Game pillars
I was the first designer to arrive on the project, in 2016, and was tasked with laying its conceptual foundations.
I worked with the creative director as a scribe, facilitator and sparring partner, clarifying what the
game's high-level experience, pillars, and primary systems should be. I then liaised with the project's technical and
production directors to help define what we should be building and how.
The role required flexibility, patience, receptiveness, and tact as well as creativity, so I drew a lot on Improvisational Theatre.
Ultimately I would create a number of PowerPoint presentations to help onboard the other designers when,
in 2017, they began to move onto the project from Endless Space 2.
This documentation was still relevant for onboarding when more designers were brought onto the team in 2021.