feel like a gut punch when a villager takes 4 stress, that seems like an awful lot. And over 1/3 of the cards produce that much. We’ll see how it plays out, but if nothing else it already feels inappropriate to place that many tokens in response to one random card. The results were interesting, though, because it forced the Judge to take over Sanitation to remove two stress from Belle so she could repair the School in time for scoring.

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Game Design Villanostra

Vote! Again!

Now with pip-based values on the voting tokens instead of numerals. The pips are closer together than I’d like, but that’s to keep them inside the “safe zone” for cutting the chits when they are exported for printing. We’ll see if people have trouble counting them during play.

I also updated all the Loyalty symbols because people couldn’t figure out what the medal was supposed to be. And what says “Loyalty” more than a wolf? Especially when the associated color is yellow, so the circle looks like the moon!

Categories
Book Review

Becoming Superman

Becoming Superman: My Journey from Poverty to Hollywood by J. Michael Straczynski

My rating: 5 of 5 stars


This book is amazing. Not always in good ways.

I’ve admired Straczynski’s work for many years. I really liked The Real Ghostbusters, loved Babylon 5, and I have many of his comic books (including Spider-Man, Rising Stars, and Midnight Nation). Maybe on some level I envied his success, but not any longer. I wouldn’t want to go through what he went through to get to where he got. I’m just glad that I have been able to enjoy so much of his work. And maybe I’m just a little bit more inspired to work a bit harder on my own creative projects.



View all my reviews

Categories
Career UX Engineer

Coding Outside the Box

I had a coding interview earlier this year for a senior software engineer position. I did pretty well for someone who hasn’t coded on a daily basis for over ten years. That is to say, not well enough. That organization still has openings, but before I re-apply, I want to solve the second coding challenge, which I flailed at so hopelessly during the interview.

It really is a tough challenge. I’m not sure that in my prime I could have solved it in an hour. And trying to work on it in codepen.io was causing serious problems as it kept re-running the code as I tried to write it. It was time to install a real coding environment.

At the React.Indy meetup, I was told VS Code is pretty nice. And I used Visual Studio for many years, so I’m hoping a lot of those buried memories will help. It was pretty easy to install, but it wouldn’t run my JavaScript. The recommendation is to install Node.js and use that runtime for debugging. I ran into a conflict with an old install of NPM from when I was coding for The Game Crafter, but found help online to fix it. So I should be set up to continue on this coding challenge.

Categories
Game Design Villanostra

Vote!

I decided this morning to update the voting tokens. Here are the old ones:

And here are the new ones:

Why the changes?

With the big red / green planning tokens, I wanted them to be more versatile. The thumb up and the open hand still can be used for “yes” or “no”. But they can also be used for “ready” and “wait”, which is more important for this game. In my experience game-mastering roleplaying games, I often ask all the players to plan their next action simultaneously, then put their thumb up on the table when they are ready. Villanostra includes some periods of simultaneous decision making, and I wanted the players to be able to use the “wait” and “ready” sides of this token to show “I’m still planning” and “ready to proceed”.

For the small numbered tokens, the players use those to mark building cards to show which ones they want to work on in the upcoming year. But does the 3 mean “This is my third-ranked choice” or “I put three votes on this choice”? The first is more intuitive when voting, but makes it harder for players to evaluate their combined choices: the most desired option has the lowest-numbered tokens. By changing the tokens to mean “This is how many votes I put on this option”, the players can simply add the number of votes. And by putting a variable vote weight on one side of the tokens and having the players place them face-down, the other players have a harder time gaming their votes based on other player votes instead of just voting on what they want. Ideally the faces of these tokens would show dots instead of numerals, to make it even more clear that these are to be summed up instead of ranked from 1 to 3, but I ran out of time to make that change this morning.