*Planted: Nov 2024 | Last Tended: 18 March 2024* A quote from Morgan Jaffit: “Game Directors eat ambiguity and shit out decisions.” (From a conversation in 2024) Moving from IC work that produces artifacts to direction work that reduces ambiguity and provides direction can be a jarring move. It’s helpful to remember that less ambiguity is the deliverable for a game director. A Game Director reduces ambiguity through different methods: - Defining [[🌿 The Cone of Exploration]] - Defines the problems to solve but doesn't solve them for the team. Does this by [[🌿 Asking “what does done look like?” Might be masking different questions|asking questions]] to: - pull solutions rather than push solutions - to [[🌱Questions as a mental framework|elicit information and probe more deeply]] as opposed to doing the work of answering a designers questions for them. - An example of where I'm employing this is here: [[🌿 Tiny Experiment - Managing Work Anxiety]] - [[🌿 Game development metaphors|Scouts ahead]] of the team to find the right unexplored areas to go to next - Prioritizes what's important to manage moving from [[🌱 The expansion and contraction of game development|between the expansion phase and the contraction phase]] in a game's project - Defines and manages scope - Visualizes and communicates the vision of the project, as well as what is NOT part of the project