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In my ongoing effort to regain employment, I occasionally get
asked to do a design test or fill out a questionnaire. Here's a
portion of one I thought I'd share. The questionnaire asked me to
describe a problem and a solution in various areas of my expertise.
In this case it was Designer Management.
Problem:
I'll pull this from my own experience
being managed as well as my experience managing people. There's a
fundamental problem when trying to manage creative people.
Innovation, brilliance, the spark of a good idea doesn't always
happen on demand, nor will it necessarily take the game in the
direction you want it to. Give him total freedom and no direction,
and you shouldn't be surprised if he gives you something you don't
like. Stick him into a box where he can only produce within the
parameters that you tell him, and he could fail, get frustrated and
quit or be a total tool and give you exactly what you asked for, no
more, no less, and be totally uninspired. Either way, the designer's performance is in question.
Solution:
I've found that sometimes putting an under-performing designer in another situation or area of the product will turn him
into a star performer. So fitting the right designer to the right
role sometimes solves it. But this raises the question as to whether
his previous situation was fair.
If you put the designer in a situation
where the goals are too vague, or they change, or they conflict, then
of course the designer can fail. If the goals are too restrictive
then you'll dampen their creativity and you'll get uninspired work devoid of passion. Proper goals should provide a framework
within which designers can exercise their creative passion.
Innovation requires goals that leave room for interpretation and
license to experiment.
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Actually, ALL managers should think that way...
Good luck on your job search, BTW. Welcome to the club!
I fundamentally disagree with the problem. Giving designers a "box" and well-defined parameters is not the antithesis of creative freedom. Restrictions can be generative of creativity. A designer who "could fail, get frustrated and quit or be a total tool and give you exactly what you asked for, no more, no less" needs to be coached and mentored because their understanding of design is juvenile and impractical. On the other side, total freedom can be completely disabling; without a solid frame of reference, design is likely to be overwhelmed by ideas. A good designer will find a way to create freedom within restrictions, or appropriate restrictions within freedom. The answer is not one or the other but both.
Much like gameplay, the key is the appropriate tension between guidelines and freedom, not all of one or all of the other. If the person asking the question does not understand this, I suggest you keep looking.
Best,
Michael.
I'm with Michael, in that a container of some kind is the best way to leverage creativity. Be they technical limitations or gameplay pillars. It provides some kind of push to the designer to work against and a boundary, otherwise the process can (and will) devolve.
I think that same thing can apply to any specialization in our industry, not just designers, but artists and programmers too.
A more experienced designer (actually, anyone in a creative field) will almost always ask just enough questions to get themselves going and create something that they feel will accomplish the goals of their managers. More often than not, managers don't know what they want, so iteration on a concept comes into play. A design manager will run this iteration and follow the boundaries set by the producer and tech lead (time, money, manpower, tools, etc..)