I've been brought on as a designer for a project but I'm not the lead designer. At first I was looking at it in a negative light but I've learnt to adapt, and actually sort of like the fact I'm being brought into a situation that's not something I'm used to. Because at the end of the day, not every role I might get will be to my liking and I have to get used to and learn how to work with it. So for this piece I'm going to go through what I've learnt so far and what it entails.   

Your voice/opinion will not always be heard even if you think it's for the betterment of the product

 - only voice your opinion if you're sure it's absolutely worth saying.

- only voice your opinion if you're sure it's absolutely worth saying.

While the project I'm apart of has a cool idea it's still got things that I don't agree on which was one of the first things I had to go over. You have to get used to the fact that sometimes you're not the vision holder, but you're still a designer, and part of the things I learnt is sometimes you have to put aside your philosophies and ideas not to make the game better but instead to have a "finished product" 

Forget about it being a game, it's now a product and you have to get out of this mind set of it being a situation where you're concepting something when you're actually MAKING IT. I think it's because I've become so used to the concept stage of designing things, but I've never actually left that stage and this is the first time where I've been thrown into a situation where the idea and game is there, but it's not done yet.

Finding things to do as a designer when the project is simple

 - finding things to do when the length of your work comes down to making levels.

- finding things to do when the length of your work comes down to making levels.

While prep work for design is pretty crazy and pretty hectic at times, I'm struggling to find stuff do in a project that's past that point. From what I've gathered the extent of my work is make levels and no matter what I ask all I get out of the team is that. I think personally what I love is structure and finish lines in my work, and it's strange when the extent of it just seems to be spit balling and level design.

I think also it's strange splitting up design work with another designer. It splits up work that would otherwise be very tedious if it was done by one person.

Putting aside personal opinions just so things can move along

- Let things move along, sometimes putting aside you're own bias regardless of how right you think you are is better overall

One of the toughest things is throwing all bias I have out and just moving forward. While I generally try to remove my bias whenever it comes to work and professional environments, but I found it harder with this project over anything else to do that. I myself can't pin point why either, in any case it's been more of a "shut up and move on" exercise more than anything and like I said at the beginning, I'm glad I'm dealing with stuff like this now instead of future projects so that I'm prepared for similar situations.

Final note: I'm now sort of glad I'm dealing with a perplex situation, it's forcing me to work differently and think differently. While many people see that as a negative I see it as a way of learning how to deal with people and projects I'm not used to, something that will be bound to happen again regardless and I'm glad I'm learning now instead of later.

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