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Brian Chan
video game designer
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Brian Chan Apr 28
You meet and yet?
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Brian Chan Apr 28
LA is wild
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Brian Chan Apr 28
Replying to @MattKristek
Feeling this!
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Brian Chan Apr 24
Replying to @Ryan_Darcey @edform
All makes sense, thanks! In practice, as a first-time CD I sometimes have difficulty setting the vision without doing _some_ design—which makes it difficult to navigate ownership with the LD.
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Brian Chan Apr 23
Replying to @Ryan_Darcey
Thanks! All those have some design oversight. I’m particularly interested in the split between CD and DD (or LD if the team doesn’t have a DD)—in practice, what divisions of labor have you found to be most productive?
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Brian Chan Apr 23
Game creative directors and lead designers (or design directors): How do you distinguish these roles? What rules of thumb do you find useful, operationally, at the seam between them?
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Brian Chan Apr 20
Something Chinese is happening rn
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Brian Chan Apr 20
My main source of social contact is hanging out in Katie’s threads. Pretty soon everyone I’ve ever worked with comes through here
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Brian Chan Apr 20
Djordi is a wonderful builder of community and I’m forever in debt to his example.
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Brian Chan Apr 20
AFAIK most engineering interview processes include both, which seems reasonable if candidate time is respected (as you mention)
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Brian Chan Apr 20
Also I think the game design portfolio issue is slowly resolving itself with the codification of game design curriculums, e.g.kids have their sites with their student projects—a situation that currently favors students from elites like CMU/USC et al
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Brian Chan Apr 20
I’m all for replacing the onsite interview gauntlet for game design candidates, rife with “culture fit”/“oh so you like Animal Crossing too” bias, with various forms of live testing. E.g. run a cross-disciplinary brainstorm to address a specific creative problem.
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Brian Chan Apr 20
Replying to @tripworks @kchironis
I'm a fan of Bernie 121s. Would 121 Again
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Brian Chan Apr 20
Replying to @kchironis
Meanwhile, it's a pretty normal expectation for Capital-D Designers (outside games) to have portfolios that conform to broadly-understood expectations and give portfolio presentations (n the context of interviews). Game design is just an immature discipline, full of charlatans
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Brian Chan Apr 20
Replying to @kchironis
I understand. I'm personally fine with long tests, and have spent way more time on tests, with all sorts of results. (I'm legit concerned when an interviewer _doesn't_ test me.) I'm more intrigued by the root issue: it's hard to assess skill without seeing work.
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Brian Chan Apr 20
Replying to @kchironis
No
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Brian Chan Apr 20
Replying to @kchironis @rozaldvane
I have a recurring lunch because I am old and need friends
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Brian Chan Apr 20
Replying to @kchironis
According with “their time,” I encourage them to set the meeting agenda. Certainly doesn’t stop me from adding Topics. Shooting the breeze isn’t an effective 1:1, though can be useful sporadically to demonstrate I’m not an android.
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Brian Chan Apr 20
Replying to @kchironis
Except with my boss, I treat 1:1s with reports and peers as “their time.” They can use it or elect not to—whatever is useful to them given the situation. Though I soft-require a 50% attendance ratio for reports.
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Brian Chan Feb 16
This and other Halo 3 marketing definitely gave me Halo FOMO; I bought and played it, having only played Halo 1 on PC sans friends ;_; and heard 's super-serious HaLORE convos)
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