Competences

social-communicative competences

  • Effective persuasion when convinced. IIII
  • Motivation through positive feedback. III
  • Recognition of performance. IIIII
  • Sustaining motivation for the long term. IIII
Case

When I joined in the 1-week game jam in Lucca, by the end of which we developed our game Plastic, I joined two days late due to personal reasons. The team was not on a good path. There was little drive, communication, and the product so far was not very promising. I analyzed the situation and started endorsing constructive actions. My personal skills resulted in higher productivity and more engagement.

  • Collaborative teamwork. IIII
  • Defining and achieving shared goals. IIII
  • Full commitment to collective objectives. IIII
  • Constructive utilization of personal skills. IIII
  • Handling criticism and feedback. IIII
  • Information sharing and compromise. IIII
  • Offering and accepting support. III
Case

For the game Overbloom I was enthralled with finding a narrative that is relevant for the concept of a split screen. I invested a significant amount of time in researching stories, that could inspire our setting, and held a visual presentation of which to my team. A teammate then had an idea that would allow for a more visually pleasing setting and the respective creation of assets and visual effects. The team liked this idea the most, even though it did not pay off on our so obvious main mechanic. I was instantly on board, even after communicating my concern with this setting, and went through with it.

  • Interest in others and their situations. IIIII
  • Ability to establish contact easily. III
  • Skill to empathize with others’ issues. IIIII
  • Capacity to understand others’ problems. IIIII
  • Active listening and attentive communication. IIIII
  • Maintaining a balanced emotional distance. IIII
  • Avoiding making others’ problems one’s own. III
Case

Person A expected quicker results from B and C. The wording A used was not particularly sensitive or insightful about their co-worker’s feelings. This manifested through A’s choice of words. B and C did not stand up for their feelings and the situation they found themselves in, as it was not clear that A did not know their perceived offensiveness. I stepped in for B and C and told A to adjust their tone to match the situation.

  • Awareness of cultural differences. IIIII
  • Understanding of political, economic, and social influences. IIII
  • Appreciation when interacting with other cultures. IIIII
  • Communication and collaboration across cultures. III
Case

On our game Moko, I researched extensively on Polynesian religion, politics, and their relevance in islands such as New Zealand. I wanted to make sure our game would not appropriate their culture, as their pantheon is a living religion and their cultural assets have been appropriated throughout the history of pop culture. Even the acclaimed Disney Movie “Moana”, for the production of which the company assembled a team responsible for being sensitive with their source material, had misrepresented the Samoans.

activity and implementation oriented competences

  • Openness to new experiences. IIIII
  • Embracing changes as opportunities. IIIII
  • Vision development. IIII
  • Adapting to new conditions and paths. III
  • Navigating change while considering all stakeholders. IIII
Case

When I was developing Plastic for the first two days, I did not catch on to the part of the briefing that required us to have Circular economy as part of the narrative in our game. I quickly realized that my team had neither informed me of this prerequisite nor acted in a way that would get us to fulfil it. This completely changed my view on the project and gave me a new wave of motivation, steering the project to the desired outcome, happy to have a more clear goal in mind.

  • Assigning tasks and goals within agreed time frames. III
  • Developing schedules for larger projects. IIIII
  • Setting aside time for recovery phases. IIII
Case

When challenged to make team decisions on feel and vibe while designing Moko, I started designing small matrixes for every team member to vote on the words we gathered. This helped us get a mathematical overview of aspects such as preferences within a team.

personal competences

  • Flexibility in changing circumstances. IIII
  • Coping well with varying situations. IIII
  • Responsive to new challenges. IIIIII
  • Integration into new teams. IIII
Case

When joining Karma Games for their journey of developing strategy heavy euro board games, I had little experience with the genre. 3 months in, I had played 10 games of our caliber, and developed a sense for their game system design.

  • Confidently expressing independent views. IIII
  • Constructive argumentation. IIII
  • Developing strategies to assert positions. III
  • Handling conflicts of interest. IIIII
Case

In the development of Obscrete the team members had vastly varying opinions, pretenses and subjective views on subject, setup and game feel. This was due to the abstract nature of our game. I would frequently list pros and cons of different perspectives and initiate a voting. The development of this strategy accelerated odecision-making process.

  • Natural and genuine behaviour. IIIII
  • Credibility and respectability. IIIII
  • Consistency without pretense. IIII
  • Being oneself in various situations. IIII
Case

When hyped by a brainstorming session for finding a game concept I can get very passionate. While coming up for ideas for the game jam that would later produce Overbloom I vented my energy by doing handstands and other acrobatic maneuvers.

  • Embracing experimentation. IIIII
  • Pursuing innovative ideas. IIIII
  • Implementation of unconventional concepts. IIIII
  • Imagination and willingness to try new approaches. IIII
Case

In a university project, we were tasked with filling silhouettes that our fellow students designed. In this process I took the same silhouette, which was particularly nondescript and made over 20 vastly different designs not only varying visually but also content-wise with different limb formations, number of creatures, stances, and equipment.

  • Deriving accurate conclusions from facts. IIII
  • Rapid grasp of relationships. IIIII
  • Precision in dealing with numbers. IIII
  • Efficient problem-solving. IIIII
Case

When challenged to make team decisions on feel and vibe while designing Moko, I started designing small matrixes for every team member to vote on the words we gathered. This helped us get a mathematical overview of aspects such as preferences within a team.

This categorization is based on the competences list of Erpenbeck und Rosenstiel (2003)

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