I’m pulling out of my driveway! We all know what that means!
It’s time for another Drive to Work.
Okay. So today, I’m going to talk about part of design
that—I wrote
an article about this, but I haven’t talked about it in my podcast. Or not
too much. Is what we call “exploratory design.” Aka “pre-design,” aka “advanced
design.”
So today I’m going to talk about how it came to be. And what
it means. It’s actually evolved. And how we use it. So okay. So in the
beginning, so we had had, way way back when, my boss was Randy Buehler at the
time. He was the equivalent of what Aaron Forsythe is now. Director of Magic R&D. And Randy came to me and
said, “Mark, I have budged for you to have a design intern.”
And I was like, “Oh… okay. How do I get a design intern?”
And that’s when I said to him, “Can I get it any way I want,” and he said,
“Uhh, how do you want to get it?” And I said, “Have you ever watched The
Apprentice?”
And that’s how the Great
Designer Search came to be, is me trying to find a design intern. So we had
this big contest, essentially. I mean, it was actually a hiring thing. But it
was kind of part hiring, part reality show. Called the Great Designer Search,
and we ended up, the winner got an internship, a design internship, that was the
prize.
Alexis Janson won the first one, Ken Nagle came in second
and also got an internship. Graeme Hopkins came in third and got a different
internships at Wizards that would turn into a full-time job. Mark Globus came
in fourth, he would also get a job out of this. So a bunch of people ended up
getting jobs at Wizards. Actually, the top four all ended up getting jobs.
Long-term.
So, four years later we did a second
Great Designer Search. The winner of that was a guy named Ethan Fleischer.
The guy who came in second is a guy named Shawn Main. The guy who came in third
is a guy named Scott Van Essen. All three, by the way, currently work at
Wizards. But from that—actually, Scott got the job later. Ethan won a design
internship, and Shawn won another internship. His internship was in R&D
Digital. Magic Digital. But anyway,
both of them ended up becoming full-time designers and are on my design team
now.
So what happened was, the first day they walked through the
door, I knew I had six months to sort of evaluate them. And there’s normal
things we’re going to do. We put them on design teams, and we put them through
their paces, and definitely get a chance to see what they’re capable of. But I
was interested in something a little more.
So what happened was, when we ran the first Great Designer
Search, I was just looking for a kind of generic—people with good design
skills. We looked at a lot of card designing skills. And there was mechanic
designing, and we did a lot of nuts and bolts in the first Great Designer
Search.
The second Great Designer Search, I was looking for
something a little bit different. I was looking to try to find a few more
people that are what I call sort of “big picture vision.” And that’s why the
second Great Designer Search, we had them build a world.
In fact, for those that never watched the second Great
Designer Search, the way it worked was, once you got into the finals, you had
to submit a world. So you had to do essays, and then if you got past the essays
you had to do multiple choice, if you got past multiple choice then you got to
the next phase was a design thing where you had to turn in a design.
And 101 people or so made it to that thing. You had to turn
in a design, and you had to explain what your world was. And during the course
of the whole Great Designer Search, you were building in your world. And each
person had their own world.
So one of the things, the reason we did that was, I was very
much testing the idea of big-picture vision. Of trying to hire some people that
I thought had it. It was something that we wanted a little more of, and so,
when Ethan and Shawn started the first day, I knew that I had six months to figure
out, did they have the skills we wanted.
And one of the skills I really wanted to test was
big-picture vision. So what we did was, at the time we were just about to start
Theros. Which was the Greek mythology
set, obviously. So the block that followed it was what you guys now know as Khans of Tarkir, back then was Huey, Dewey, and Louie.
We decided that I was going to explain to them the structure
of the Huey block, and we had a year,
or six months at this point since their internship was six months. We had six
months with them to sort of see, what would they do with it? Because I knew
that we were going to start with the structure, which was large-small-large, in
which the middle set pivoted, and would draft with both sets. I said, okay,
that’s a jumping-off point. I want to talk to the guys and see if they can come
up with how to structure this block. That the only going-in point was
large-small-large, middle set’s going to draft with both sets. Let’s make sure
that we do something that makes sense with that.
That the draft was just a jumping off point. That we needed
to come up with a design and a concept of design that we would then built
around. But I was eager to see what they would come up with. So what we did
was, we started early with this little project.
In fact, it’s funny, because Ethan and Shawn, day one, when
they walked in the building, day one we started this project. And because it
was advanced of normal design, so I started a year earlier, it was way, way
ahead. So it took them three years to be able to talk about what they did on
their first day. I remember when we finally announced Khans of Tarkir, and Shawn was like, “Finally I can talk about my
first day!”
So, what happened was, I said to them, okay. Here are the
rules of the team. Two of you, I’m going to give you kind of assignments to
crack. The big assignment is, figure out this block plan. But we will talk, and
as we figure things, I’ll go, “I like that, let’s explore that idea.” And that
the two of them would come together and get ideas, and come back to me and
pitch me the ideas. I would give some input, and that would sort of determine
the next thing they worked on.
And the rule was, if they wanted to get others to help them,
they could, but the two of them were responsible for presenting it to me. And
they, on their own accord, went and got some other designers to help them.
So, early on, the initial process very much was just we were
figuring things out, they would go, “Hmm,” and they would pitch me ideas. And
they had a whole bunch of ideas. One of the ideas was, characters are traveling
from World A to World B. And World A would be the first set, and the thing they
travel on would be the middle set, and where they end up would be the [third]
set. So it’s a ship. They travel on a ship.
So it’s like, they’re in port, and there’s a ship, and then
the ship travels and now it’s in the new port. Oh, well see? That way, the ship
makes sense played with the first port, but the ship makes sense with the
second port. But the two ports were never played together. They’re separate
worlds.
We talked about worlds at war with each other in which you
saw the world, then you saw the conflict, then you saw the world. We talked
about all sorts of different things. Lots of different things got bandied
about.
One of the ideas, which I think was Ethan’s, was the idea of
a time-travel set. Now once again, you guys have not seen it all come out yet.
So I’ll be a little vague on it. But the idea of Ethan had a like, “Here is a
time travel story that perfectly explains why this structure would work.” And I
really liked it. So what happened was, once we adopted a structure, it was
like, “Okay, I think that structure works.” I go, well, let’s spend some time
figuring out, if we did this structure, what kind of mechanics would we use?
And one of the things that definitely played into this was,
when we were talking about what we wanted to use, once we understood the
structure, because the structure of time travel is a structure of change. I won’t give away the details. But time
travel stories, in their general nature, are about change.
Like I said, I think I’ve talked about this before. There’s
two different types of time travel stories. One is in which you mess with time,
and the other is in which you kind of visit in time. And so the second is more
like, we modern day people go to the past and get to observe things in the
past. And it’s not that we do anything that changes things, it’s more that we
get to observe it.
But we’re not doing an “observe,” we’re doing a “change
history” sort of story. One in which things are going to change. And so we knew
we needed a mechanic that would reflect that. We worked very hard. We talked
about a bunch of different things.
And once I came up with the idea of maybe it was morph, we
bandied about, well what could you do with morph? How do you mess with morph
such that it worked with the block plan? And once we got the general gist of
what we were trying to do, the exploratory design team worked with a bunch of different
ideas there.
So anyway, six months goes by, and… so the way it worked
was, it was an internship. They had a six-month internship . At the end of six
months… in fact, the way, if you ever want to get hired in R&D, I’ll
explain to you how the process works, is pretty much nowadays, it’s infrequent
that we just hire somebody. There’s a lot of moving pieces, it’s a difficult
job, and kind of what we do is, when we think someone is a good fit we offer
them a six-month internship. I mean, it’s paid. It’s a paid internship.
And at the end of the six months, we kind of evaluate. Are
we happy with them? Are they happy with us? Is it something we think is going
to be worthwhile going forward? And if it is, then it turns into a full-time
job.
And pretty much everybody on my team and almost everybody in
the development team with a few exceptions started as an intern. And so anyway,
six months go by, and I actually had one slot. And so Ethan was the person who
had won the Great Designer Search, and I was a big fan of Shawn, but I was
like, “Well, Ethan was the one that I really put through his paces in design…”
Really, Shawn had been doing other things because he wasn’t
a design intern, he was doing more broad stuff. And so I had some sense of
Shawn’s, and I like Shawn. But I was told that I got to pick one person. And so
I picked Ethan. So Ethan got a full-time job in design.
But meanwhile, I really liked Shawn. So I went to Aaron and
I said, if we could find a place for Shawn, I think Shawn is awesome. The six
month internship showed me he’s a great, great fit, we should find a place for
Shawn.
And in fact, Shawn’s internship ended and Shawn… everybody
believed that Shawn was going home, including Shawn. Shawn had started making
arrangements, and at the last possible minute, Aaron convinced Bill that we
should keep Shawn on a little while longer. They extended his internship so
that we could… anyway, everybody finally came to the conclusion that I had been
pushing all along, that Shawn’s awesome, that we should keep Shawn. And
eventually we did find a spot for Shawn. Shawn came on full-time. And luckily,
he came on full-time on my design team. So.
It is funny, because the way design teams are structured is,
because it was getting bigger, they decided to give it a manager, so Mark
Gottlieb is my manager. So I don’t manage the people, I manage the process and
the sets. But Mark manages the people. And so I think I was Shawn’s boss for
like four days or something before Mark officially took over.
But anyway, so they both got extended. So we said, “You know
what, this is going well. Let’s keep this going.” And then I said, “You know
what? Huey block is in such good
shape, I’m going to use this team and turn our attention to Theros.” Which at the time, neither Born of the Gods or Journey into Nyx had started yet. We were still in Theros. And we were having some issues
with Theros. I said, “Well, let me
use this team. This team seems to be good.” So we started doing some work on Theros.
And so I went to Aaron, and I said, “Aaron, this is…” like I
had started it because I wanted to really just test Ethan and Shawn. But as I
sort of started like… what happened was, they worked on Huey, I’m like, “We’ve nailed Huey.
And I’m going to start Huey design
next year, and I have a huge leg up.”
In fact, by the way, so normally the way things used to work
is, when I would start a set, I would know the general gist of where I was
going, but I didn’t know any of the details to it. I knew, “Okay, we’re doing
Horror World,” or you know. And so when we started, normally, so it’s twelve
months. Design is about between eleven and twelve months of a large set.
It used to be that it would take two, three months to get to
the first playtest. The first playtest is all commons. Because we have to find
our feet and figure out what we’re doing, you know. It would take a little
while to get there. We did our first all-common playtest on Huey like two and a half, three weeks
in. Like, we just hit the ground running.
And so I had gone to Aaron and said, “Aaron, this is an
amazing tool. I want to make use of this tool.” And Aaron said, “Oh, that
sounds great.” And I got Aaron’s blessing. And then we made it official.
And so once we made it official, I started structuring it a
little more. I mean, one of the things about this in general was that it didn’t
start… it kind of started accidentally. Like, I was just, like I said. I
started it not to change the process of how design was done, I started it as a
safe means to sort of test out my designers to see what they were capable of.
And what I discovered was that working on a set before you
were tied to cards and mechanics did a really amazing thing. And this is one of
the things about exploratory design that I’ve come to really love is, that part
of what I realized is, when we get in design, we’re beholden to cards. That
when we start designing a set, I’ve got to start making cards. And that when
you are making cards, it skews a lot of what you’re doing because you’re trying
hard to make the cards.
And so one of the things exploratory design said to me was,
wow. It’s suddenly very liberating not to have to tie yourself down to cards. Now,
real quickly. The way exploratory design works, by the way, is… people are
like, “No cards?” There are cards involved, but it’s a little bit different.
So the way it’ll work is, there’ll be something I’m
interested in. Depending on what the set is. And I’ll say to them, “Okay, let’s
explore this aspect.” They go off, usually what happens is they have one or two
meetings without me, and then they meet with me once a week. And during that
meeting, they then show off what they’ve worked on that they like.
Normally what they do is they’ll mock up cards. Meaning
they’ll make decks to play with. And usually they’ll bring two decks, I’ll play
one, one of them will play the other. One deck will show off one thing, the
other deck will show off the other thing. Usually. Every once in a while both
decks will show off the same thing sometimes, depending on the mechanic.
And then we play. And then I absorb it, and I sort of give
feedback, and then either they scrap it if I really think it’s not working, or
more often than not I go, “Oh, I like it, but here’s things that need
tweaking.” Or, “I don’t like it, but with these tweaks, maybe I would like it.”
And then they go and they work on that. So it’s an iterative process. So one of
the neat things about it, and I’ll talk about this today, is kind of what the
role of exploratory design is has changed over time.
By the way, let me explain the name real quick. So when we
first started it we called it pre-design, and then we called it advanced
design. And when I wrote my article I think in the article it’s called advanced
design. [NLH—Yes.] And we’ve since
changed to exploratory design. So let me explain why the name change.
So what happened was, when Huey was going to have its credits, I said, “You know, Aaron, the
advanced design team…” at the time, “…had done a lot of work on this set. I
really want to give them credit. They did a lot of work and a lot of what the
set became came from their work.” And so Aaron goes, “Oh, well do you want to
just list them with design?” I go, “Well, not really. I feel like…” I mean, it
turns out that Shawn was on the design team. Ethan was not. And I said, “Well,
I really think it’s a different thing. I feel like it’s a different group, and
I’d like to list it differently.”
And so first we tried “advanced design,” but it didn’t quite
convey what we want. And really what we were trying to say is that this is the
team that sort of explored things before the design team started. And so we
bandied around a bunch of different names, and exploratory design sounded good.
Especially in the credits now, the team is listed under exploratory design. And
so we now officially call them that. So no longer pre-design, no longer
advanced design, it’s exploratory design. Because that’s what the credits say.
And the reason, by the way, if you ever look at the credits…
actually, in the official credits, it is not design and development. In the
official credits, it is like initial idea, or… something in initial design.
It’s initial design and final design. [NLH—“Initial
Concept and Game Design” and “Final Game Design and Development.”] So
it’s something and initial design, and like final design and development.
And the reason we changed it is, outside… design and
development is something very unique to the way Wizards structures. But outside
of our building, later on, if you want to get a different job, what you do,
what development does is considered by the outside world to be design.
And by not giving them design in their credit, it made them
harder if they later wanted to get another job, to explain to people that no,
they were doing what is outside the walls of Wizards called design. And so we
changed the credit. And so internally we call it design and development. But
externally, it’s initial design and final design. Anyway, and so to match
those, we now have exploratory design.
So, we worked on Huey.
And then it came time to do the new set. So the set after Huey is Lock. Lock and Stock. So real quickly, because we need—one of my rules is, as soon
as I start working on a set, I want the code name public, so that I can talk
about it and not go, “Oh, that set I’m working on.”
So we knew we needed to give the names of some upcoming sets
before we would reveal the two-block paradigm where we were shifting. So we had
Lock, Stock, and Barrel, and we
had Blood, Sweat, and Tears. And so
what happened was, once we converted to a two-set model, we said, okay. They
already know the names of three of these sets.
Let’s just, we’ll give the fourth set a name that makes
sense, so what happened was, Lock, Stock, and Barrel became Lock and Stock, and became Barrel and Monkeys. And Blood, Sweat, and Tears became Blood and Sweat, and became Tears
and Fears.
After that, and I haven’t revealed these names yet, but
pretty soon I’ll start working on them. And then I’ll reveal the name. The new
names are two set names! (Angelic chorus)
They’re much easier to get to two set names.
Anyway, when we started working on Lock design, sorry, Lock
exploratory design, I decided that I wanted to revamp the process. Oh, no no,
not Lock. I’m sorry. Blood, Sweat, and Tears comes
before Lock. So we were working on Blood advanced design.
So Blood, Sweat, and Tears is the 2000… sometimes you get mixed up with names. So Huey, Khans of Tarkir is the 2015 fall set, Blood is the 2016 fall set, Lock
is the 2017 fall set. Okay. So now I’m talking about Blood advanced design.
So when we started Blood
advanced design, I wanted to revamp a little bit how we were doing things. And
so the idea was, I wanted to be a little bit more structured. And so the way it
worked was, we decided that it worked best if the exploratory design team had
four members plus me. I was not counting me. I was the overseer of the team.
But the team, other than me, there were four people. And
what we wanted was, we wanted a system by which there was some continuity, but
also a lot of flux. Because part of what you’re trying to do when you’re trying
to get different ideas is, you want a lot of different people shuffling
through.
So what we decided was, there was going to be four slots.
Slot number one was the lead. And the idea was, we wanted the lead of the
project to be consistent for the run. And so we wanted someone to be in charge
of doing the Blood advanced design.
So Ethan and Shawn are two people that run the exploratory
design team. So they take turns. What will happen is, Ethan will take a block,
then Shawn will take a block. Then Ethan will take a block, then Shawn will
take a block. Is the nature of how it works.
So Shawn took the reins of… we knew that Shawn was going to
be the strong second on Blood. And
so… is that right? (???) Let me think about this. No, Ethan did Sweat. Ethan ran the advanced design
team. The exploratory design team. Sorry.
So the idea was, there’s one person who’s leading it. That’s
either Ethan or Shawn, it’s a six-month gig, because now that we have two
blocks a year, each one is six months long. Okay. So then, the second spot is
another designer, usually somebody from my design team. If not, just somebody
that we know is what we call a heavy hitter, meaning somebody that’s very
capable of pumping out a lot of designs.
Like I said, traditionally it’s someone from my team, not
always though. And that person usually is there for about three months. So the
idea is, during the course of one six-month set of design, you’ll have two
different designers in that slot.
Next you have the developer. Every exploratory design
team—originally we just had designers, and they would sort of talk to
developers. And finally we said, “You know what? Developers…” Actually, I think
developers asked us, could they just have somebody on the exploratory design
team. Because that would be more helpful. And so we said yes.
So the third slot is a developer. That slot usually has a
two-month rotation. So the idea is, there’s three of them during the course of
the six-month period. And the last one could be anybody you want, and usually
when you start it tends to be a creative person. But that’s a rolling slot that
can be for anybody. And that’s a one-month slot.
So the idea is, during the course of your six months, the
fourth slot, the rotating slot, six different people have a chance to be in.
The development slot there’s three different people, the designer slot there’s two
different people, and the lead there’s one person. So one plus two plus three
plus six is twelve. So there’s twelve people on exploratory design teams.
It is possible, by the way, that’s a general guideline.
Somebody who—sometimes a slot might stay a little bit longer if there’s a need
for it. Somebody who stayed might come back, like one of the fourth slot
position people might be the first slot and the fourth slot, that’s possible.
But in general the idea is we have a whole bunch of people working on that.
And the other big thing we’ve been trying to figure out in
exploratory design is the best way to use the team. For a while, we were trying
to figure out the overall structure. And we were trying to say, “The set’s
going to do this.” And we’ve done some exploratory design teams where they
spent a lot of time figuring out mechanics. Like working really hard at one
particular mechanic.
But what we’ve come to realize is, the actual best thing for
the exploratory design team to do is not propose one mechanic, but propose a
whole bunch of mechanics. So basically what we do is, we explore areas, they
figure out what areas work and don’t work, and then they will come up with
ideas and then we mark sort of mechanics that worked, that kind of worked, and
that didn’t work.
And the idea is, what they’re trying to do is provide the
design team with a list of tools. The reason that things that work are
important is, maybe they’re actual things the team will use. Things that kind
of work are important because it says to them, “We’ve been down this path,
there’s something there, we haven’t cracked it yet.”
And things that don’t work are important because it says,
“Hey, we tried this, it failed, and here’s why it failed.” And not that the
design team couldn’t explore something again, but at least there already are
lessons learned from that. So if we’re going to try it, we’re going to try
something different.
So what happens now is, once the exploratory team is done,
they do a presentation, either Shawn or Ethan does, the lead does the
presentation, to all of R&D, usually at a Tuesday Magic meeting, to say, “Okay, we have finished exploratory design, here’s the kind of things we were playing
around with.” And that way everybody has a chance to see it. There’s a document
they produce. Development usually will… exploratory design ends a month before
design begins, so everybody, development especially, and creative as well, can
absorb the information.
And the development and creative will come back to us. Like
development might say, “Oh, well, Mechanic X that you’re playing around with,
we are scared of Mechanic X and here’s why.” If you think of either A., maybe
we don’t use that mechanic, or B. if you’re going to use it, here’s the
problems. Walk in with your eyes open of what the problems are.
Creative team might come to us and go, “Oh, we like where
you’re going. Well, based on stuff you’ve been working on, let’s give you a
little of what we’re thinking of.” Because let’s say we lay out mechanics A
through N. They might go, “Oh, well mechanics L, M, and N are closer to what we
were thinking maybe we’d do.” And we can have a discussion about them.
So the idea of exploratory design is, well, it does a bunch
of things. First off, for me, or actually, to be clear. It’s from a lead
designer. I’m often lead designer. But mostly of the fall set. And now we have
two blocks a year. So there’s other lead designers. For the lead designer, what
I’m doing is creating a list of tools.
Also, for a Head Designer, I’m getting a better
understanding of the block structure. Because one of my jobs as Head Designer is
to understand walking in what the block structure’s about. What is it going to
be doing? How is the first set and the second set? Where’s the shift between
them? What are we doing to give definition to each of the two sets?
One of the things that happened under the three-block
paradigm was the second set had to stay much, much closer to the first set to
give room for the third set to be something different. But now that we don’t
have a third set, we are free of that, and the second set can be as similar or
as different as it needs to be.
If we feel like the set is doing a lot a lot of stuff that
we haven’t finished exploring yet, hey, the second set can lean toward the first
set. But if we feel like we’ve really done a lot of stuff and we want to make
more of a stark difference, we can lean the second set more away from the first
set. And so part of my job is to figure out, are we sort of leaning in our
leaning out? What’s the second set doing, how is the block going to work?
And exploratory design really lets me start to understand
the issues. So one of the things, a slide we usually put up at the beginning of
whenever we do exploratory design is the following quote that I made, which is,
“Exploratory design isn’t about finding answers, it’s about figuring out the
questions.”
And what that means is that in exploratory design, I don’t
need to solve the problem. I need to understand the problem. That part of what
the exploratory part is, is figuring out what are the parameters of what we are
doing.
And what I want to do is, I want to make that when we start
the design, that I as Head Designer and my lead designer, if it’s not also me, both
understand the parameters of the set. What is the set trying to do? What is the
goal of the set? And the exploratory design allows me to create a framework to
understand what we are looking for.
And a lot of times, to be clear, exploratory design
sometimes finds mechanics that could be used. But that’s not our goal. The goal
of exploratory design is more to sort of figure out what areas there is to play
with.
It allows us to do—like I said. Being free of being tied to
cards and the schedule—one of the things to understand about design is, design
is twelve months, it’s broken into three different sections. There are certain
things that have to get done. There’s just… things are chugging along. And
there’s just no time to rest on some level. That you’re constantly trying to
improve the file, playtest, iterate.
And that what exploratory design now lets us do is, it kind
of lets us have some thinking time where we’re not rushed on a schedule. And it
is super, super freeing. I really, really like what exploratory design has done
for us.
It also lets me—so one of the things that’s important for me
is that I like to have an idea of what I call “seep,” which is I really believe
that your brain has elements that are very conscious and elements that are very
subconscious. Meaning there’s things that you can do, and you can make your
brain do, and you can consciously force a certain kind of thinking.
But there’s another element of thinking that is
subconscious. Your brain can do really interesting work that isn’t always
apparent to you. And that what is important to me sometimes is I want to get my
brain… I want to sort of let the idea soak in my brain, if you will. That I
know my brain’s going to do neat things if I kind of just give it some time.
It’s like, “Here’s some ideas,” and if you let things kind of simmer for a
little bit, lots of metaphors here, if you really can give yourself some time
that your brain can kind of play around in the space, that I find you come up
with very interesting ideas.
And that when you are on a deadline, when you’re just
constantly having to get things done, you don’t always have the ability to
simmer. That because you’re constantly trying to sort of evolve and iterate,
you use a certain part of your brain. And that I like having a chance to sort
of holistically approach and… my brain works in strange and mysterious ways,
and so I like giving it a chance to sort of thin k about something, and that
one of the neat things is, and this happens a lot in exploratory design is,
that I can say to my team, “You know, I’m interested in Thing X. Let’s take a
week or two and just explore Thing X.” And they’re like, “Why? Why Thing X?”
And I’m like, “Oh, I got no idea. I don’t know. I literally don’t know. Just,
my brain seemed interested in Thing X. Can we explore Thing X?”
And one of the things that I do, for people that understand
my thought process is, I’m a very intuitive thinker. And what that means is, I
believe intuition, if you’ve heard my theory, is muscle memory for the brain. [NLH—This is called “inferential
intuition.”]
What that means is, if you do something, or you perform an
act, driving I know is a very similar one. People always ask me, “How can you
record a podcast on your way to work?” It’s like, well, I drive to work all the
time. My body kind of knows what it’s doing. And muscle memory’s like, if you
handle something, if you’re used to handling a particular tool or a weapon or something
that you handle all the time, that your brain kind of… the muscles learn how to
manipulate it.
And like I said, when I drive, it’s like, I remember when I
first learned to drive, it’s like, “Okay…” I had to learn on a clutch. But
like, I got the gas, and the clutch, and I’ve got to do this, and the wheel,
and there’s all these things to think about, and the idea that I could think
about something else while I was driving seemed crazy. I was lucky to stay on
the road.
But now I’m doing a podcast while I’m driving, and the
reality is I’m just not thinking about it. I do this drive all the time, my
brain knows where it’s going. I’m somewhat on autopilot. I know how to get to
work and I know how to drive.
And I think the same is true for intuition. I think
intuition is your brain’s muscle memory. Which is, if you just do something enough,
your brain starts to learn how to do it, and that your conscious brain doesn’t
necessarily—sort of like, I feel like your conscious brain goes, “Okay,
subconscious brain, you got this. I’m good.”
And that one of the things that happens is, because I’ve
been doing creative things all my life, and I’ve been doing creative design, Magic design nineteen years, that my
brain will go places that I don’t know what it’s doing. It’s just sort of like,
“What are you doing, brain?”
And I’m fascinated sometimes. Because my brain will go
places, and I’m like, “What in the world are you doing?” And then finally, like
when I finally figure out what it’s up to, like, “Ohh!” Like, I always feel
stupid that the conscious mind took so long to figure out what my subconscious
mind was doing.
So anyway, I’ve learned to trust my subconscious mind. So
one of the things I like about exploratory… a little side trip there. What I
enjoy about exploratory design is it allows my subconscious mind time to fiddle
around and do things, and that I have the luxury of letting my subconscious
mind do some stuff, and going, “I don’t know what he’s up to, but let’s see. He’s
up to something. Let’s see what he’s up to.”
So the other thing that’s become very interesting about this
is, it’s ended up being really good training for my designers. I’m not too far
from work, but I’ll talk about this, one last big, big boon to exploratory design,
which is, one of the problems that I’ve always had is, it is very hard to teach…
like, I can teach people individual card design. You design some cards, I’ll
give you notes on your designs. You can see mistakes you make. And over time you
just slowly learn how to be better at designing a card. That’s just a skill you
can improve over time.
But a lot of the vision stuff is tough, because like one of
the problems we used to have is, I’ll start it with Ken Nagle, which is… Ken
comes in second in the Great Designer Search, gets an internship, eventually
gets a full-time job. So Ken was my strong second on a set. And he’d be watching
me. And like I would do things. And Ken would be like, “Why are you doing that?
Why did you make that change?!”
And like, I would then have to stop and think and try to explain
why I did things. But I would make changes and Ken’s like, “That’s an awesome
change. How did you make that… how did you know…” Like one of the things I
would do that would baffle Ken is, I would say, “We’re missing something.” And
I’d go, “Uh… We’re missing this.” And he’s like, “How did you know that?” And I
go, “Uh…”
I’ll give a similar story. When I lived in college, I would…
my process for my laundry was, I bought a lot of clothes. Growing up, I never
ever bought clothes. My mom would like have to drag me to the store to buy
clothes. And finally going to college, I’m like, “Let’s go clothes shopping.”
My mom’s like, “Let’s go clothes shopping? Okay. What is going on here?” And I
just bought tons and tons of clothes.
Later what she figured out, or I figured out obviously, was
I just didn’t want to do the wash a lot. So my plan was, I was just going to
buy a lot of clothes and so hey, I had like a month’s worth of clothes.
Underwear, by the way. Underwear and socks are the key.
Anyway, and then late night one night I would do like eight
loads of laundry or something at three in the morning. But—so I had this giant
pile of clothes that were my dirty clothes. And every once in a while, my best
friend visited me one time, and I needed something. And this his memory of the
story. He goes, “You needed something, all I saw is you reach your hand into
this pile of laundry and you pulled out the thing you needed. As if you knew
exactly where that thing was.” And I go, “Yeah, I think I did.”
That I had this weird method of… to the outside world I seem like I have no organization.
Until I do things that imply that I have a lot of organization, and people are
always going, “Where did that come from?” This is a similar thing, where I
think Ken was looking at my set and it just looked like a pile of laundry, that
when I reached in and would go, “Oh, I need this,” like, “How did you do that?
How did you know that?”
And one of my problems has always been, because I’m so
intuitive, because my subconscious mind’s doing a lot of work for me, I don’t
know what I’m up to. And so when someone says, “Well, how do you do that,”
like, my job is to teach, right? I’m the Head Designer here. I’ve got to teach
my designers how to do things. And I understand how to teach them individual
skills. But some of this big-picture stuff was hard, because like, I do it so…
it’s intuition.
So one of the things exploratory design has done, which has
been very interesting for me is, it allows me to kind of walk through a process
where it’s not so card-based. And explain what I’m up to. And also, because it’s
not rushed, because we have some time, it allows me to do a lot more of
explaining why things are working or why they aren’t working or talk about what
we need, and trying to sort of walk through.
The other big thing I’ve been doing now is I finally have my
strong second… I came the conclusion that the biggest way to have them understand
what I’m doing is give them control of the file. So they actually input
everything. So that as they put things in, they can start to see how things are
forming together.
For those that don’t know what I’m talking about, go read an
article I wrote called Nuts and Bolts, the second Nuts and Bolts is called Design
Skeleton, basically it’s a structure by which you can put together a set.
And it’s a way to create a structure that helps you understand what you need.
And it’s a very, very good tool when you’re first starting out doing design.
And anyway, one of the things that happens as you more work
on sets is you start understanding structure, and by having my strong second
being in charge of actually overseeing the file, it allows them to have a
better sense of watching how things are coming together.
Anyway, today’s a day of tangents. I mean, it’s all about
exploratory design, but I can tell as I’m talking, like I’m just jumping around.
See, I don’t know—my assumption is you guys like the tangents. I don't know.
That’s how my brain works. I always wonder, by the way, sometimes, when I—because
what happens is, I always record these in the morning, and then on the way home
I listen to them.
And I’m often entertained because like I don’t quite
remember what I said, and I’m like, “Oh yeah, I told them about my dirty
laundry at college story.” Which I never necessarily thought I would tell on
there. But you guys, you get to learn my secrets of college laundry.
Okay. I’m almost to work. So kind of the wrap-up is,
exploratory design was this thing which has definitely evolved over time. It’s
got more structure, there’s people involved. There’s credits. It’s something that
really has become an ingrained part of how design works.
And like I said, it both makes design easier and it allows
us… there’s just some luxury to it that allows me to do some things that really
needed to be done, but I was kind of doing them at the same time. I think what used to happen was, when I was
doing design, I essentially was doing what is now exploratory design at the
same time I was doing design. And just, there was a lot of cylinders firing in
my brain. And this allows me to compartmentalize a little better. I could think
about the exploratory part first, get it figured out, so when I get to design I
hit the ground running.
And like I said, right now I’m working on Lock, which is the 2016 fall set. And like
I said, I was so happy that when I started the design, the exploratory design team
did such a good job of mapping out the kind of things we want to think about.
That like, I walked into this set going, “Okay, I know what we want.” Which is
often not the case. Like, I don’t always start doing designs, getting the essence of what I want.
And the fact that I could walk in the very first day and go,
“Okay, I think I know what we want,” like is a super boon of what exploratory design
does. And so I really want to applaud Ethan and Shawn. All my designers, because
they all work on it. Gottlieb and Ken and Gavin and Drew and… I mean, everybody
on my team spends some time doing it. All the developers rotate in. A lot of
the creative team. A lot of people at this point now. In fact, there’s few people
in R&D that probably haven’t been on an exploratory design team yet. And we’ll
get them on one soon.
But anyway, exploratory design. Something new. One of the
things about design, I want you guys to understand is, we’re constantly
evolving. In that it’s not that we’ve figured out how to design Magic sets and we stopped. We are
constantly trying to figure out how to make them better.
And so I’m quite excited that we were able to find something
so revolutionary so far in. When you’re like, 16, 17 years in, you’re like, “Wow,
what… there’s no more revolutionary stuff we could find,” and then like bam,
no, there’s a completely different way to think about how we build sets, and
then this whole new process, which like I said, didn’t even start as something I
meant to be something. It just kind of fell into it. But it’s a happy accident.
And it’s become an integral part of design.
So that, my friends, is everything there is to know about
exploratory design. Oh, we had some traffic today. So you guys got an
extra-long episode. I felt like I was… I always can tell when I go off on
tangents that I have some extra time.
But anyway, I am now at work, and I have just parked in the
parking spot. So that means, guys, it is the end of my Drive to Work. I’ll talk
to you next time.
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