I started making games in Game Maker when I was 12. Back then I didn't know anyone else who was interested in game development, so I had to do everything myself. I've tried to maintain that multidisciplinary approach by following Valve's model of 'V-shaped skillsets', where you have skills in a wide variety of fields, some that you're very good at, and one or two things you're truly great at.
People like posting a list of 'progress bars' to gauge their own skill levels, but I don't find those very informative. Let's instead talk specifically what I think I do well and what I'd still like to learn per discipline.
+ I figured this facet of game development would be the hardest to learn so that's why I chose to be formally educated in this field.
+ I'm a first-rate prototyper, breaking down concepts into small testable features that prove or disprove ideas very quickly.
+ I'm good at agile architecture, I build what is needed in a way that is flexible to change without wasting time supporting hypothetical use cases that might not even be needed.
- The more abstract and further removed from games a technology is, the less experience and passion I have for it. If you put me on netcode and back-end features I can get the job done but you'll not get the most out of me.
+ I've made small games in my spare time for ages. I have a big imagination and an eye for 'what is cool'. I do my best work at the start of a project, bringing new ideas into the world that other people can expand and improve beyond what I imagined myself.
+ I'm a problem-solver and I know how to prototype and playtest to rapidly iterate towards a solution.
+ I've had the delight and privilege of learning from Masataka Takemoto and Kenta Usui, some of the most skilled and experienced game designers in the world.
- I've only recently formally shifted to a Game Designer position and being a small part of a large design team is something I don't have a lot of experience with yet.
+ I have a unique minimalistic style and an eye for what looks and feels good.
+ I'm an expert kitbasher and grayboxer. I can get ideas and feelings across using only primitives.
+ I have experience across the entire spectrum of art including concept art, sound design, modelling, rigging, animating, lighting, shaders and post-processing.
- I have no formal education in art and my skills in these disciplines are easily outshined by anyone who specializes in them. I pursue these skills mostly to broaden my understanding and vocabulary of game development, and to create effective placeholders that get ideas across.
One of my greatest features is my very long arm with which I can effortlessly pat myself on the back, so you don't have to!
From 2018 to 2020 I had the privilege of prototyping, pitching, developing and shipping an original game and as a result got to work closely with people who made the games that inspired me to make games in the first place.
After making a lot of mods for TF2, in 2011 some of them were officially sold in Valve's webshop via their Community Contributors program. I was told I contributed more items than anyone else, which means a great deal to me because I have nothing but love and respect for Valve's games and I cherish the opportunity to contribute to them.
I graduated with honours in 2013 with an annotation on my degree for my Game Design & Technology minor for doing both internships at game studios.
I have always learned more from doing and making than reading and theorizing, but it was nevertheless very helpful to get a solid understanding of the fundamentals of software engineering. That and my minor in Game Design & Technology helped serve as a basis for learning game development's very unique processes and methodologies.
We were taught the basics of agile software development and its patterns and processes. We were also given the opportunity to work on group projects and become acquainted with team dynamics and leadership.
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