i used to believe i couldn& #39;t be a designer because the other aspiring designers i knew were men who got raised on blizzard games & star wars while i was raised on barbie games, neopets, & purple moon.

wish i could tell my younger self how flat out wrong that belief was.
in design it& #39;s common to fall back to patterns you& #39;re familiar with/are nostalgic for. it& #39;s a bias, but it can be useful, too.

my fallbacks are different from most other designers& #39;. that means i dissect problems in very different ways and often reach different conclusions.
as a student i used to see guys who wanted to be designers dissecting games and thought "there& #39;s a whole body of knowledge/experience here i& #39;m clearly missing, and therefore i cannot do this job."

what i minimized by doing that was the body of knowledge *i* had to contribute.
i also overlooked the benefit of being able to come to a lot of these games later as an adult. with clear eyes and no particular nostalgia for them, i could be curious about how they worked. sometimes they held up to the nostalgia, and other times they didn& #39;t.
i believe great designers are curious. they want to learn. why did another game do it this way? what is that mechanic trying to evoke? is it successful? what would i change about it?

if you can be curious, then no matter what game you work on, you& #39;ll be successful.
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