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Visualizing the Creative Process

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. In order to limit my future abuse of culinary paper wares, I've reproduced my images in a more formal fashion in this essay. The conversation usually starts with the following statement: "Creativity is like a snake swallowing a series of tennis balls." And when confused looks inevitably result, I sketch some variant of this odd little picture: Using this as a starting point, we start chatting about joys and pitfalls of creativity.The Brainstorming PhaseFailures in brainstormingThe Culling PhaseFailures in cullingCyclingFailures in cycling The Brainstorming Phase We all start with an idea. Brainstorming starts out small and expands over time There are several activities that occur during this phase:Ideas: Generate new ideas related to your initial insight. A multitude of experiments arise during brainstorming Problems with brainstorming Related:  BrainstormingGame Development

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" 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]

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. 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. “But wait! So the question is not what your game will be about, for you’ve already satisfied that in the first part of the Game Design Process, namely inspiration. Whew.

Make Games - Making it in Indie Games: Starter Guide 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.] 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. "Designer's block" may be as simple as drawing a blank on how to approach designing a difficult sound, but it can also be a more fundamental problem such as falling back on stale, tired tactics just because "that's what I've always done." "I like to listen. Most people assume that because we are in the audio industry, we must have good ears.

Risk and Reward Deluxe « #AltDevBlogADay I recently came across a quote from Cliff Bleszinski (source forgotten) where he contemplated that he’d rather have other game designers ripping off Gears of War’s “active reload” mechanic than its cover-based shooting. Reading that, I was reminded of an observation that my friend and colleague Peter once had while we were playing Wii Tennis together. We were pretty good players, having played that game daily during our lunch break for months. And we finally understood the finesse, the genius, of the service in Wii Tennis. The service in Wii Tennis works like this: First, you waggle the Wii Remote to throw the ball into the air. While the power serve is played by throwing the ball into the air and hitting it with the bat when it has reached its peak, the lulu-service needs the player to hit the ball moments before the Mii catches the ball again with his hand. Nintendo’s genius can be seen in this intricately modeled risk-reward scheme.

Using Potential Fields in a Real-time Strategy Game Scenario (Tutorial) Editor’s note: This in-depth article was submitted by Johan Hagelbäck, lecturer and Ph.D. researcher in adaptive game AI. If you’d like to join Johan and myself (Alex J. Champandard) for a live online masterclass (public) on Wednesday, February 4th at 21:00 CET Europe, 15:00 East Coast, then go to live.aigamedev.com for more details. Bots for RTS games may be very challenging to implement. This is a tutorial about an unconventional planning and navigation method that uses multi-agent potential fields. What is a Potential Field? PF’s has some similarities with influence maps. Figure 1: Influence map showing the areas occupied by own units (red) and enemy units (blue). Potential fields work in a similar manner. Figure 2a: An attractive charge (E) is placed in the destination for an own unit (green). Figure 2b: The charge generates a field that spreads in the game world. Figure 2c: The field have spread throughout the game world and gradually fades to zero. Figure 4: Two own units added.

Creativity/Innovation 4 Powerful Game Development Tools | Gameplay Passion September 20th, 2012 When making a game, you want to : Work efficiently and quicklyEasily organize and keep track of your ideasSee your game in action as soon as possibleEasily test if the final product matches to your Game Design In this article, I present 4 powerful game development tools that you can use to achieve the 4 goals stated above. 1) Game Design document (GDD) Update 23/03/2013 : some of my ideas here about game design documents may be outdated, check this article for more up-to-date ideas. When a game is born, it comes to the world in the form of a piece of paper or a word document called Game Design Document A Game Design Document describes EVERY feature of your game in a precise, clear and detailed way. Every detail should be there, no exception. When I started game development a few years ago, I made very incomplete or no GDDs at all. By neglecting to maintain a GDD, I was off-topic most of the time. The quickest way to develop a game is to imagine it first. 2) Dev Journal

Tag Search - Walkthrough Guides, Reviews, Discussion, Hints and Tips at Jayisgames Games Featured: • elarel • Jerry Clouds • Amulets and Armor Nothing like a little nostalgia to start the weekend! Be warned, though. This nostalgia comes with a price. Ironclad Tactics is a turn-based strategy game created by Zachtronics, the studio behind The Codex of Alchemical Engineering and SpaceChem. I think we should have some bonding time. Zombies and Cheepies and Succubbi, oh my! Games Featured: • Gemdancer • Don't Move • Super Amazing Quest Everyone can relax, Friday the 13th has ended. OrangePixel has done it again! Coming next year to PC and consoles if this Kickstarter has anything to say about it, Shantae: Half-Genie Hero stars Shantae, who, after having a nightmarish vision of an ancient evil about to rise, embarks on a platforming action adventure to stop it using her unique abilities. In this chilling indie horror game, our protagonist awakes, dizzy and disoriented, in a dark and silent house, in a bed surrounded by a cage whose door has just been opened. 1897.

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. As a game design tool, brainstorming is not isolated to the beginning of the game design process but recurs throughout the entire process. While these techniques can sometimes seem a waste of time and non-organic, their primary advantage comes from structuring ideation and problem-solving (in a group or alone), which can save a game designer(s) a lot of time and energy. · Escape old convictions and assumptions. · Find new and unique solutions. Use: To use brainstorming effectively, there are several questions that you should ask yourself before using it as a tool. (1) How innovative do the results need to be? Is the brainstorm about new ideas or solutions to problems? · Game Concepts · Game Mechanics · Play Mechanics

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