Mopey, the Eighth One
Some of you have certainly noticed my lamentation regarding the highly-likely possibility of me being out of the running for The Great Designer Search 2. If you haven't, well, now you know. And you'll get to know why because I'm posting my design test submission publicly down below.
What I sent in was not the best that I could have done because I ran out of time. This was my own fault, of course. However, it wasn't a matter of not spending enough time on this third design test -- far from it. This test was the only thing I focused on whenever I could leading up until the time I needed to send my e-mail in. The problem was that I didn't set up milestones for myself for the different requirements. I even let myself focus on parts of design that didn't matter so much for this task (Like constructing a design skeleton with the appropriate card codes. Far from necessary.)
Lesson Than Three
So, what did I learn?
1) When a project is needing to meet a deadline, make a plan with milestones. This will break down a complex task into several simpler tasks. Once this is done, you can divide up the time you have until the deadline among the simpler tasks. So, if you ever find yourself behind in terms of your mini-deadlines for your various tasks, you'll know you won't make it in the end unless you pick up the pace.
(You know, I already know this. I took a Project Management class while I attended DeVry University. Project management skills totally could have been applied here.)
2) Stay focused on what's important to complete your task. As I mentioned with the card skeleton activity before, I was doing things that were related, but they weren't really helping getting my task completed. So, figure out what you need to complete the next part you need to work on, then do that. Don't get distracted. It's easy to get the false sense of being productive by just doing things. But, if it doesn't contribute toward the bigger picture, it's just a distraction.
You can have all the design skills in the world, but if you, personally, aren't able to take a design assignment and do what's necessary to complete it all the way through and on time, then it wouldn't matter much. Sure, designing Magic itself requires various teams of people to care about all the extra "stuff" (But, what do I know? I haven't worked at Wizards.) to ensure success, but this was a condensed soup of ten cards and a description of a world/block.
And that's that. ...I'm no expert on project management and such, though. I could be steering you wrong. I don't want to steer you wrong. So, if you decide to do anything as a result of what I wrote, take caution. For anything. Just to be safe and so my conscience won't bug me as much when I try to sleep tonight.
First Track of Daft Punk's Discovery (2001) Album
One more thing -- I realize I didn't squeeze in humor into this article. Humor can spice up writing, but I don't think it's one of my strong points. I love to laugh, and I'm an easy-going person; but I couldn't do stand-up comedy. Perhaps I'll learn about comedy from some source sometime. Once I've become funnier, it might help me gain some regular readers, which just helps toward my goal of landing a job in R&D.
Then again, I wonder how many great Magic writers there are that aren't funny. I won't type anything here because one, I don't want to hurt their feelings, and two, I don't remember who hasn't slung some witticisms regularly in their writing.
Maybe that's a sign of how good they are. That reading their articles or whatnot was just a smooth ride of goodness that you didn't notice anything besides having a great experience. It's kinda like with video game controllers. You should be designing the player input, so that the player doesn't notice the controller during their gameplay experience. Well, except, when it IS part of the experience (Like the Wii controller or playing Mario Party so competitively that you should wear gloves to do your efficient, self-damaging strategy.) But, you catch my drift, right?
I'm getting off track! The text below is what I sent in. Enjoy laughing.