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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]

Never Be My Friend When I'm bored, I browse through my friends' Facebook images, choose my favorites, and draw them. Sometimes I take... liberties. Let's just call it artistic license. R.I.P. when I drew you looking like a corpse. I occasionally wonder why I still have friends at all. 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.

Graphics News #14 « Frogatto & Friends November 20th, 2010 by Jetrel We’ve added a new tileset to the game, which is exclusive to the new “arcade mode”. Unlike our full, story-mode tilesets, which are essentially a hybrid mix of 16×16<->64×64 tiles, intermixed in lots of wacky combinations, this tileset is a strict collection of 16×16 tiles. It’s not possible to do very organic rock faces and such in this tileset; everything will feel very blocky – however, it makes for much more flexible arrangements of tiles (since quite a few up-close arrangements were not possible with our story-mode tiles). Especially for our arcade mode, which will be based on some very tight platforming challenges, this is a good fit for gameplay. Ultimately, we decided that rather than choosing between either style of tileset, we’d choose to have both. Also, here are some updates on forest stuff; showing off some new branches, better foliage, and one of the new palette shifts. (click to zoom in)

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.

¿Quieres ser más creativo e innovador? Pues cambia tu forma de pensar | Innovación estratégica y Modelos de negocio La forma en la que percibes tu entorno, cómo entiendes los problemas o las ideas preconcebidas que albergas son un filtro del que probablemente no eres consciente y que está limitando tu creatividad. Las historias de ratones que destronaron a elefantes las protagonizan personas que se atrevieron a pensar de forma diferente a la mayoría, desafiando el status quo y sus supuestas limitaciones…. Quien sabe, si te lo propones y te atreves a ir más allá de los parámetros que te encorsetan, quizás tú seas uno de ellos. Bejamin Zander, director de la Boston Philharmonic Orchestra, arrancaba con esta magnífica historia su conferencia sobre liderazgo en la edición 2009 del Foro Económico de Davos: Dos vendedores de zapatos son enviados a una región remota para explorar nuevos mercados. PIENSA DIFERENTE (el mejor anuncio de Apple) “TODOS NACEMOS IGUAL DE CREATIVOS.

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.

Platforming Games 101: Running, Jumping & More Presented by Gamerforlife The Racketboy crew is back with yet another ambitious effort to educate the masses on some retro-gaming (and even some modern gaming) essentials. In this Retro Gaming 101 installment, we will be taking a lot at one of the most essential and popular genre in video games. Platforming games really kick-started and pushed the 8-bit and 16-bit generations and the genre has remained an integral part of modern gaming culture. Of course, the Super Mario Bros. and Sonic the Hedgehog series are the most well-known examples of the genre, however, there are many games that preceded them and there are many subsequent games that broadened what we can expect from the genre. Genre Foundations What is a Platform Game? While some video game genres more often focus on killing, defeating or avoiding enemies (shooters, beat’em ups, fighting games, survival horror, etc.), platform games are more about how skillfully players can move through an environment. Donkey Kong (Arcade), 1981

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 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.