Training Effects

I’ve been playing this for a while now but I am wondering what each training effects and what it effects more of. Could somebody tell me? it would really help

When you train these skills:
Design: Gives you more design bubbles during game development
Technology: Gives you more technology bubbles during game development
Speed: When you increase it, it decreases the chance of your character wasting time scratching his head.
Research: Lets you research stuff faster and gives you more research bubbles during game development.

My understanding is a bit different.

Design & Technology increase the size of the bubbles generated when developing a game. They are also the basis for minimum requirements related to getting specializations and Boost.
Speed increases the number of raw bubbles generated during development.
Research increases the number of blue research bubbles that are generated.

Speed is often overlooked. While it won’t unlock specializations, it tends to have a more profound effect on your employee’s bubble output.

In one game I hired two employees. One with a really heavy design focus and the other with a really heavy tech focus. Their levels were equal…but what I didn’t notice was that my design person only had a 129 speed, and my tech guy was rocking a 250. When I made my first game… my bubble balance was DOMINATED almost 2:1 by tech bubbles over design.

Yes, like Pinstar said, when you make a game that wants to be very successful, the idea would be to have a balance of Tech and Design points. Since research is really needed during the middle stages of the game, im doing a new strategy on my new game…get tech/design to the nearest 100 and then get research to say double that, because you get more research points mean you can train more.

Another good strategy for farming up research points is to never do sequels. You get double research points from “New Combo” games. Do too many sequels and you’ll find yourself starved for them, even with high research skill employees.

I like a full round of research training to be the first training I give all my employees right in the beginning. That way its effects are felt over the span of more games.

Do sequels and you’re bound to fail in my opinion.

The best time to use sequels is when your quality has slipped but you need money and research in order to improve. The sequel boost can make a game that sells well even though it doesn’t hit your target rating.

Isn’t it best to create sequels when a new engine is made?

That’s the worst time to create sequels. You’ve got a (presumably) upgraded graphics level and a bunch of new features you can turn on that can net you 9.0+ games naturally. The best time for sequels is at the END of an engine’s life when you’ve already turned on all the features and just want to squeeze out one more hit before retooling and going to a new engine…and/or hiring more people and going up a game size.