Defines AI strategy for the game project: approach selection (FSM, BT, Utility, GOAP), behavior design standards, tools pipeline for designers. Establishes best practices for creating convincing AI and mentors the team. Ensures AI system scalability.
Roles · Game Designer · Lead
What a Lead } should know
9 core skills, 45 in total. Expectations per skill, and what changes at the next level.
This page lists what a Lead } is expected to know and do, skill by skill. Core skills are the ones a manager and peers assess in a review cycle; the rest count only in self-assessment. Main areas: Game Development.
Core skills for a Lead
Grouped by area. The label on the right is the expected depth: Awareness, Working, Advanced or Expert.
Game Development · 9
Defines analytics strategy for the game project: success metrics, KPI framework, data governance. Builds a data-driven decision-making culture in the game design team. Coordinates analyst and designer work to optimize player experience.
Defines the game's economic strategy: monetization model, pricing strategy, economy health KPIs. Establishes economy balancing process: data analysis → hypothesis → A/B test → rollout. Mentors the team in economic modeling and exploit prevention.
Defines the mechanical vision of the game project: core pillars, experience goals, design principles. Establishes prototyping and mechanic validation process. Reviews team design decisions for vision alignment. Mentors designers in creating elegant game mechanics.
Defines narrative vision for the project: tone, themes, storytelling methods. Builds narrative team and processes: from concept to implementation. Coordinates narrative with game design, art, and audio for a cohesive experience. Mentors narrative designers.
Defines physics strategy for the project: physics engine selection, custom vs built-in, simulation fidelity. Establishes physics design guidelines for designers. Coordinates with programmers to achieve target game feel. Mentors the team in physics-based game design.
Defines QA strategy for the project: testing pyramid, quality gates, release criteria. Builds QA team and processes. Coordinates internal and external playtesting. Creates a culture of quality in the game design team. Defines quality metrics and acceptance criteria.
Defines UX vision for the game project: experience principles, interaction model, accessibility goals. Builds UX team and processes. Coordinates UX with game design and art direction. Mentors designers in user-centered game design and conducts design critiques.
Defines level design vision for the project: world structure, biome diversity, progression through world. Builds level design team and pipeline. Reviews layout and encounter design. Mentors level designers. Coordinates level design with narrative and art direction.
Additional skills
Not assessed by the team, but part of the self-assessment and the development plan.
What changes at Principal
0 skills get a higher expectation or become core when moving from Lead to Principal. The biggest jumps first.
} in the open competency matrix: 45 skills across 5 levels. The matrix is free for individuals and stays free.