Sen-Foong Lim, designer of Belfort and Junk Art, discusses the many things a good game design space needs and ways to organize it all.

Here are links to some of the resources mentioned in the show:

Gimp

Canva

Cropodile

Rotary Cutter

 

2 comments on “How to Organize a Design Space with Sen-Foong Lim

  1. Joseph E. Pilkus III says:

    Gabe,

    I thoroughly enjoyed the interview with Sen-Foong Lim. You can tell, from the moment he starts speaking, that he’s passionate about his hobby. Now, the fact that he has the psych background, as well, is even more intriguing. I have to say, now having listened to multiple podcast interviews which you’ve conducted, couple with my own journey and love of alliteration, game design and development requires P3 ~ Passion, Persistence, and Pragmatism.

    I would defy anyone to show me someone who loves their job but doesn’t display passion for it. It’s passion that gets us up every day and do our very best…in many cases, it’s far beyond the paycheck or even accomplishing the task or mission. It’s far more visceral than that. Passion is the adrenaline which fuels creativity.

    Persistence is the ability to keep going…even in the face of defeat. Of course, a good designer learns when to put down a “pet project” and move on, but it’s the persistence which allows that person to try something else. Maybe someday they’ll return to an old idea, an old prototype. Who knows? But it’s the persistence which will carry them forward.

    Finally, pragmatism…and I think your interviewee explained this beautifully. Despite having myriad containers for cubes, dice, baggies, etc. all around him, he defined what’s absolutely essential…paper and a marker. He, like so many designers, have provided others with the same message…function over form. You can always make it look prettier, but first make a great game.

    Again, I greatly appreciated the length and scope of the interview.

    Cheers,
    Joe

  2. JFeast says:

    Wow.
    That first comment is amazing.
    I don’t have anything anywhere near that articulate to say.

    But I will add that I have now listened to this three times and have learned a bit more each time.

    My design space is improving by the week, as has my ability to express what I see in my head in a physical form.

    A game designer without the right tools is like a musician without an instrument.
    Thanks for the help in finding the instruments I need to make it all work.

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