Transcript
A (0:00)
I think some people might assume we're like two years ahead thinking like that, but we're running very closely with where all of these advancements are going. And so that's just like a very different way of working. Things are changing underneath your feet all day long. And it's very exciting. It's really fun to be like, I don't know, we're going to figure this out as we go. We're going to, like, we're going to try it, we're going to turn the crank, we're going to keep iterating, we're going to keep going.
B (0:23)
Welcome to Dive Club. My name is Rid. And this is where designers never stop learning. Today's episode is with OpenAI's Head of Product design, Ian Silber. So we're going to go deep into all of the ways that they work, what it's like designing with AI as a material. Ian's thoughts on how the role of designer is evolving and a lot more. But before we get into all of that, I had to know, how the heck does somebody become the head of product design at OpenAI?
A (0:51)
Have been at Instagram for like eight years. It was amazing. I mean, most everything that the big stuff that we had worked on I was able to be involved in. And some of my. Kevin and Mikey were starting a new company. I went and joined them. It was artifact. It was like this sort of news kind of AI thing. Ton of fun. Great team. But I had some really good friends that had also left Instagram that were like, hey, we're starting this thing. We're kind of building the game. We don't totally know what we're doing, but we'd love for you to come work with us on it too. I don't know. I was at the point in my career where I was like, I should just try some crazy stuff. I'm not even like a hardcore gamer or zero background in gaming in that way. I was kind of unqualified. But I mean, the team was like, that they were assembling, was both really close friends, which is always like, fortunate if you ever get that opportunity, but also some of the most talented people that I've had the chance to work with in my career, both from design, but also like really great engineers. I think we took a lot of lessons from Instagram, which is like a little bit of a. Has some game type mechanics or behavior. So we leaned a lot into like the social side and that sort of thing. And it was a game, but it was, it was a little bit of everything. The TLDR of what we built was Minecraft in the browser essentially. But we were kind of trying to combine Minecraft meets Roblox, where Roblox is like, anybody can create these games and there's this like full marketplace. People are constantly creating games and then you know, you can come and play them and, and people can actually like make money off making these games. And it's this whole sort of industry. But when you really go to make the games, it's like pretty comp. Like it's not the most approachable experience. But we loved how approachable Minecraft was where you're just like one to one building things. And so we wanted to kind of combine that together and say, what if you could let anybody come into this world and build, but also let other people participate in that? And we built a lot of different mechanics into the game. But one of the things that I really liked was the idea that anybody could kind of create their own sort of version of it and then let other people play that. It was a ton of fun. Working on a game is very different. One thing that was interesting is like, it's kind of hard to know, like everything's a good idea in some ways you're like, oh, that would probably be fun. And so like the amount of scope you can easily get into is quite wide. And we realized why like these AAA studios take eight years to, to to release a game. Unless you're making, you know, a small mobile game. Like it's easy to, it's easy to kind of see how sprawling it can really be.
