Design Tests and What to Expect from Them

In this 2018 GDC talk, Studio Gobo's Peter Buchardt discusses best practices when taking design tests to help young designers land careers in a field they love.
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Пікірлер: 25

  • @RedXLink
    @RedXLink3 жыл бұрын

    I found this incredibly helpful Peter thank you for all of this valuable info. This gave me much more insight into what companies expect you to be able to do at the professional level. Thank you so much!

  • @jakobschmid
    @jakobschmid5 жыл бұрын

    Nice talk, Pete! Good to get some of this stuff out in the open.

  • @JoeRemo
    @JoeRemo5 жыл бұрын

    Thank you Peter for this thoughtful presentation. It was very helpful and informative.

  • @kingofjelly665
    @kingofjelly6655 жыл бұрын

    Is there a way to get access to the pdf he mentioned at the beginning of the talk? EDIT: never mind, I saw the link at the end of the video.

  • @Nolz4957
    @Nolz49573 ай бұрын

    very helpful thank you

  • @platoaes
    @platoaes2 жыл бұрын

    lmao a lot of those "tests" just look like those studios try to outsource their work to an unpaid 3rd party.

  • @icarue993

    @icarue993

    2 жыл бұрын

    I wouldn't doubt that they use the answer sometimes, but I think it's the best way to do so. The best way to test if the candidate can do a design is to see if they can do a design (simple and maybe redundant).

  • @sunrider7956

    @sunrider7956

    2 жыл бұрын

    FACT.

  • @aslkdjfzxcv9779
    @aslkdjfzxcv97799 ай бұрын

    excellent.

  • @BubbleReef
    @BubbleReef10 ай бұрын

    Re: feedback. In some jobs recruiters need to review hundreds (yes, hundreds) of applications. Even if you end up giving out tests to only a fraction of the applicants, feedback takes time, and since the only peope who can give it are the actual devs who are always very busy (that’s why, you know, they need to recruit in the first place), it’s a bit unrealistic to expect feedback. This isn’t school, they don’t owe people to grade them and go in depth about what didn’t work (ask any teacher, this is work and it takes time.) That said: they do owe applicants a response at the very least, and to respect their time. Sending tests but not reviewing them, sending people offers when the skillset clearly doesn’t match… This crap is way too common! (Also, giving feedback opens the door for potentially more questions and justifications, or for being criticized and tweeted about publicly for being too harsh on the applicant when it’s just honest feedback… A lot of people, especially when they’re at their twentieth refusal, don’t take feedback kindly.)

  • @dddmemaybe
    @dddmemaybe3 жыл бұрын

    But I still don't know if 15 pages of work is too much or too little. I'm going to guess it's too much unless it's for a heavily technical job like programming, map design or in certain cases, art.

  • @Hizsoo

    @Hizsoo

    3 жыл бұрын

    It is too much. You could rather learn about the preferred form of presentation by HR.

  • @DanielDroegeShow
    @DanielDroegeShow2 жыл бұрын

    What if the answer to the test was, "We need to cut this if we want to ship a game this year."

  • @stephencolbert5

    @stephencolbert5

    Жыл бұрын

    No kidding. As soon as they said create a crafting system for an RPG, I thought "That's a waste of time. Crafting systems just create an unnecessary step between getting an item out of a chest and being able to use said item." I would've told them to save time/money and use that time/money on making something else to put in an RPG instead... This is part of why we see such pointless things done over and over in so many AAA games, I suppose. Designers need to step back and reevaluate things, as well as design the whole game and not just one part of it.

  • @SrKing-dm4ku

    @SrKing-dm4ku

    Жыл бұрын

    @@stephencolbert5 As with every design decision, it depends on the design goals of the project. I agree that crafting has been hamfisted into many games, but that’s an example of when mechanics don’t serve design goals. Assuming material drops replace a random loot pool of weapons, a crafting system makes every victory a step towards progression and allows user agency over what they gain from a victory, so it avoids any end reward from being entirely dissatisfying. But, it makes the reward selection process mandatory, puts a block between players experimenting with strategy, and becomes a delayed reward phase making each victory reward less impactful. There are many specific approaches to this but it all depends on what experience designers want players to have. If the RPG is all about user expression, then crafting allows for a player to have control over rewards. If it’s about gaining the powers of your enemies, then weapon drops make more sense.

  • @sirdiealot7805
    @sirdiealot78055 жыл бұрын

    Absolutely not what I expected to see.

  • @buchardt666

    @buchardt666

    5 жыл бұрын

    In a good or bad way?

  • @broor

    @broor

    3 жыл бұрын

    @@buchardt666 probably is good. Since it tought you something new

  • @icarue993

    @icarue993

    2 жыл бұрын

    @@broor Or bad. I was expecting more design, but got more engineer type questions.

  • @forasago

    @forasago

    Жыл бұрын

    @@icarue993 Engineer type? The only engineering involved in any of this was the test where they made him build a Unity UI system. Every other question was about design. Sounds like you have a questionable idea of what constitutes design if you think these problems are for engineers to worry about.

  • @marquesboyet3281

    @marquesboyet3281

    Жыл бұрын

    @@icarue993 Trust me that is not an engineering-heavy set of questions, I once tried for a programmer and engineer role and they were requiring me to create a particle system from scratch 😅

  • @sunrider7956
    @sunrider79562 жыл бұрын

    Feedback 3 is pure insulting man.... Why not expose them???

  • @luqmanazeem6251

    @luqmanazeem6251

    2 жыл бұрын

    Why expose them for providing good feedback where others couldn't even provide feedback regardless of the quality?