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Game Tools : Values At Play. Design Methodology – The VAP design methodology is described in several research papers located on this site.

Game Tools : Values At Play

VAP Quick Reference vapquickref.pdf Grow-A-Game Cards Now available for iPhone and iPad! Tiltfactor is delighted to be able to share some design methods with the public. Developed as part of Values at Play, the Grow-A-Game cards are widely in use in both K-12 and University classrooms. » Become More Creative With These 5 Brainstorming Hacks » Farshid Palad. Rolestorming - Brainstorming Techniques from MindTools.

Improving Group Brainstorming Generate ideas using someone else's perspective. © iStockphoto/Elnur Have you ever been in a brainstorming session and had a good idea that was a little "out there"?

Rolestorming - Brainstorming Techniques from MindTools

If so, you might have kept the idea to yourself, because you felt embarrassed about sharing it with your group. After all, if the idea was too far-fetched or different, it might damage your reputation, right? However, you may have felt more comfortable sharing your ideas if they were "someone else's. " This is where Rolestorming is useful. This simple brainstorming technique encourages group members to take on other people's identities while brainstorming. About the Tool Rick Griggs developed the Rolestorming method in the early 1980s. Griggs developed the technique to help people overcome their inhibitions during group brainstorming sessions.

Brainstorming Literature

Game Design Process 101: Part II (Creative Thinking) For many people who want to be Game Designers, the most difficult thing about the process, aside from the actual work, follows soon after the initial spark of inspiration strikes.

Game Design Process 101: Part II (Creative Thinking)

More often than not, the first mistake a budding developer makes is to get inspired and immediate start the execution of the game’s design, usually after slapping together a whole lot of hype to get other people interested in his or her project. Screenshots, like an actual plan, are optional. A great example would be GamerJoe21 taking a shower, thinking about the ‘kick-ass war movie’ he saw last night where ‘that dude did that awesome thing with that minigun’. Don’t laugh, it’s probably happened numerous times… Unfortunately, for a game to be the best it can be, there must be some amount of planning and preparation. Board Game Design First Steps. Once you've completed (at least tentatively) the analysis phase of the process, it's time to begin to design your board game.

Board Game Design First Steps

Because your board game will be only one part of some larger instructional environment, you have more freedom than is usual in instructional design and more opportunity to be creative. Anything that is not taught or reinforced well by your game will be taken care of by some other medium and format. Step 1: Content Analysis Immerse yourself in the content and generate as large a list as possible of elements of the topic. 1001 Game Ideas Package. Creativity Techniques in Game Design. Six Thinking Hats. Six Thinking Hats is a book by Edward de Bono which describes a tool for group discussion and individual thinking involving six colored hats.

Six Thinking Hats

"Six Thinking Hats" and the associated idea parallel thinking provide a means for groups to plan thinking processes in a detailed and cohesive way, and in doing so to think together more effectively.[2] Underlying principles[edit] The premise of the method is that the human brain thinks in a number of distinct ways which can be deliberately challenged, and hence planned for use in a structured way allowing one to develop tactics for thinking about particular issues. de Bono identifies six distinct directions in which the brain can be challenged. In each of these directions the brain will identify and bring into conscious thought certain aspects of issues being considered (e.g. gut instinct, pessimistic judgement, neutral facts). Since the hats do not represent natural modes of thinking, each hat must be used for a limited time only. Summary[edit] Visualizing the Creative Process. As I coach new developers, I've taken to scribbling out the same useful diagram for visualizing the creative process again and again on coffee-ringed napkins.

Visualizing the Creative Process

In order to limit my future abuse of culinary paper wares, I've reproduced my images in a more formal fashion in this essay. Brainstorming. Description: Brainstorming is the name I have chosen to use to describe techniques aimed at generating new ideas (e.g. game concepts, features, game mechanics, play mechanics, etc.) or solving design problems (e.g. imbalances, loopholes, control schemes, etc.) through spontaneity.


Features - Jumpstarting Your Creativity. [Experienced sound designer Brad Meyer (DJ Hero) espouses a creative philosophy of taking a step back and making common sense decisions as the best method for reinvigorating that elusive creative spark once it's fled.]

Features - Jumpstarting Your Creativity

As industry veterans, many of us grow stagnant in critically analyzing and adapting the way we design. We've been doing things a certain way for a long time, and when faced with tight deadlines we often don't take the time to evaluate the way we work and assess whether it is still serving us. I have felt this stagnation a few times throughout my career, and I consider it to be the designer's equivalent of writer's block. Creativity/Innovation. Casual Game Design » Coming up with game ideas. Today, I received an e-mail from someone who asked me how I come up with ideas for my games.

Casual Game Design » Coming up with game ideas

That’s a tough question. Coming up with game ideas is a creative process without much structure to it. Nevertheless, I do think it’s something you can learn. I’ll give you some tips I think are helpful when trying to come up with an idea for your next game. If anyone else has some tips of their own, please share them. Pencil and paper First thing I want you to do, is turn off your computer. Seriously, you shouldn’t look for game ideas while sitting behind a computer. When I try to come up with an idea, I sit down behind my desk (the one without the computer on it) and just start drawing.

If you still find yourself looking at your computer from time to time while putting your ideas on paper, find someplace else to work. Quantity first, quality later. How to Design and Playtest Your Game Concepts « Game-Based Learning Dev. Notice: I’ve written the next iteration of this blog post: How to Design and Playtest Your Games (version 2.0).

How to Design and Playtest Your Game Concepts « Game-Based Learning Dev

David Perry on Game Design: A Brainstorming Toolbox - Game Worlds.