Everything I know about design I learned playing Starcraft
11–20 of 59 posts
Re: Everything I know about design I learned playing Starcraft
#12I used to hear this argument from WoW players a lot. "It's skills you use in every business management, so it's just like work!" Go ahead and list it on your resume if you believe it.
Re: Everything I know about design I learned playing Starcraft
#13Design work is dotted with long periods of thinking and exploring. You only need a high APM rate because photoshop terribly sucks for anything other than manipulating bitmaps, you can do things much faster in an object-based editor like Fireworks. If only Adobe would make it 100% compatible with PSDs and actually mantain it, it would completely take over web design.
Re: Everything I know about design I learned playing Starcraft
#14Re: Everything I know about design I learned playing Starcraft
#15I used to hear this argument from WoW players a lot. "It's skills you use in every business management, so it's just like work!" Go ahead and list it on your resume if you believe it.
An interviewer at VeryFamousWebCompany(tm) went totally rogue (I am assuming) and we spent a good 30 minutes discussing the most recent patch and how it effects game balance. I'm guessing he was able to justify this was some kind of analysis/critical-thinking question. And I still got an offer. So there's that.
Re: Everything I know about design I learned playing Starcraft
#16Design work is dotted with long periods of thinking and exploring. You only need a high APM rate because photoshop terribly sucks for anything other than manipulating bitmaps, you can do things much faster in an object-based editor like Fireworks. If only Adobe would make it 100% compatible with PSDs and actually mantain it, it would completely take over web design.
Re: Everything I know about design I learned playing Starcraft
#17I used to hear this argument from WoW players a lot. "It's skills you use in every business management, so it's just like work!" Go ahead and list it on your resume if you believe it.
I spend my free time voluntarily putting myself in fast-paced, high-stress situations where I am forced to make critical strategic decisions as quickly as possible in order to succeed.
If that's what I do for fun, imagine what I accomplish when I'm working.
Re: Everything I know about design I learned playing Starcraft
#18Design work is dotted with long periods of thinking and exploring. You only need a high APM rate because photoshop terribly sucks for anything other than manipulating bitmaps, you can do things much faster in an object-based editor like Fireworks. If only Adobe would make it 100% compatible with PSDs and actually mantain it, it would completely take over web design.
I find this a funny comparison because StarCraft is at least in part made difficult on purpose , as is the case with any game. In particular, APM/micro/etc are a key aspect that separate the range of skill levels of most players. So while some multitasking aspects in the game would certainly be difficult no matter what, any good UI designer could make StarCraft easier and more accessible to use, but then there wouldn…
Re: Everything I know about design I learned playing Starcraft
#19You can write an article about Starcraft if you love Starcraft, but juxtaposing against Photoshop workflow is disingenuous at best, misleading and confusing at the worst.
Photoshop isn't perfect, but it knocks Fireworks' socks off in every aspect: automation, formats, shortcuts, UI, precision, etc.
Re: Everything I know about design I learned playing Starcraft
#20EAPM (Effective APM) is more pertinent than raw APM. APM arguments have raged on for more than a decade (since Broodware at the very least), and there have been many top players with low apm (300 vs 100).
For HNers, an appropriate analogy would be typing speed for coding. We have ongoing (pointless) arguments about the importance of typing speed for programmers. Whatever one's opinion/preference for this subject may be, we've seen plenty of programmers be successful with high typing speeds but many mistypes, and other with relatively low typing speeds but very accurate. There's a pretty wide range in which one can be successful.
>The Starcraft equivalent of a boilerplate template is a build order, which informs which buildings to construct in the beginning of the game.
Build orders need to be informed by the map choice and opponent. I think similar considerations would apply in the template selection in photoshop as well, though not covered in OP. I wonder what the equivalent of such meta considerations would be in design.
>Rush / Macro
Is this the common terminology in SC2 these days? It's strange since the standard counterpoint to "Macro" (economy and production) has been "Micro" (unit control).