Confidence - balancing self-promotion and confidence with being outgoing, but modest.
Criticism - how to take criticism well, while using your senses about where the person is coming from.
Concerns: What if...
They are wrong and you are being mislead?
Is the person your side or not? Does this person mean well or not? It's often hard to say.
This person is just trying to piss you off??
Remember...
Everybody gets criticized
More success -- > More criticism
Criticism is often a necessary part of personal growth
Some people who criticize are on your side
It's impossible to design / create things without criticism
Successful people are always learning how to improve
Rude v.s. Has a Point Matrix
How to take Feedback / Criticism
When people say take criticism, this doesn't mean that you think they're right.
It can just mean that you're angry and you're emotionally reacting (don't let it ruin your day, don't let it trigger your imposter syndrome)
Don't beat yourself up. Whether or not this person has a point, everyone is learning from past mistakes. All the successful people that you know has made mistakes.
Don't feel attacked. For you-- not for them. Don't explain yourself. You can but why? In the end, it doesn't define you what this one person thinks. Everyone has opinions on any given subject, there will be positive and negative opinions. It's unrealistic to expect to do something great, and not encounter people's opinions along the way.
Imposter Syndrome is real. Imposter syndrome is where you don't always feel you fit in with your game design peers or classmates, you may be new to the game making world, you are not totally sure of your abilities, and you're constantly feeling like "you don't belong here."
For many, Criticism can trigger:
My personal view is: Some people like your work, and some people don't. You don't do yourself any favors by hiding your work from the world, so put yourself out there. Criticism can be voiced to you any day, and on a good day, it's good criticism, delivered constructively and respectfully.
Tips:
Don't say whether you agree or disagree
Let it Marinate. You don't have to take someone's advice, as in, you don't have to implement the changes that they suggest for your game. Maybe you're not sure what you want to take away from the feedback that someone gave you. Maybe it gets you to think more about something that you have never thought of before. Maybe you will make changes in your game, but not the way that person suggested.
If it bothers you, ask yourself why. It could be that you just feel attacked. Remember that feedback helps you, and you might even ask your boss for feedback, or ask an experienced person for feedback on your portfolio.
How to give constructive criticism.
It takes energy to give good criticism.
To say it carefully takes tact.
You want to show that you're on that person's side -- warming up takes more effort.
They may worry about offending you.
Many people feel lazy if they don't give you any actual criticism -- ex: "it looks good to me!"
It takes effort for them to explain their thoughts.
People
When to ask for criticism.
If you have a vague idea with nothing concrete, I wouldn't ask for criticism. They can't give you a good idea of what would work. There's a million ways you could go from here. They might ask "do you want criticism or feedback or do you want me to start the project for you?" Start mocking up, writing and getting your visions and ideas on paper, a Google slide deck, draw it in paint, whatever. Make these mockups clear and write a good rough draft (if applicable).
You have nothing to lose by starting -- practice mocking up and presenting ideas. Even if you through it away, a good mock-up or concept is GREAT practice!
Mockups exist so that teams can all be on the same page. Then everyone isn't just imagining that they had the same concept in mind (which always happens). Everyone can see what's happening in detail, in a mockup. People can discuss vague ideas, but mockups or super specific language are ways of making creative plans clear.
You could ask someone their advice on your mockup, if only to ask them if it's clear or not. Even here, it's risky to ask them if it's a good idea or not. But be prepared, because there's a lot of room for questions and doubt when there's only a mock-up so far.
How to ask for feedback / critique:
Help them help you.
What do you want to know? You may not be done with the experience, so telling them what kind of feedback you want will help them help you.
Is it easy to understand the concept from this mockup?
Knowing that the art isn't finished, how does the gameplay and handling feel?
Theoretically, if you were playing this game and you knew nothing about it, what would you do first?
What are your first or overall impressions of the game?
Do you have any questions for me about what you tested here?
Was there anything that you wanted to or expect to see that you didn't see?
UX Researcher. You are hired by a company that:
Made a thing
Wants feedback from the audience
Doesn't want to hear criticism
Doesn't know how to respond to the criticism
Feels burnt out because they have already worked really hard on their game
Wants to use the feedback to redesign (change) their game for an improved experience
Want to make changes that are tested and proven to work
Additive and Subtractive Thinking -- glass half empty or half full. [Checkerboard image, or missing blocks.]
Additive Thinking - start out by acknowledging what's there. They focus more on the work you have done so far.
They appreciate the work you've already done. They may add questions and concerns about what's already there in your game. They may also try to elaborate on ideas, just for examples.
"What you've done here is interesting so far." "I would like to see a design rewards the player more." "It can be a little slow in places."
Subtractive thinking is about what is NOT there or what's missing. They don't understand the game, or they don't think there is enough there. In other words, your game might not be done yet.
They may assume you already know what you have worked on so far in the game, so instead of appreciating what is already there in the game, they weigh in more on what the game might be missing. They may not think it's their job to give you advice or suggestions.
Subtractive statements
"there's no design" "there's no art" "It doesn't seem to do anything" "I don't get it" "It's not original"
Talking yourself up in an interview
Imposter Syndrome -- Feeling like you're hiding your weaknesses/ shortcomings
"I can do that... but there are some things I can't do!"
Realistic: "I know a good deal about code, I can read it, but I would trust someone else to do the coding."
Situational Questions and Answers at Interviews
By the way... Your interviewer may have imposter syndrome too.
Yes, the hiring manager and or the manager of your team feels nervous about asking you questions at an interview.
Criticism - how to take criticism well, while using your senses about where the person is coming from.
Concerns: What if...
They are wrong and you are being mislead?
Is the person your side or not? Does this person mean well or not? It's often hard to say.
This person is just trying to piss you off??
Remember...
Everybody gets criticized
More success -- > More criticism
Criticism is often a necessary part of personal growth
Some people who criticize are on your side
It's impossible to design / create things without criticism
Successful people are always learning how to improve
Rude v.s. Has a Point Matrix
How to take Feedback / Criticism
When people say take criticism, this doesn't mean that you think they're right.
It can just mean that you're angry and you're emotionally reacting (don't let it ruin your day, don't let it trigger your imposter syndrome)
Don't beat yourself up. Whether or not this person has a point, everyone is learning from past mistakes. All the successful people that you know has made mistakes.
Don't feel attacked. For you-- not for them. Don't explain yourself. You can but why? In the end, it doesn't define you what this one person thinks. Everyone has opinions on any given subject, there will be positive and negative opinions. It's unrealistic to expect to do something great, and not encounter people's opinions along the way.
Imposter Syndrome is real. Imposter syndrome is where you don't always feel you fit in with your game design peers or classmates, you may be new to the game making world, you are not totally sure of your abilities, and you're constantly feeling like "you don't belong here."
For many, Criticism can trigger:
- Resentment
- Defenses
- Imposter Syndrome anxiety
- Awkwardness / Shock
My personal view is: Some people like your work, and some people don't. You don't do yourself any favors by hiding your work from the world, so put yourself out there. Criticism can be voiced to you any day, and on a good day, it's good criticism, delivered constructively and respectfully.
Tips:
Don't say whether you agree or disagree
Let it Marinate. You don't have to take someone's advice, as in, you don't have to implement the changes that they suggest for your game. Maybe you're not sure what you want to take away from the feedback that someone gave you. Maybe it gets you to think more about something that you have never thought of before. Maybe you will make changes in your game, but not the way that person suggested.
If it bothers you, ask yourself why. It could be that you just feel attacked. Remember that feedback helps you, and you might even ask your boss for feedback, or ask an experienced person for feedback on your portfolio.
How to give constructive criticism.
It takes energy to give good criticism.
To say it carefully takes tact.
You want to show that you're on that person's side -- warming up takes more effort.
They may worry about offending you.
Many people feel lazy if they don't give you any actual criticism -- ex: "it looks good to me!"
It takes effort for them to explain their thoughts.
People
When to ask for criticism.
If you have a vague idea with nothing concrete, I wouldn't ask for criticism. They can't give you a good idea of what would work. There's a million ways you could go from here. They might ask "do you want criticism or feedback or do you want me to start the project for you?" Start mocking up, writing and getting your visions and ideas on paper, a Google slide deck, draw it in paint, whatever. Make these mockups clear and write a good rough draft (if applicable).
You have nothing to lose by starting -- practice mocking up and presenting ideas. Even if you through it away, a good mock-up or concept is GREAT practice!
Mockups exist so that teams can all be on the same page. Then everyone isn't just imagining that they had the same concept in mind (which always happens). Everyone can see what's happening in detail, in a mockup. People can discuss vague ideas, but mockups or super specific language are ways of making creative plans clear.
You could ask someone their advice on your mockup, if only to ask them if it's clear or not. Even here, it's risky to ask them if it's a good idea or not. But be prepared, because there's a lot of room for questions and doubt when there's only a mock-up so far.
How to ask for feedback / critique:
Help them help you.
What do you want to know? You may not be done with the experience, so telling them what kind of feedback you want will help them help you.
Is it easy to understand the concept from this mockup?
Knowing that the art isn't finished, how does the gameplay and handling feel?
Theoretically, if you were playing this game and you knew nothing about it, what would you do first?
What are your first or overall impressions of the game?
Do you have any questions for me about what you tested here?
Was there anything that you wanted to or expect to see that you didn't see?
UX Researcher. You are hired by a company that:
Made a thing
Wants feedback from the audience
Doesn't want to hear criticism
Doesn't know how to respond to the criticism
Feels burnt out because they have already worked really hard on their game
Wants to use the feedback to redesign (change) their game for an improved experience
Want to make changes that are tested and proven to work
Additive and Subtractive Thinking -- glass half empty or half full. [Checkerboard image, or missing blocks.]
Additive Thinking - start out by acknowledging what's there. They focus more on the work you have done so far.
They appreciate the work you've already done. They may add questions and concerns about what's already there in your game. They may also try to elaborate on ideas, just for examples.
"What you've done here is interesting so far." "I would like to see a design rewards the player more." "It can be a little slow in places."
Subtractive thinking is about what is NOT there or what's missing. They don't understand the game, or they don't think there is enough there. In other words, your game might not be done yet.
They may assume you already know what you have worked on so far in the game, so instead of appreciating what is already there in the game, they weigh in more on what the game might be missing. They may not think it's their job to give you advice or suggestions.
Subtractive statements
"there's no design" "there's no art" "It doesn't seem to do anything" "I don't get it" "It's not original"
Talking yourself up in an interview
Imposter Syndrome -- Feeling like you're hiding your weaknesses/ shortcomings
"I can do that... but there are some things I can't do!"
Realistic: "I know a good deal about code, I can read it, but I would trust someone else to do the coding."
Situational Questions and Answers at Interviews
By the way... Your interviewer may have imposter syndrome too.
Yes, the hiring manager and or the manager of your team feels nervous about asking you questions at an interview.
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