What is a typical day of work like as a game designer?
9am
Arrive at the office, get a cup of coffee. Check emails for any news that is relevant to me. Reply to a few regarding the thing Iām working on, or point out a potential side effect to a proposed solution. Make sure to update my local build with the latest goodness from the depot.Ā
10am
Go to standup meeting(s) for the design group(s) I am part of. I tell all of the other developers in the group what Iām working on today, and what I got done yesterday. One by one, everyone else does the same. I make a mental note to talk to relevant designers if they are working on something I know about, or if I need assistance with something that they have expertise in. I go back to my desk and resume work on what I hadnāt finished from yesterday. This usually entails placing spawners, placing trigger volumes, creating events and encounters, adding abilities to monsters, writing scripts to govern enemy behavior, editing the attributes of specific abilities, or testing the content I just put together. Sometimes I use the tools to adjust ability values or numbers in a big spreadsheet to rebalance some player abilities to be more in line with what the leads asked for.
11am
Go to a meeting about a specific feature that Iām designing for. Listen to the engineers working on the tech side of the feature talk about the issues that have come up. They say that they canāt do X because of technical limitations, but can do Y. I point out that Y wonāt work in these cases, and can they please do Z in addition to Y? The engineers talk about how Z might work, but they will need to do some research on it. We talk out a solution that is technically feasible, and still meets the intended design goals within the scheduled time.
Noon
Lunch. Possible gaming (video, board, or card) with coworkers.
1pm
Carla the engineer sends me an IM, asking me a question about a quest I checked in recently - sheās been assigned a bug for this quest, and sheās looking into it. I open the quest up in my local editor and look it over. We talk about the particulars of the quest for a bit, she then explains that the script I wrote to complete the quest doesnāt actually do what I want it to do in this situation. Instead, I need to do this other thing. I make the change to the quest. Carla assigns the bug to me; I mark it as fixed after checking in.
2pm
Todd from QA comes by. He says that they just found a new crash bug in an encounter I checked in yesterday. I load up the level and Todd tries to reproduce it on my development machine. He is unable to do so. I shoot Carla a message to ask if she can get it to happen on her development environment. She is able to do so. She comes to my desk, we spend some time figuring out why it isnāt broken on my machine. I have a specific file nobody else has on my drive and forgot to check it in. Whoops. I check it in and everyone is able to play the encounter without crashing. Crash bug is marked fixed.
3pm
Iām back to working on the thing I started doing at 10am after the round of standup meetings. I make some progress, creating the framework for a new encounter and scripting some placeholder bad guys who will be replaced when the animators finish with the new monster animations. I also continue work on a document about a feature I am working on and write down some details about the ideas and implementation.
4pm
Kelso the producer sends me an IM, asking me to come to a meeting room. I enter, finding the meeting room full of other people - mostly artists and designers, but also all of the discipline leads (including my boss) and the executive producer. Kelso is concerned about how long it will take for the animations to come down the pipeline, since we have that big E3 demo we need to put together and the animations are critical to showing off feature X. I say that we can do it without the in-progress animations, but weād have to do this other encounter with the other monsters that are already rigged and have their animations in place. I join the meeting.
5pm
I return to my desk to pick up where I left off. Todd from QA is back, this time with a new issue - something weird happens in this branch of the Slagathor quest. We talk it out, then he shows me how it happens. It happens on my machine this time, just like his. I check the related assets for anything out of the ordinary, but everything seems kosher on my end. I send Carla an IM asking her to come over. She comes to my desk, and Todd and I show her the issue. She asks to see the assets too, so I show them to her. She looks confused for a moment, and says sheāll take a look at it on her machine. She leaves. Todd and I talk a little bit more, and then I get an IM from Carla. She says thereās a bug in the code, and that Todd should assign the bug to her after adding the asset information I brought up.Ā
6pm
I go by my bossās desk and mention to him that I thought of some new concerns about the E3 demo that I didnāt think of at the 4pm meeting. I explain two possible options that I could do for the demo. My boss thinks about it, and suggests a third option - similar to the second option I offered, but with a different take on the execution. Boss asks me for my guess on how long it will take. I give the boss an estimate, the boss agrees with it. I ask what the priority is on this task. It takes precedence over my current task, but not any high priority issues like crash bugs. I head back to my desk and begin work on this new thing.
7pm
If Iām not crunching, I go home. There I play some other games, or possibly watch a movie or some shows and spend time with family. I occasionally play games with friends - tabletop, card games, board games, or games online as well. If I am crunching, I get something to eat from the overtime buffet and continue to work. Typically crunch schedules will have me leaving at 9 or 10pm.
Sometimes I donāt get as many interruptions, and I can just work on my own stuff all day. Sometimes the interruptions and meetings keep coming from all sides, and I donāt get to see my desk at all. Most days thereās a mix of both. But this is pretty much a normal game designerās work day on a AAA project.
Holiday reblog
This is a really nice summary of life as a AAA designer, for folks who might find that interesting. The variation between types of designer is mostly a question of what you do in those times of focusing on your own work - Iām a technical designer with a focus on systems design, so Iām less likely to be implementing discrete content like quests, and more building out systems that contain content, like a quest tracker. So I would be adding functionality to a system, following up on if it was behaving properly, communicating with people who will make content for that system to ensure it meets their requirements - and also pretty commonly making at least some test content for the system or working with other designers to flesh out content.
Tech design is also a bridge between engineering and design, so while I do sometimes pass technical issues or requests to engineering, or have them come to me, Iām often handling the technical problems myself. I implement my systems, and engineering comes in when we know we like the system and now want to optimize for performance or integrate fully with back end systems. That also means within design, other designers come to me with technical questions and problems that are more engineering oriented but with a design mindset. Stuff like āI want a new behaviour that involves knowing if this point is within this box, how can I check that?ā āIām seeing big frame rate drops when my new functionality runs, can you see where I might be doing something too inefficiently?ā































