DECIPHER e-cards
DESIGN DIARY - 11.02.00

The Designers' Establishments

Chuck's desk is cluttered with stuff. Assorted rule booklets, reference books, movie scripts, novels, the occasional snack, and other miscellaneous objects, some of which I doubt originated on this planet.

"I'm doing research," Chuck calls out over his shoulder. "I'm trying to find a good name for the Jedi Knights' bases." In the game, a base is your deck's headquarters, the place your hero springs out of. It's also the spot where your surviving units anxiously await the final battle.
(If you have no idea what I'm talking about, go to the official news release, where interesting tidbits are revealed about the game's features and gameplay.)

As much as Chuck's desk has always been prime territory for a genuine scavenger hunt, right now it looks better than it ever did before the new Product Department floor was finished. The new, custom-made furniture obviously helps to keep research materials and unidentified items organized, but how does the whole new PD area affect the way Decipher trading card games are designed? "Basically," Chuck says, "we needed a place where we could be noisy and not bother anyone. At the previous location of the PD Department, we were all in separate rooms and we had to shout at each other. Plus, the Star Wars guys were separated from the Star Trek guys. And we always like to ask each other to take a look at our respective projects. A fresh look never hurts."

[Note for the refurbishing impaired: Earlier this year Decipher expanded its office space by taking over the top two floors of the adjacent building and smashing holes in the common walls for people to walk through. Okay, so when we finally gained access to the new floors they had all been rebuilt and the "holes" were very nice doorways - but for a while the incessant smashing sounded like half the town was being leveled.]

Unfazed by my aside, Chuck continues. "Now we occupy a whole floor that was designed specifically for us. And it has made our jobs much easier." Most of the game designers don't have a standard office; their work spaces are more like alcoves separated by partial walls. "Not only is the whole PD staff together," says Chuck, "but we can just roll around on our chairs and easily reach each other. Or we can yell, just like we used to." Of course, they can also throw stuff at each other over the low-bearing walls - but I would never be allowed to say that in a public forum. If you ever meet Chuck and pop him the question, he'll deny everything. It's in his contract.

"That's really all we needed," adds Chuck: "a place where we could roll around on our chairs and holler." Of course, the fact that Ross Campbell, Vice President of Product Development & Sales, is on the same floor can't hurt anything. Vice President & General Counsel Anthony Vittone (he's our corporate lawyer) is also there, to settle border disputes and stuff-throwing issues, no doubt.

"I suspect that the fact they have doors that can close might have something to do with us," ventures Chuck.

Francis K. Lalumiere
The Juggler