SHUN SPEAKING TRAINING

Q2. What have you learned from a past project that failed or didn’t go well?

 

I’ve worked on five game projects, and I’ve learned three key lessons.

First, when I’m working in an area I’m not strong in, I ask for help early—and I learn by watching how the experts approach it. In development, time is limited and deadlines don’t wait. Priorities shift and unexpected issues come up all the time, so reaching out quickly keeps the work moving and helps me handle similar tasks faster next time.

Second, I make a point of getting fresh eyes on my work regularly—about once a month—so I can get direct, honest feedback. When you look at the same feature every day, you stop noticing problems. On our strongest project, we shared ideas openly within the environment team, and we also kept notes from other departments. That gave us perspectives and improvements we wouldn’t have found on our own.

Third, it’s really important to playtest the game you’re making from time to time. I used to think every minute should go into building, not playing—but experience taught me the opposite. Playtesting helps me understand the full flow, see how my area affects other parts, and judge my work from a player’s point of view. Catching issues that way is what improves the final quality.

暗唱用

I’ve worked on five game projects, and I’ve learned three key lessons.

 

First, when I’m working in an area I’m not strong in, I ask for help early—and I learn by watching how the experts approach it. In development, time is limited and deadlines don’t wait. Priorities shift and unexpected issues come up all the time, so reaching out quickly keeps the work moving and helps me handle similar tasks faster next time.

Second, I make a point of getting fresh eyes on my work regularly—about once a month—so I can get direct, honest feedback. When you look at the same feature every day, you stop noticing problems. On our strongest project, we shared ideas openly within the environment team, and we also kept notes from other departments. That gave us perspectives and improvements we wouldn’t have found on our own.

Third, it’s really important to playtest the game you’re making from time to time. I used to think every minute should go into building, not playing—but experience taught me the opposite. Playtesting helps me understand the full flow, see how my area affects other parts, and judge my work from a player’s point of view. Catching issues that way is what improves the final quality.

Q1. What kind of person do you want to be in ten years?

I’d like to give a talk at GDC (the Game Developers Conference) someday. My main goal is to work at Naughty Dog or Insomniac Games and help create a GOTY-winning game as a Lead Level Designer, then celebrate with the whole team over champagne. To get there, I need to build top-tier skills and a strong reputation in the industry. I’ve had this goal since high school, and I’m going to do everything I can to achieve it.

暗唱用 – What kind of person do you want to be in ten years?

I’d like to give a talk at GDC (the Game Developers Conference) someday.

 

My main goal is to work at Naughty Dog or Insomniac Games and help create a GOTY-winning game as a Lead Level Designer, then celebrate with the whole team over champagne.

 

To get there, I need to build top-tier skills and a strong reputation in the industry.

 

I’ve had this goal since high school, and I’m going to do everything I can to achieve it.