Auto-translation used

One day in the life of a creative game designer

A creative game designer is responsible for what features appear in the game and how they work. His task is to turn the concept into an understandable, holistic and useful part of the game that works for both the player and the project. To create such solutions, a game designer has to not only design, but also play a lot.

What is an ordinary day like for a person who can play games during working hours? We talked to Mikhail Galkin, Creative Game Designer at G5 Games, and asked him about how he builds his day, what he's working on, and where he gets his ideas.

Morning: coffee, analytics and games

The working day starts at 9-10 a.m. The first step is to make coffee and check the chats. Mikhail works with colleagues from different time zones, so important messages can arrive at any time.

During breakfast, he reads gaming news resources: GameRefinery, Playliner, MagicStore, as well as thematic channels and podcasts. He looks at what happened, what is being discussed, what the algorithms suggest. It's useful to look into Telegram chats or YouTube channels where new games are being reviewed. For example, Game Maker's Toolkit and Snoman Gaming. It helps to catch the rhythm of the industry and keep track of trends.

Next, the metrics. How was the last event? What was the engagement and response? What do the players write? Mikhail analyzes user behavior and makes the first notes: what worked, what didn't.

Then - the most interesting thing: he plays G5 Games projects himself, recording the gameplay on video.:

"I try to look through the eyes of a player — I turn off everything in my head that I know as a developer. How does the interface behave? Are the offers clear? At what point do you want to close the game?"

Observing his emotions, Mikhail notices problems in time and suggests improvements. If time permits, he tries out competitors' mobile games, especially those that break out into the charts. It helps to understand how similar mechanics work in other projects and what ideas can be adapted.

Day: phone calls and work on mechanics

After the morning analysis, active work with the team begins. Mikhail has several regular phone calls.:

  • daily meetings with the project team (producer, art director, analyst, developers);
  • Meetings of creative designers from other projects are held every two weeks.;
  • a status conference on the progress of the project, where he periodically presents prototypes and ideas to the entire team — from artists to programmers.

An important part of the working day is preparing materials for the team. Together with UI/UX designer Mikhail, Figma and Miro are putting together a schematic prototype to explain the mechanics of the feature to the team using his example. Then generates a detailed specification. It's important to show an idea in a way that makes people want to implement it.:

"I explain clearly what we are doing, why, and how it affects metrics. It helps everyone to get their bearings and get involved in the work. Programmers, artists, it's important for everyone to understand where we're going."

In the middle of the day, Mikhail shows current ideas, gathers opinions, and suggests options. He regularly conducts and actively participates in brainstorms, where he shares feature ideas and figures out how to apply them in the current project. Sometimes he presents concepts at team meetings so that all participants in the process can see the whole picture and give useful feedback.

Evening: diving into the details

Towards the end of the day, the flow of messages decreases, and it becomes possible to focus. Mikhail uses this time for deep work: he responds to comments, adds specifications, builds flow, and reviews priorities. 

"I focus in the evening. This is the perfect time to clean up the paperwork, gather your thoughts, and prepare everything for the next day."

Mikhail's work is not only creative, but also calculated. Each new feature starts with a goal: to retain the player, increase monetization, and accelerate progress. Together with the producer, he analyzes the tasks of the project and chooses what to work on first.

Mikhail compares analytics on similar mechanics and evaluates which ideas have worked on other projects. He often requests information directly from colleagues.:

"Sometimes it's easier and more useful to ask the person who made the feature: why did they implement it the way they did, what happened and what didn't. It gives you more than dry charts."

He studies the behavior of the players, builds hypotheses and formulates suggestions for improvement. If necessary, contact the analysts to clarify the details. Everything that can affect the metrics and make the feature successful goes into action.

Feedback and revision

After the release, Mikhail collects feedback. Within the team, designers, testers, and producers capture what works and what needs to be improved. The comments are compiled into a table, discussed at a meeting, and prioritized.

If the remark concerns balance, Mikhail goes to the balance designer. If the problem is visual, he coordinates the artists. He clarifies, sets tasks, and makes sure that the improvements reach the release.

"It's important to hear from everyone. Someone may notice a bug, someone will suggest an ingenious improvement. We fix everything, sort it, and bring it to mind."

Where to look for ideas when there aren't any

Even the most creative people face moments when ideas don't come. How can this be avoided?

  • Change the focus: Sometimes it's useful to get away from the game theme. Walking, playing sports, playing board games, or reading books help you reboot and see ideas from a new angle.
  • Brainstorm: Discussions with colleagues from different departments help to look at mechanics from a different point of view and find non-standard solutions.
  • Get a Board game: Many game mechanics first appear offline and then adapt to the digital world. Analyzing such games helps broaden your horizons.
  • To study the game from a different angle: The company conducts trainings where game designers try to look at the game through the eyes of different target audiences. It helps to understand how players perceive the mechanics and what points need to be improved.

The work of a creative game designer is a balance between creativity, analytics, and teamwork. It is a structured, but at the same time lively and dynamic work, where every day brings new challenges and opportunities. The main thing is to stay looking for fresh ideas, be flexible and ready for change.

Mikhail advises those who want to become a game designer to develop several skills at once.:

  • Learn to play through the eyes of a player without losing your professional eye.
  • Work with analytics and make decisions based on data.
  • Structure your thoughts, write clearly, and present ideas.
  • Don't be afraid of mistakes and ask for feedback.
  • Be constantly interested in games and game mechanics.
"A good game designer is a person who knows how to listen, observe, try, and is not afraid to redo. The games are live. And we make them that way."

Comments 0

Login to leave a comment