SlideShare a Scribd company logo
Prof. Pier Luca Lanzi
Idea Generation & Conceptualization
Videogame Design and Programming
Prof. Pier Luca Lanzi
Homework #3
submit two game concepts
by October 11 @ 23:59
Prof. Pier Luca Lanzi
Concept #1
any game you’d like to create!
Prof. Pier Luca Lanzi
Concept #2
cannot contain violence or sex J
must have an experimental gameplay
Prof. Pier Luca Lanzi
experimental?
Prof. Pier Luca Lanzi
Guidelines for the Game Concept
•  The game-concept document expresses the core idea of the game
•  Brief and simple to encourage a flow of ideas (one page).
•  The target audience is the people responsible for advancing the idea to the
next step: a formal game proposal
•  Typically, all concepts are presented to the director of product development
(or executive producer) before they get outside of the product development
department
•  The director will determine whether or not the idea has merit and will either
toss it or dedicate some resources to developing the game proposal.
6
Prof. Pier Luca Lanzi
Tim Ryan, The Anatomy of a Design Document, Part 1
http://www.gamasutra.com/view/feature/3384/the_anatomy_of_a_design_document_.php?page=1
Prof. Pier Luca Lanzi
The One Sheet
•  It is probably the most important document
•  It is a tool to get people excited about your project (management, marketing,
sales, licensors).
•  It also brings the team and the management “on the same page” with the
project objectives and priorities.
•  Style does not matter (see the two examples)
•  Be short and informative
•  Reiterate the points on the one-sheet every time you talk about your game
8
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Designers should not be distracted
by the “dramatic” elements.
Story and characters are important but they
should not obscure the view of the gameplay
They should remain in the designer’s mind,
but secondary until the main elements
have been pin down
Prof. Pier Luca Lanzi
Elements of the Game Concept
•  Game title
•  Introduction
•  Background (optional)
•  Description
•  Key features/Unique selling points
•  Analysis of the market
•  Genre
•  Platform(s)
•  Concept art (optional)
•  For concept #2 you need to include also a short sentence to
explain why your concept has an experimental gameplay
12
Prof. Pier Luca Lanzi
Structure of the Game-Concept Document
•  Introduction
§ These words will sell the document to the reader.
§ One sentence to describe the game in an excited manner.
§ Include the title, genre, platform, and any other meaningful bits of
information that cannot wait until the next sentence.
§ Should be brief, the longer it is, the more your vision will seem diluted
§ Example: "Man or Machine is a first-person shooter for the PC that uses
the proven Quake II engine to thrust players into the role of an android
space marine caught up in the epic saga of the interstellar techno-wars of
the thirty-seventh century."
•  Description
§ In a few paragraphs or a page, describes the game to the readers as if they
are the players. Use the second-person perspective -- "you."
§ Must avoid specifics (e.g., mouse-clicks), but must not be too vague.
13
Prof. Pier Luca Lanzi
Structure of the Game-Concept Document
•  Key Features
§ Bullet point list of items that will set this game apart from others
§ For instance, "Advanced Artificial Intelligence (AI): Man or Machine will
recreate and advance the challenging and realistic AI that made Half-Life
game of the year.“
§ Carefully determine the number of features to include (too few will sell
the game short, too many will water down the strongest features)
•  Genre
§ In a few words, define the type of game or flavor (puzzle, FPS, etc.)
§ In case, refine the genre with additional words (e.g., WWII FPS)
•  Platform
§ In a few words, list the target platform(s).
§ f you think the game concept is applicable to multiple platforms, you
should also indicate which platform is preferred or initial.
§ If you intend multiplayer support on the Internet, indicate that as well.
14
Prof. Pier Luca Lanzi
Structure of the Game-Concept Document
•  Analysis of the Competitors
§ List at least 3-5 games that are your competitors
§ In one sentence tell why yours is special
15
very important!
game concept must be anonymous J
your concept must occupy one page at most.
name must be on the other side J so that we can scan
the concepts leaving out the names
art should be included on extra sheets (using one side)
Prof. Pier Luca Lanzi
Your Homework
•  Write down the game-concept document for the game you wish
to propose to the class
•  The firm deadline is October 11 @ 23:59
•  The game-concept document must be delivered in class or
scanned and sent to pierluca.lanzi@polimi.it
•  The game-concept document must be well-written and
accurately proof read.
16
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
gamestorming
Prof. Pier Luca Lanzi
Coming up with ideas is difficult
Coming up with excellent ideas is even more difficult
And coming up with ideas is just the beginning…
Game design is about generating layers and iterations of
ideas that help to refine and evolve your original concept
Prof. Pier Luca Lanzi
Creativity
•  Great ideas come from great input into your mind and senses
•  Not only playing games, but living a curious life, full of curiosity people, places,
thoughts and events
•  Mihaly Csikszentmihalyi describes the stages of creativity as
§ Preparation – becoming immerse in a topic or domain of interest, a set of
problematic issues
§ Incubations – when ideas “churn around”
§ Insight – the “aha!” moment, when the pieces of the puzzles, or an idea, fall
together
§ Evaluation – when the person decides whether the insight is valuable and
worth pursuing. Is it really original?
§ Elaboration – the longest part of the creativity process; it takes the most
time and is the hardest (Edison, 99% perspiration 1% inspiration).
22
Prof. Pier Luca Lanzi
Ideas also come from analyzing existing games and activities
Develop your critical skills (not just think “cool!”)
Pay close attention to your emotional responses,
to your cycle of frustration, exhilaration, confidence, etc.
Discuss games with friends, deconstruct games, etc.
Begin a game journal
Prof. Pier Luca Lanzi
Readings
•  Dave Gray e Sunni Brown. Gamestorming:
A Playbook for Innovators, Rulebreakers,
and Changemakers
24
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Opening
•  It is all about opening up people’s mind
•  It is about getting the people in the room
putting down the card on the table the
information and ideas flowing
•  The more idea you can get out in
the open the more material you have
to work in the next stage
•  The opening must be divergent, your goal is the widest possible
spread of perspectives
28
Prof. Pier Luca Lanzi
Exploring
•  Once you have collected many ideas,
you need some exploration and
experimentation
•  Look for patterns and analogies,
try to see old things in new ways
•  Sift and sort through ideas
•  The keyword for this stage is “emergent”, you want to create the
conditions for unexpected, surprising and delightful things to
emerge
29
Prof. Pier Luca Lanzi
Closing
•  Time to move toward the conclusions,
decisions, actions, and next steps
•  Assess ideas, look at them with a
critical or realistic eye
•  Which ones are the most promising?
•  Where should you invest your energy?
•  The keyword for this phase is “convergent”, you need to narrow
the field to select the most promising things of what come next
30
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
10 essentials for gamestorming
Prof. Pier Luca Lanzi
Essentials for Gamestorming (1&2)
•  Opening and Closing
§ It is the way you orchestrate the gamestorming activities
§ It is like breathing, expand and collapse, giving rhythm and life
§ Don’t open and close at the same time
§ Close everything you open
•  Fire Starting
§ The spark that ignites the process, it is typically a question
§ Another fire starter is “fill-in-the-blank”: you craft a short
phrase and you ask the other people to complete
§ For example, if the goals is to explore, the fire starter could
be “I want ______”
33
Prof. Pier Luca Lanzi
Essentials for Gamestorming (3&4)
•  Artifacts
§ Objects to hold the information
during the process
§ They might be sticky notes,
index cards, etc.
§ Artifacts are carriers of meaning
•  Node Generation
§ During the opening phase, you need to
generate as many artifacts (or node) as
possible
§ This is called “node generation”
§ It can be silent or involve callouts
§ Ask everybody to write ideas on sticky notes
and then, when the process is finished, each
one reads a note out loud and put it on the
board
34
Prof. Pier Luca Lanzi
Essentials for Gamestorming (5, 6, 7, 8)
•  Meaningful Space
§ It is the place where nodes can be displayed/organized
§ For instance, you can ask people to organize the sticky nodes in three
columns on a board so that “things that might belong together” are put in
the same column
§ Don’t name the columns though!
•  Sketching and model making
•  Randomness, Reversal, and Reframing
§ Rearrange, recombine, reposition nodes in the meaningful space
•  Improvisation
35
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Essential for Gamestorming (9&10)
•  Selection
§ You cannot do everything so there will come a time when
you need to winnow down a large set of ideas down to a
smaller damageable set
§ One way is to give 10 sticky notes to everybody and ask them
to vote for the thing they like most
§ Another way is to force a ranking
•  Try Something New
39
Prof. Pier Luca Lanzi
http://www.facebook.com/polimigamecollective
https://twitter.com/@POLIMIGC
http://www.youtube.com/PierLucaLanzi
http://www.polimigamecollective.org

More Related Content

PDF
Game Mechanics
PDF
Designing Puzzles for Video Games
PDF
Game Balancing
PDF
The Structure of Games
PDF
Engagement through Gamification
PDF
Elements for the Theory of Fun
PDF
Working with Formal Elements
PDF
The Design Document
Game Mechanics
Designing Puzzles for Video Games
Game Balancing
The Structure of Games
Engagement through Gamification
Elements for the Theory of Fun
Working with Formal Elements
The Design Document

What's hot (20)

PDF
VDP2016 - Lecture 12 Puzzle Design
PDF
VDP2016 - Lecture 03 Conceptualization
PDF
VDP2016 - Lecture 07 The design document
PDF
VDP2016 - Lecture 05 Game analysis frameworks
PDF
VDP2016 - Lecture 08 Game mechanics
PDF
VDP2016 - Lecture 06 The structureofgames
PDF
VDP2016 - Lecture 04 Thinking likea-gamedesigner
PDF
Data Driven Game Design
PDF
Videogame Design and Programming - 04 Conceptualization
PDF
Videogame Design and Programming - 06 Working with Dramatic Elements
PDF
Videogame Design and Programming - 09 Puzzles
PDF
Videogame Design and Programming - 03 The Structure of Games
PDF
Introduzione alla realizzazione di videogiochi - Meccaniche
PDF
Videogame Design and Programming - Course organization
PDF
VDP2016 - Lecture 14 Procedural content generation
PDF
Videogame Design and Programming - 05 Working with Formal Elements
PDF
Introduction to Game Design
PDF
Procedural Content Generation
PDF
Various Topics on Game Design
PDF
Game Design: from rules to craft
VDP2016 - Lecture 12 Puzzle Design
VDP2016 - Lecture 03 Conceptualization
VDP2016 - Lecture 07 The design document
VDP2016 - Lecture 05 Game analysis frameworks
VDP2016 - Lecture 08 Game mechanics
VDP2016 - Lecture 06 The structureofgames
VDP2016 - Lecture 04 Thinking likea-gamedesigner
Data Driven Game Design
Videogame Design and Programming - 04 Conceptualization
Videogame Design and Programming - 06 Working with Dramatic Elements
Videogame Design and Programming - 09 Puzzles
Videogame Design and Programming - 03 The Structure of Games
Introduzione alla realizzazione di videogiochi - Meccaniche
Videogame Design and Programming - Course organization
VDP2016 - Lecture 14 Procedural content generation
Videogame Design and Programming - 05 Working with Formal Elements
Introduction to Game Design
Procedural Content Generation
Various Topics on Game Design
Game Design: from rules to craft
Ad

Viewers also liked (20)

PDF
DMTM 2015 - 12 Classification Rules
PDF
DMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other Methods
PDF
Focus Junior - 14 Maggio 2016
PDF
Codemotion Milan - November 21 2015
PDF
Transparency in Game Mechanics
PDF
Course Organization
PDF
Procedural Content Generation with Unity
PDF
DMTM 2015 - 16 Data Preparation
PDF
DMTM 2015 - 15 Classification Ensembles
PDF
DMTM 2015 - 08 Representative-Based Clustering
PDF
DMTM 2015 - 10 Introduction to Classification
PDF
DMTM 2015 - 18 Text Mining Part 2
PDF
DMTM 2015 - 14 Evaluation of Classification Models
PDF
DMTM 2015 - 17 Text Mining Part 1
PDF
DMTM 2015 - 11 Decision Trees
PDF
DMTM 2015 - 07 Hierarchical Clustering
PDF
DMTM 2015 - 09 Density Based Clustering
PDF
Course Introduction
PDF
DMTM 2015 - 19 Graph Mining
PDF
Machine Learning and Data Mining: 12 Classification Rules
DMTM 2015 - 12 Classification Rules
DMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other Methods
Focus Junior - 14 Maggio 2016
Codemotion Milan - November 21 2015
Transparency in Game Mechanics
Course Organization
Procedural Content Generation with Unity
DMTM 2015 - 16 Data Preparation
DMTM 2015 - 15 Classification Ensembles
DMTM 2015 - 08 Representative-Based Clustering
DMTM 2015 - 10 Introduction to Classification
DMTM 2015 - 18 Text Mining Part 2
DMTM 2015 - 14 Evaluation of Classification Models
DMTM 2015 - 17 Text Mining Part 1
DMTM 2015 - 11 Decision Trees
DMTM 2015 - 07 Hierarchical Clustering
DMTM 2015 - 09 Density Based Clustering
Course Introduction
DMTM 2015 - 19 Graph Mining
Machine Learning and Data Mining: 12 Classification Rules
Ad

Similar to Idea Generation and Conceptualization (20)

PDF
Videogame Design and Programming - 08 The Design Document
PDF
Undesigned for: re-thinking interaciton through game-play design
PPT
CreativeCulture Remixing play with Playful Design Thinking
PDF
Art of Game Design - Chapter 1 In The Beginning, There is The Designer.pdf
PPT
CreativeCulture: Gamification at ASEMUS2018
PPTX
2. initial plansss
PPTX
2. initial plans
PDF
A technique for rapid idea generation
PPT
Game design
PDF
Game Design for Modern Times
PDF
A Brief Game Jam Survival Guide
PDF
Uncharted lands, or why games are not designed but discovered
PPTX
Designing Interactive Learning Spaces
PPTX
LAFS Game Design 6 - Conceptualization
PPTX
Narrative skill of game content development
PPTX
mindful xp Video Postmortem
PDF
VDP2016 - Lecture 10 Working with formal elements
PPTX
Designing An Applied Game For Your Museum - Workshop
PPTX
Design feedback
PPTX
LAFS SVI Level 3 - Game Design and Analysis
Videogame Design and Programming - 08 The Design Document
Undesigned for: re-thinking interaciton through game-play design
CreativeCulture Remixing play with Playful Design Thinking
Art of Game Design - Chapter 1 In The Beginning, There is The Designer.pdf
CreativeCulture: Gamification at ASEMUS2018
2. initial plansss
2. initial plans
A technique for rapid idea generation
Game design
Game Design for Modern Times
A Brief Game Jam Survival Guide
Uncharted lands, or why games are not designed but discovered
Designing Interactive Learning Spaces
LAFS Game Design 6 - Conceptualization
Narrative skill of game content development
mindful xp Video Postmortem
VDP2016 - Lecture 10 Working with formal elements
Designing An Applied Game For Your Museum - Workshop
Design feedback
LAFS SVI Level 3 - Game Design and Analysis

More from Pier Luca Lanzi (20)

PDF
11 Settembre 2021 - Giocare con i Videogiochi
PDF
Breve Viaggio al Centro dei Videogiochi
PDF
Global Game Jam 19 @ POLIMI - Morning Welcome
PPTX
Data Driven Game Design @ Campus Party 2018
PDF
GGJ18 al Politecnico di Milano - Presentazione che precede la presentazione d...
PDF
GGJ18 al Politecnico di Milano - Presentazione di apertura
PDF
Presentation for UNITECH event - January 8, 2018
PDF
DMTM Lecture 20 Data preparation
PDF
DMTM Lecture 19 Data exploration
PDF
DMTM Lecture 18 Graph mining
PDF
DMTM Lecture 17 Text mining
PDF
DMTM Lecture 16 Association rules
PDF
DMTM Lecture 15 Clustering evaluation
PDF
DMTM Lecture 14 Density based clustering
PDF
DMTM Lecture 13 Representative based clustering
PDF
DMTM Lecture 12 Hierarchical clustering
PDF
DMTM Lecture 11 Clustering
PDF
DMTM Lecture 10 Classification ensembles
PDF
DMTM Lecture 09 Other classificationmethods
PDF
DMTM Lecture 08 Classification rules
11 Settembre 2021 - Giocare con i Videogiochi
Breve Viaggio al Centro dei Videogiochi
Global Game Jam 19 @ POLIMI - Morning Welcome
Data Driven Game Design @ Campus Party 2018
GGJ18 al Politecnico di Milano - Presentazione che precede la presentazione d...
GGJ18 al Politecnico di Milano - Presentazione di apertura
Presentation for UNITECH event - January 8, 2018
DMTM Lecture 20 Data preparation
DMTM Lecture 19 Data exploration
DMTM Lecture 18 Graph mining
DMTM Lecture 17 Text mining
DMTM Lecture 16 Association rules
DMTM Lecture 15 Clustering evaluation
DMTM Lecture 14 Density based clustering
DMTM Lecture 13 Representative based clustering
DMTM Lecture 12 Hierarchical clustering
DMTM Lecture 11 Clustering
DMTM Lecture 10 Classification ensembles
DMTM Lecture 09 Other classificationmethods
DMTM Lecture 08 Classification rules

Recently uploaded (20)

PDF
BÀI TẬP BỔ TRỢ 4 KỸ NĂNG TIẾNG ANH 9 GLOBAL SUCCESS - CẢ NĂM - BÁM SÁT FORM Đ...
PPTX
Introduction_to_Human_Anatomy_and_Physiology_for_B.Pharm.pptx
PDF
Black Hat USA 2025 - Micro ICS Summit - ICS/OT Threat Landscape
PDF
Chapter 2 Heredity, Prenatal Development, and Birth.pdf
PDF
Pre independence Education in Inndia.pdf
PPTX
Renaissance Architecture: A Journey from Faith to Humanism
PDF
01-Introduction-to-Information-Management.pdf
PPTX
Pharma ospi slides which help in ospi learning
PPTX
PPT- ENG7_QUARTER1_LESSON1_WEEK1. IMAGERY -DESCRIPTIONS pptx.pptx
PPTX
Cell Structure & Organelles in detailed.
PDF
TR - Agricultural Crops Production NC III.pdf
PPTX
Final Presentation General Medicine 03-08-2024.pptx
PDF
3rd Neelam Sanjeevareddy Memorial Lecture.pdf
PDF
STATICS OF THE RIGID BODIES Hibbelers.pdf
PDF
VCE English Exam - Section C Student Revision Booklet
PDF
grade 11-chemistry_fetena_net_5883.pdf teacher guide for all student
PPTX
Microbial diseases, their pathogenesis and prophylaxis
PDF
Anesthesia in Laparoscopic Surgery in India
PDF
RMMM.pdf make it easy to upload and study
PDF
Abdominal Access Techniques with Prof. Dr. R K Mishra
BÀI TẬP BỔ TRỢ 4 KỸ NĂNG TIẾNG ANH 9 GLOBAL SUCCESS - CẢ NĂM - BÁM SÁT FORM Đ...
Introduction_to_Human_Anatomy_and_Physiology_for_B.Pharm.pptx
Black Hat USA 2025 - Micro ICS Summit - ICS/OT Threat Landscape
Chapter 2 Heredity, Prenatal Development, and Birth.pdf
Pre independence Education in Inndia.pdf
Renaissance Architecture: A Journey from Faith to Humanism
01-Introduction-to-Information-Management.pdf
Pharma ospi slides which help in ospi learning
PPT- ENG7_QUARTER1_LESSON1_WEEK1. IMAGERY -DESCRIPTIONS pptx.pptx
Cell Structure & Organelles in detailed.
TR - Agricultural Crops Production NC III.pdf
Final Presentation General Medicine 03-08-2024.pptx
3rd Neelam Sanjeevareddy Memorial Lecture.pdf
STATICS OF THE RIGID BODIES Hibbelers.pdf
VCE English Exam - Section C Student Revision Booklet
grade 11-chemistry_fetena_net_5883.pdf teacher guide for all student
Microbial diseases, their pathogenesis and prophylaxis
Anesthesia in Laparoscopic Surgery in India
RMMM.pdf make it easy to upload and study
Abdominal Access Techniques with Prof. Dr. R K Mishra

Idea Generation and Conceptualization

  • 1. Prof. Pier Luca Lanzi Idea Generation & Conceptualization Videogame Design and Programming
  • 2. Prof. Pier Luca Lanzi Homework #3 submit two game concepts by October 11 @ 23:59
  • 3. Prof. Pier Luca Lanzi Concept #1 any game you’d like to create!
  • 4. Prof. Pier Luca Lanzi Concept #2 cannot contain violence or sex J must have an experimental gameplay
  • 5. Prof. Pier Luca Lanzi experimental?
  • 6. Prof. Pier Luca Lanzi Guidelines for the Game Concept •  The game-concept document expresses the core idea of the game •  Brief and simple to encourage a flow of ideas (one page). •  The target audience is the people responsible for advancing the idea to the next step: a formal game proposal •  Typically, all concepts are presented to the director of product development (or executive producer) before they get outside of the product development department •  The director will determine whether or not the idea has merit and will either toss it or dedicate some resources to developing the game proposal. 6
  • 7. Prof. Pier Luca Lanzi Tim Ryan, The Anatomy of a Design Document, Part 1 http://www.gamasutra.com/view/feature/3384/the_anatomy_of_a_design_document_.php?page=1
  • 8. Prof. Pier Luca Lanzi The One Sheet •  It is probably the most important document •  It is a tool to get people excited about your project (management, marketing, sales, licensors). •  It also brings the team and the management “on the same page” with the project objectives and priorities. •  Style does not matter (see the two examples) •  Be short and informative •  Reiterate the points on the one-sheet every time you talk about your game 8
  • 11. Prof. Pier Luca Lanzi Designers should not be distracted by the “dramatic” elements. Story and characters are important but they should not obscure the view of the gameplay They should remain in the designer’s mind, but secondary until the main elements have been pin down
  • 12. Prof. Pier Luca Lanzi Elements of the Game Concept •  Game title •  Introduction •  Background (optional) •  Description •  Key features/Unique selling points •  Analysis of the market •  Genre •  Platform(s) •  Concept art (optional) •  For concept #2 you need to include also a short sentence to explain why your concept has an experimental gameplay 12
  • 13. Prof. Pier Luca Lanzi Structure of the Game-Concept Document •  Introduction § These words will sell the document to the reader. § One sentence to describe the game in an excited manner. § Include the title, genre, platform, and any other meaningful bits of information that cannot wait until the next sentence. § Should be brief, the longer it is, the more your vision will seem diluted § Example: "Man or Machine is a first-person shooter for the PC that uses the proven Quake II engine to thrust players into the role of an android space marine caught up in the epic saga of the interstellar techno-wars of the thirty-seventh century." •  Description § In a few paragraphs or a page, describes the game to the readers as if they are the players. Use the second-person perspective -- "you." § Must avoid specifics (e.g., mouse-clicks), but must not be too vague. 13
  • 14. Prof. Pier Luca Lanzi Structure of the Game-Concept Document •  Key Features § Bullet point list of items that will set this game apart from others § For instance, "Advanced Artificial Intelligence (AI): Man or Machine will recreate and advance the challenging and realistic AI that made Half-Life game of the year.“ § Carefully determine the number of features to include (too few will sell the game short, too many will water down the strongest features) •  Genre § In a few words, define the type of game or flavor (puzzle, FPS, etc.) § In case, refine the genre with additional words (e.g., WWII FPS) •  Platform § In a few words, list the target platform(s). § f you think the game concept is applicable to multiple platforms, you should also indicate which platform is preferred or initial. § If you intend multiplayer support on the Internet, indicate that as well. 14
  • 15. Prof. Pier Luca Lanzi Structure of the Game-Concept Document •  Analysis of the Competitors § List at least 3-5 games that are your competitors § In one sentence tell why yours is special 15 very important! game concept must be anonymous J your concept must occupy one page at most. name must be on the other side J so that we can scan the concepts leaving out the names art should be included on extra sheets (using one side)
  • 16. Prof. Pier Luca Lanzi Your Homework •  Write down the game-concept document for the game you wish to propose to the class •  The firm deadline is October 11 @ 23:59 •  The game-concept document must be delivered in class or scanned and sent to pierluca.lanzi@polimi.it •  The game-concept document must be well-written and accurately proof read. 16
  • 20. Prof. Pier Luca Lanzi gamestorming
  • 21. Prof. Pier Luca Lanzi Coming up with ideas is difficult Coming up with excellent ideas is even more difficult And coming up with ideas is just the beginning… Game design is about generating layers and iterations of ideas that help to refine and evolve your original concept
  • 22. Prof. Pier Luca Lanzi Creativity •  Great ideas come from great input into your mind and senses •  Not only playing games, but living a curious life, full of curiosity people, places, thoughts and events •  Mihaly Csikszentmihalyi describes the stages of creativity as § Preparation – becoming immerse in a topic or domain of interest, a set of problematic issues § Incubations – when ideas “churn around” § Insight – the “aha!” moment, when the pieces of the puzzles, or an idea, fall together § Evaluation – when the person decides whether the insight is valuable and worth pursuing. Is it really original? § Elaboration – the longest part of the creativity process; it takes the most time and is the hardest (Edison, 99% perspiration 1% inspiration). 22
  • 23. Prof. Pier Luca Lanzi Ideas also come from analyzing existing games and activities Develop your critical skills (not just think “cool!”) Pay close attention to your emotional responses, to your cycle of frustration, exhilaration, confidence, etc. Discuss games with friends, deconstruct games, etc. Begin a game journal
  • 24. Prof. Pier Luca Lanzi Readings •  Dave Gray e Sunni Brown. Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers 24
  • 28. Prof. Pier Luca Lanzi Opening •  It is all about opening up people’s mind •  It is about getting the people in the room putting down the card on the table the information and ideas flowing •  The more idea you can get out in the open the more material you have to work in the next stage •  The opening must be divergent, your goal is the widest possible spread of perspectives 28
  • 29. Prof. Pier Luca Lanzi Exploring •  Once you have collected many ideas, you need some exploration and experimentation •  Look for patterns and analogies, try to see old things in new ways •  Sift and sort through ideas •  The keyword for this stage is “emergent”, you want to create the conditions for unexpected, surprising and delightful things to emerge 29
  • 30. Prof. Pier Luca Lanzi Closing •  Time to move toward the conclusions, decisions, actions, and next steps •  Assess ideas, look at them with a critical or realistic eye •  Which ones are the most promising? •  Where should you invest your energy? •  The keyword for this phase is “convergent”, you need to narrow the field to select the most promising things of what come next 30
  • 32. Prof. Pier Luca Lanzi 10 essentials for gamestorming
  • 33. Prof. Pier Luca Lanzi Essentials for Gamestorming (1&2) •  Opening and Closing § It is the way you orchestrate the gamestorming activities § It is like breathing, expand and collapse, giving rhythm and life § Don’t open and close at the same time § Close everything you open •  Fire Starting § The spark that ignites the process, it is typically a question § Another fire starter is “fill-in-the-blank”: you craft a short phrase and you ask the other people to complete § For example, if the goals is to explore, the fire starter could be “I want ______” 33
  • 34. Prof. Pier Luca Lanzi Essentials for Gamestorming (3&4) •  Artifacts § Objects to hold the information during the process § They might be sticky notes, index cards, etc. § Artifacts are carriers of meaning •  Node Generation § During the opening phase, you need to generate as many artifacts (or node) as possible § This is called “node generation” § It can be silent or involve callouts § Ask everybody to write ideas on sticky notes and then, when the process is finished, each one reads a note out loud and put it on the board 34
  • 35. Prof. Pier Luca Lanzi Essentials for Gamestorming (5, 6, 7, 8) •  Meaningful Space § It is the place where nodes can be displayed/organized § For instance, you can ask people to organize the sticky nodes in three columns on a board so that “things that might belong together” are put in the same column § Don’t name the columns though! •  Sketching and model making •  Randomness, Reversal, and Reframing § Rearrange, recombine, reposition nodes in the meaningful space •  Improvisation 35
  • 39. Prof. Pier Luca Lanzi Essential for Gamestorming (9&10) •  Selection § You cannot do everything so there will come a time when you need to winnow down a large set of ideas down to a smaller damageable set § One way is to give 10 sticky notes to everybody and ask them to vote for the thing they like most § Another way is to force a ranking •  Try Something New 39
  • 40. Prof. Pier Luca Lanzi http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org