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From pro-gaming to game designer, a Qxc story

Blogs > qxc
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qxc
Profile Blog Joined May 2009
United States550 Posts
Last Edited: 2016-04-11 14:43:20
April 05 2016 15:50 GMT
#1
This blog details how my career as a Starcraft pro-gamer helped prepared me to design a game.

[image loading]

There’s a definite fear among progamers and fans alike that when progamers retire, many will be stuck in life due to a lack of practical skills or experience. We spend years sitting behind a computer screen, often heavily isolated from the world. While progamers do fail to develop many skills, the ones required to be a progamer are amplified magnitudes beyond what would be produced in all but the most demanding jobs. While these skills do not produce a tangible product, they instill in each pro-gamer a strength of spirit and mind that is unmatched.

One of the most valuable lessons I was forced to learn early on was the ability to take criticism and keep rolling. While I had many fans, I often felt like I had even more haters as their voice was much louder. When I lost an important series there were always posts about how poorly I played or calls for me to retire. It was disheartening to read, but eventually I realized that that is just reality.

Imagine going into your job, making a mistake and having twenty people tell you that it was time to retire or that you were worthless. Now imagine that this happened frequently. Like it or not, this is your world when your work is seen by so many people. The world of progaming is fast and unforgiving. Little mistakes snowball into big problems and missed opportunities. The only way to keep up is to keep going. To succeed, you can’t afford to let the naysayers bog you down with their hate.

[image loading]

I’ve become tempered to criticism and have learned how to improve without taking it personally. As a game designer, many of the decisions I’ve made have been initially wrong. When testing a new idea, it’s important to to acknowledge that initial imperfections are necessary in order to create something better. Iteration is the key to eventually making something great, which necessarily entails starting with something not so great. When showing a product in development, there will be many bugs and issues. Being a progamer taught me how to take criticism and make myself better for it.

[image loading]

There is no progress without failure. After failure comes inspection and with inspection comes improvement. The very nature of development requires that we delve into the unknown. If we could delve into the unknown without making mistakes, then that ‘unknown’ wasn’t really unknown to begin with. This journey into uncharted territory is not a one step process. You don’t get to discover one new thing and then retreat to the familiar. To stand above and apart from competitors, it is required that you immerse yourself in a world that you know better than anyone else.

Designing something primarily in another’s world means living more in imitation than in innovation. We cannot truly succeed if we only work in the shadow of others. In my best Starcraft moments, I used strategies that started and ended inside my own head. I theorized about different openings and consistently brought unexpected tricks to my games. Although my Starcraft skill faded, my creative spirit has only become more energized with this new world I’ve created in Aeon’s End.

[image loading]

The absolute core of the gameplay in Aeon's End is that of a deck-builder. Those familiar with the genre will find something they recognize here. The rest is an amalgamation of ideas borne from a spirit who embraced failure and the lessons it taught. There were months where the game barely functioned. There was a week where I apologized to every single playtester I subjected my game to because of how incoherent it was. Those lowest lows stemmed from my willingness to test ideas that I barely understood. From those ashes, I built something unique, something entirely my own because I wasn’t afraid to swim in unfamiliar waters. In search of something greater, I refused to retreat to what I already knew. Starcraft taught me that in order to be great, we must lead the charge into the unknown. Starcraft's champions changed the way we understood the game.

[image loading]

Creating something new is a long and involved process. Persistence was critical to coherently wrapping each idea together. When my efficiency dropped, I took a break to recharge but I never gave up. I came back, week after week, constantly refining and improving on my journey to make the best game possible.

[image loading]

My spirit had already been tempered by my time as a pro-gamer. The lows that I felt during my time with Starcraft allowed me to view current problems with an unusual perspective. Nothing in the development process has ever compared to the feeling of stepping off the stage in front of thousands of fans after a loss. The problems that I face now are incredibly minor compared to the heartache I suffered time and time again in pursuit of my pro-gaming dream. In reflection, I see each tournament as a stepping stone. Each event was a test. Rather than wallow in what I was not, I needed to persevere toward what I wanted to be. This is what I do now. Each day, I make a plan that ensures the game I test tomorrow is better than the game I test today. For a long time, I did not know when the game would be done, but I had faith that if I continued long enough I would find the end that is now in sight.

[image loading]

Aeon’s End is a co-op deck building board game. It’s game for a group of friends to come together and immerse themselves in a new world. The end of everything looms tall and near. You are fighting in a world where humanity has been driven underground by the monsters that will never let you live in peace. You must come together and defend the city, Gravehold, and subsequently humanity, from imminent extinction using your wits and skill. Success in Aeon’s End requires teamwork, cooperation and flexibility.

For me, Aeon’s End is so much more. It’s a testament to what a determined individual can do. It’s a testament to why risks are worth taking. Without taking risks, dreams remain nothing more than their name. By pushing past your limits and adventuring into the unknown, dreams can soar. I hope you enjoy playing Aeon’s End as much as I did making it. There were times where I didn’t know if it would be worth it, but now that the project is nearly complete, I know deep down that it was all worth it. Every ounce of flesh and blood that I put into this game was worth it. Finally, I understand that my time spent with Starcraft gave me something special that I could not have received anywhere else.

Unfortunately, strength of spirit is not enough to produce a game. All the art and gameplay are complete, and now all that remains is to find enough people who also believe in my game to make it a reality. My kickstarter is live here. I hope that you can help me finish this last part of the process so that many more can enjoy it.



****
ProgamerDesigner of Aeon's End
lichter
Profile Blog Joined September 2010
1001 YEARS KESPAJAIL22272 Posts
April 05 2016 16:07 GMT
#2
ooooohhh i like the art

click click
AdministratorYOU MUST HEED MY INSTRUCTIONS TAKE OFF YOUR THIIIINGS
Hadronsbecrazy
Profile Joined September 2013
United Kingdom551 Posts
April 05 2016 18:27 GMT
#3
dayum the art look cool man
No need Build Orders, Only Micro,Favourite Players: Maru, Zest, soOjwa , CJherO
emperorchampion
Profile Blog Joined December 2008
Canada9496 Posts
April 05 2016 18:36 GMT
#4
Looks like a really nice game! Initial gameplay thought is that it looks like a spin on Dominion and Eldritch Horror. Artwork is really beautiful.

I think that having the randomness from the turn-order as opposed from the deck shuffling is really nice design decision. My only hesitation for this game would be that the strategic depth is a bit of a turn off for some of my friends, but I hoping for the best.

Good luck with everything, really looks awesome!
TRUEESPORTS || your days as a respected member of team liquid are over
PhoenixVoid
Profile Blog Joined December 2011
Canada32743 Posts
April 05 2016 18:47 GMT
#5
I'm not much into card games but what you have here looks incredible. As others have said the art is great, and the gameplay and design seem very realized and detailed. You're already 50% funded and have 30 days left so I'm very optimistic you'll make it all the way. Hope to see this dream of yours succeed!
I'm afraid of demented knife-wielding escaped lunatic libertarian zombie mutants
Ektor Baboden
Profile Joined May 2012
68 Posts
April 05 2016 18:57 GMT
#6
Just bought a copy and I can't wait to try it out.
And at this rate, it looks like it will be funded within the day.

Good luck!
qxc
Profile Blog Joined May 2009
United States550 Posts
April 05 2016 20:35 GMT
#7
On April 06 2016 03:36 emperorchampion wrote:
Looks like a really nice game! Initial gameplay thought is that it looks like a spin on Dominion and Eldritch Horror. Artwork is really beautiful.

I think that having the randomness from the turn-order as opposed from the deck shuffling is really nice design decision. My only hesitation for this game would be that the strategic depth is a bit of a turn off for some of my friends, but I hoping for the best.

Good luck with everything, really looks awesome!


Thanks for the support. There is a lot of meat to this game. What I've found is that basically anyone who likes games will enjoy it as long as they're willing to give it a chance. There's a lot going on in the game so having someone on hand who is a bit more experienced definitely helps get past the initial learning curve, but there's no particularly complicated concepts that will take a long time to grasp.
ProgamerDesigner of Aeon's End
Riku
Profile Blog Joined June 2009
United States1064 Posts
April 05 2016 20:55 GMT
#8
Rock it! So great to see you putting your ingenuity and creativity to use in another way that other people can enjoy!
Creative Director, CEO at Stumbling Cat, Writer for Broken Joysticks - Twitter: @RikuKat
w4lnu7
Profile Joined April 2016
1 Post
April 05 2016 22:29 GMT
#9
Looks like garbage.

User was banned for this post.
synapse
Profile Blog Joined January 2009
China13814 Posts
April 05 2016 23:39 GMT
#10
seems like you're gonna have to start preparing some new stretch goals
:)
Cauld
Profile Joined February 2010
United States350 Posts
April 06 2016 00:20 GMT
#11
Looks awesome. Glad to see the result of what you've previously blogged about.
edwahn
Profile Joined March 2011
New Zealand121 Posts
April 06 2016 01:17 GMT
#12
Backed it all the way. As a boardgame aficionado plus a long-time watcher of SC2, I couldn't think of a better thing to support.

Plus you seem to have glowing reviews
ruypture
Profile Joined May 2014
United States367 Posts
April 06 2016 01:48 GMT
#13
this game looks awesome. can't wait to play
어윤수|이신형|이재동|이승형
ShambhalaWar
Profile Joined August 2013
United States930 Posts
April 06 2016 03:31 GMT
#14
This is your best article to date!

I've always felt inspired by how you follow your dreams and make them reality.

In my life I've always had a vision of the reality I would create for myself, while I've made many things happen, I as of late I feel stuck and behind where I wanted to be.

While I feel stuck I can't give up, and reading about other people making their dreams come true is inspiring to say the least.

I feel inspired on many levels by your creative spirit and willingness to make the world in your vision.

I will be buying a copy.
Hexe
Profile Joined August 2014
United States332 Posts
April 06 2016 03:45 GMT
#15
How did you go from prototype to a kickstarter phase, and join something like Action Phase Games? I have playtested my game at a local board game shop and with friends, but have no idea where to take it from here. I'm assuming I would have to put a decent chunk of cash down for the art and such, or did you have a something that Action Phase Games decided to invest in?
Taf the Ghost
Profile Joined December 2010
United States11751 Posts
April 06 2016 03:47 GMT
#16
Congrats man. (It should be initially funded by tomorrow.) I'm glad it all came together and I hope it's a smashing success for you.

May you hadoken the gaming industry the same way you did IM. (Still my favorite live-watched SC2 moment.)
FueledUpAndReadyToGo
Profile Blog Joined March 2013
Netherlands30548 Posts
Last Edited: 2016-04-06 07:13:57
April 06 2016 07:12 GMT
#17
The game looks very nice, great artwork. How long does it take to play an average game? Do you think people who are not that used to boardgames could enjoy this? Or is it more for a hardcore audience?
Neosteel Enthusiast
WhosQuany
Profile Joined June 2013
Germany257 Posts
April 06 2016 11:08 GMT
#18
What a Baller you are QXC! OMG I´m speachless Great Job!!!!!!!!!!
Goin back to Cali
Piste
Profile Blog Joined July 2006
6180 Posts
April 06 2016 14:35 GMT
#19
Does the rules forbid writing down the order you play your cards or do you need crazy memorizing skills? Asking this becouse you flip your cards instead of shuffling while drawing from "empty deck".
Response
Profile Blog Joined April 2004
United States1936 Posts
April 06 2016 16:34 GMT
#20
good job buddy!
the REAL ReSpOnSe
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