Books 1 and Book 2 of the Lazy Designer are now available!
For over ten years, Brent Knowles worked as a designer with the RPG game developer, BioWare. Along the way he wrote dialog, scripted levels, wrote design docs and ended up being a Lead Designer on Neverwinter Nights and Dragon Age. He also learned a few things.
The ‘Lazy Designer’ is a collection of his posts related specifically to gaming or game development. These posts are snippets of what will become larger, more detailed chapters — Brent is keeping these posts relatively short to facilitate consumption on the web.
New posts are still being added: subscribe to Brent’s newsletter or follow this blog’s feed to keep up to date.
NOTE: If you want a high level overview of being a game designer you should probably check out this video over at the Escapist.
Book 1 – Getting Started
Getting into the Gaming Industry
Teaching Yourself
Getting Hired in the Game’s Industry — Technical Skills
Meeting Etiquette
E-mail Etiquette the CC vs BCC
Sorry I can’t read your story
Task Management
Loving the Crunch
When People Ignore Email
The Product
Game Development Positions Part 1 – Design
Being Organized
Providing Useful Feedback
Receiving Feedback
Book 2 – The Second Game
Data Generation
Building a Shed
Changing Designer Data
Designing Frustration
Designing Frustration Part 2
Designing Frustration Part 3
Accountability
Book 3 -In Between Projects
Keep Yourself Busy
Cross-Platform Experimenting
Documentation
Book 4 – Specialists
Give them tools
Creating Emotion in Games – Guilt as Gameplay Mechanic
Pee Happens
Hidden Features versus Growing Features
Videogame Level Design
Writing Videogames
Writing Videogames — Getting the Job
Making Monsters
Do Gamers Want Dungeons?
Book 5 – The Manager
Design Expectations
Secret Keeping
The Design Manager
You are Not Smarter Than Them
Videogame Franchises… the slow death?
Pay Pal – Use it please
Harnessing Change and Responding to Change
Save Games
Hard Decisions
Building a Team – Passion
Extra Info
Main, Unsorted List
- Sonic Chronicles
- BioWare-Brent Year 1 (1999)
- Building a Shed
- BioWare-Brent Year 2 (2000 - 2001)
- BioWare-Brent Year 3 (2001 - 2002)
- The Lazy Designer: Providing Useful Feedback
- BioWare-Brent Year 4 (2002 - 2003)
- Fallout 3 Game Review
- Leaving BioWare... three months later
- iPhone Game Development
- BioWare-Brent Year 5 (Fall 2003 - Summer 2004)
- BioWare-Brent Year 6 (Fall 2004 - Summer 2005)
- On Being Organized
- PayPal - use it please
- Getting into the Gaming Industry
- Videogame Franchises... the slow death?
- E-mail Etiquette the CC vs BCC
- Meeting Etiquette
- Creating Emotion in Games - Guilt as Gameplay Mechanic
- Getting Hired in the Game's Industry -- Technical Skills
- Distraction Devices
- Be Careful What You Wish For
- Data and Resource Generation
- Features - Hidden versus Growing
- Pee Happens
- Guilt based motivation
- Giving them tools
- You are Not Smarter Than Them
- Harnessing Change
- Responding to Change - pitfalls
- Making a product
- Pirating Product
- BioWare-Brent Year 7 (Fall 2005 – Summer 2006)
- Design Debate - Paging versus Scrolling
- Keep Yourself Busy
- Getting Feedback
- The Design Manager
- Cross-Platform Experimenting
- Savegame Tips
- Videogame Area Design
- Sorry I can't read your story
- BioWare-Brent Year 8 (Fall 2006 - Summer 2007)
- Tips: Teaching yourself Game Development
- Task Management 101
- Videogame Design Documentation
- BioWare-Brent Year 9 (Fall 2007 - Summer 2008)
- Secret Keeping
- BioWare-Brent Year 10 (Fall 2008 - Summer 2009)
- Hard Decisions
- Empire Avenue - Press Release
- A Sense of Wonder
- Lazy Designer - Changing Designer Data
- Loving the Crunch
- Writing Videogames
- So How Do I Get a Job Writing in the Videogame Industry?
- Auroras, Stories, and More
- Preparing for a career in the games industry
- Dragon Age 2 Demo
- Design Expectations
- Game Music
- How the story began
- Design Document Traps (Intentional)
- Designing Frustration (Part 1)
- Designing Frustration (Part 2)
- Integrated Videogame Advertising Question
- Designing Frustration (Part 3)
- Accountability in Game Development
- Making Monsters
- Building a Team? The First Ingredient
- Nobody can hear you scream
- The Product
- Game Development Jobs - Design
- Do Gamers want Dungeons?
- Rejection in the Games Industry
- Bad Designer! - Road Construction
- Cover Thoughts?
- "Cool" - The Most Dangerous Word in Game Development
- Lazy Designer
- Lazy Designer - Book 1
- Lazy Designer Content... Update
- Lazy Designer Update
- Free and Lazy
- Freebies
- My Years at BioWare
- Giving the Gift of Programming (or: How did you learn to code?)
- Rules of Play
- The Lazy Designer Book 2 - Update
- Gamifying Government, an Example of Designer Bias
- Lazy Designer 2: Feedback on Tools Section
- Lazy Designer Book 2 Rough Draft Complete
- Lazy Designer Book 2
- How to Script for Games
- Lazy Designer: Pricing
- Update and a Happy New Year
- Doors (Lazy Designer #3 Excerpt)
- Lazy Designer Book 3 Exploration and Gameplay Is...
- If you read Dutch... (game AI)
- Just Like Old Times...
- Table of Contents - Lazy Designer: How to Start a Career in Game Design
- Table of Contents: Lazy Designer Book 2 - Making the Next Game
All posts are copyrighted by Brent Knowles 2009-2010. Excerpts may be posted elsewhere without permission though attribution would be appreciated. Full posts should not be duplicated, without permission.

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