Title: Rookie Mistakes in Game Design
Course: RITA MC - GAME DESIGN > Section: Module 2

Since you are working on your Game Design document, and considering what you will do for your final Project, this is a good time to touch briefly on those Rookie mistakes.  Some of this is just common sense, but some of it is pulled from experience.  Use the smorgasbord approach when it comes to this area of Design.  Take what you want, take what you need - leave the rest.

Professionalism is KEY.  IF you are really serious about this - being serious and professional will take you a long way in the job market, even as an Indie Designer.  It is the same for Visual Artist.  You can be this deep, damaged soul - or you can move forward with your life and your career in a POSITIVE manner. Choose.

Let's take a look at what the series "Extra Credits" says about the first 5 minutes of a game...click the link below or google youtube for Extra Credits and search for the following title:

Starting Off Right

Extra Credits (2016, January 21). Starting Off Right - How the First Five Minutes Draw Players In - Extra Credits [Video file]. Retrieved from https://youtu.be/EFU4tjMndi4

Timing and Planning are key when designing a Game.  Time Management and scheduling are critical.  This is where skill like SCRUM are very valuable skills.  You don't know what SCRUM is?  Do some research!  You will find out more about SCRUM as you enter the world of Development.

Overreaching. Be careful about biting off more than you can chew. Start out small.  Prescribe to the philosophy KISS (Keep it simple, silly!) Create small games first.

Perfectionism.  Several students in the past have become paralyzed and even completely missed out on their Practicum because of their desire for a perfect project.  Hopefully approaching these Tutorials in the manner provided for this Online Course will help deactivate some of that perfectionism. Begin with just that COMPLETE/INCOMPLETE approach.  Then polish it up!

Fear of Code.  Do NOT let code scare you!  It is actually like a puzzle.  Good attention to details, and a sharp eye with a mind for logic help with the code.  Do not be afraid of blowing up your game...that is what the SAVE button is for.  Save it with a version name every time you save it.  Create good backups and have a system.

Attribution. Read some more about IP (Intellectual Property) and Copyright laws.  IF you do not create your very own Sprites or tiles, then you MUST MUST MUST always provide attribution. Attribution means have permission, give credit and say Thank You!

Negativity.  Stay away from Negativity.  Stay positive. Believe in yourself and in your game.  Don't be afraid of critique.  Learn to listen and take positive feedback and critiques.  That is what play-testing is all about.  Don't give up too early.  Remember, it takes a while to get there.

Software.  Don't overreach again.  Boxes of software are no good if you don't use them.  Pick your application, master it and move onto the next. Consider getting certified in some of the Industry standard software.  This is not something that happens overnight.  The thing is - this does not happen overnight.  But if you love it, if it is fun, you'll never work a day in your life! A good way to learn about what software is in demand is to look at job listings and job requirements.