-: Create, just make things.
Game design is a huge trial-and-error process,
and so,
right now,
I'll give you an example.
Right now I'm working on a board game that
is about young civil rights activists passing gay marriage.
And that has gone through so many phases.
And the game I first started with
was so different from version two,
and so different from version three.
You need to be comfortable with building something,
tearing it down, and building it back up.
And that, I think, is something you can practice
at Pomona, for sure.
So, building is probably the best way
to get into something like this.
I was linguistics and cognitive science major,
and a Japanese minor.
So I just loved
anime, sci-fi fantasy,
and Japanese love games.
But I would say that if there was a regret I had,
was not taking a computer science class.
And it's not because I need to code.
I think it's useful and I've learned how to do it on my own,
but it's important to have the same,
a shared vocabulary when discussing with developers.
At some point you may want to build something,
and you know what to build but may not be able to build it.
You have to be able to communicate that vision.
And I think that's what I might have,
if I had gone back in time, I might have told myself to do.
What I've been working on recently
is
just productivity and organization.
So how do I take all the small, many things,
different games, responsibilities at work,
parse them out into sort of actionable steps.
Prioritize, reorganize them, and accomplish those.
And I think that's not a system
that people are accustomed to.
Or at least not one that they are willing
to set aside time to refine.
And I work from home.
I am a board game craft designer.
I have to, you will have to be able to
manage your own personal production process.
And I think that that is applicable to all careers.
And that's forefront on my mind right now.
Yeah.