The Lazy Designer

The Lazy Designer Book 2 – Update


When I released book 1 of the Lazy Designer I had said that if it met certain financial goals I’d take some time away from my fiction writing to write a second game design book.

Now that I’ve met the goals (thank you to everybody who has bought a copy!) I’m revisiting the outline I constructed earlier.

The second book looks to be comprised of the following sections:

  • Designing Experience – general design principles to construct an enjoyable game while balancing this against building a game an actual development team can complete in a timely manner. Will go into prototyping, iterative development.
  • Data Management – team structure, a high level view of a game development pipeline (from a designer’s POV) and tool creation and usage. A bit about asset tracking and localization too.
  • Nuts and Bolts – I’ll go into some more detail in regards to job duties I performed while at BioWare… basically topics I feel have enough expertise in to develop. There will be a section on scripting languages for sure here and a section on skill improvement activities a designer might undertake between projects.

Any thing else you’d like to see covered here?

As well here’s a rough outline for the remainder of the books (note that I’ve cut one of the books — there will be a total of four Lazy Designer books now, not five).
Book 3 – This book will expand past discussions on design specialties like Exploration Design, Story Design, and Rules/Gameplay
Book 4 – The final book will focus on managing Design teams.

Again, comments and questions are welcomed.

Former lead designer at BioWare (Dragon Age: Origins, Neverwinter Nights). Creator of Raiders of the Serpent Sea.

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