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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

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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).

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. You’ll learn about the key concepts in this tutorial, but also learn how potential fields fit in with high-level AI strategy, dynamic navigation in crowds, and optimizing traditional pathfinding. (These sessions are normally for members only, so don’t miss it!) Bots for RTS games may be very challenging to implement.

Design Meets Research Article by Debbie Millman & Mike BainbridgeFebruary 22, 2008 True story. At Sterling Brands in New York, we have a wonderful cleaning woman named Marta who comes to the office every night around seven o'clock to clean the place up. One evening not so long ago, we had a client review that ran rather late into the night. We were all gathered around the table in one of our conference rooms, where we had narrowed a wide range of package design options down to what we all considered the top three. We sat there with furrowed brows as we pondered the three finalists and attempted to make a democratic decision on the favorite.

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.

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. Thinkertoys’ 10 Tips to Become an Idea Person In an age where new ideas quickly becomes commodity, creativity is a must. It is creativity that continuously give us new ideas to keep us ahead in the competition. Regarding this, I recently found an interesting book: Thinkertoys by Michael Michalko. This book contains a lot of actionable ideas on how to become an idea person and get our creative juice flow. In chapter 2 of the book, Michalko gives us 10 tips to become an idea person which I find very useful and thought-provoking.

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. Indie PC game Surviving the end of the world, in a game, usually means there’s a combat-heavy journey ahead of you across irradiated wastes. Not so in Sheltered, Unicube’s management sim. The survivors in question are a family, and they are already safe (relatively) in their underground shelter. This is a game about keeping them that way. Read and Comment

About Spatial Agency is a project that presents a new way of looking at how buildings and space can be produced. Moving away from architecture's traditional focus on the look and making of buildings, Spatial Agency proposes a much more expansive field of opportunities in which architects and non-architects can operate. It suggests other ways of doing architecture. In the spirit of Cedric Price the project started with the belief that a building is not necessarily the best solution to a spatial problem. The project attempts to uncover a second history of architecture, one that moves sharply away from the figure of the architect as individual hero, and replaces it with a much more collaborative approach in which agents act with, and on behalf of, others. Although Spatial Agency started out as a critique of the conservative tendencies of mainstream practice, it ended up as a celebration of the bravery, canniness and optimism of an inspiring group of historical and contemporary figures.

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. That’s a tough question. Coming up with game ideas is a creative process without much structure to it. Ludum Dare For this mini-LD challenge, I decided to try to create a game for the original 8-bit Nintendo Entertainment System (NES). This was the first game console that I ever owned as a kid, so creating a game for it was something that I had always wanted to do. Unfortunately, to create an NES game, everything has to be written in assembly.