*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