Category Archives: Game Design
Brainstorming Ideas And Turning Them Into Concepts
All games start out as ideas. Some games come from one powerful idea, but most are formed by combining many ideas to create a unique whole. It’s very possible that initial ideas will be (or should be) abandoned, and lots of new ideas will be considered during the process. It is usually the responsibility of a game designer to come up with ideas for a new game, but often the entire development team participates in generating ideas during what is called a brainstorming session. At one game development studio I worked at, Jet Morgan Games, we always kicked off a new game project for a client by inviting everyone in the company — designers, producers, programmers, artists, even the bookkeeper — into the conference room for an initial brainstorming session.
Brainstorming is a group creativity technique in which members work together to find a solution to a specific problem by gathering a list of ideas spontaneously contributed by everyone in the group. In games, brainstorming is used to generate a large number of ideas about game’s concept, mechanics, setting, characters, etc. The term “brainstorming” was popularized by advertising executive Alex Faickney Osborn in the 1953 book Applied Imagination.
Osborn’s method of brainstorming has four general rules:
- Focus on quantity: Try to come up with more ideas than you think you need because you may discover you need them later. You may find that some ideas that sounded really good during a brainstorming session turned out not to be so good when they’re actually implemented, and you’ll have to turn to other ideas.
- Withhold criticism: Don’t inhibit members by judging their ideas, even if they seem unrelated to the problem you’re trying to solve. Besides, ideas that sounded bad during a brainstorming session may actually turn out to be the ones that lead to solution that your are trying to solve.
- Welcome unusual ideas: “Outside the box” ideas are great, even if they seem unworkable or inappropriate, because they can help stimulate other ideas.
- Combine and improve ideas: This is why you don’t rule out any idea as inappropriate, unworkable, or bad. All ideas can serve as fuel for generating better ideas.
Here is a brainstorming exercise I do with my students at The Los Angeles Film School.
I divided my students into groups of three and ask them to come up with 100 game ideas in one hour. I give them 100 ideas as their goal so that they will stay focused on quantity rather than quality, and I keep the time limited so that they don’t spend too long on the exercise. I want them to keep a fast pace. However, I do give them the restriction that it needs to be a game that their group can develop within a two-week period (the remainder of the course).
I allow them to leave the room and go to a more playful environment, such as a lounge or somewhere outside. Anywhere that can help stimulate their imaginations. I do require for them to write down their ideas. Ideally, they should use a whiteboard because it’s best to put ideas on a wall for everyone to see, but that’s not always possible, so I allow them to use index cards, post-it notes, or just sheets of paper.
When they return from their completing their assignment (in all the times I’ve given this assignment, no student group has failed to come up with 100 ideas), I tell them not to get too attached to their ideas, because they are going to narrow it them down their lists. I explain that while there is no such thing as a bad idea during the brainstorming session, there are lots of reasons to set aside ideas afterwards:
- Technical Feasibility: The programmers don’t know how to implement the properly.
- Market Opportunity: The marketing people doesn’t think there’s a market for the idea.
- Artistic Considerations: The development team decides they just don’t like the idea.
- Design Experience: The designers don’t think they can make engaging gameplay based on the idea.
- Innovation Needs: The idea just isn’t innovative enough to stand out from the competition.
- Marketing Goals: The idea doesn’t fit in with the company’s long-range marketing plan.
- Business and Cost Restrictions: The projected revenues for the idea are less than the projected costs of implementing it.
With these idea filters in mind, I then have the students edit their 100 game idea lists down to the top 5 to 10 ideas and discuss each thoroughly. I have ask them to remain positive during their discussions and discuss the strengths of each idea.
Next, I have them narrow down their list down to their three favorite ideas and for each one, write a 3-to-5 concept treatment describing the game’s theme, play mechanics, controls, art style, storyline, and audio.
If I had more time in my class, I’d have them create a mock advertisement and packaging for their game and then hold focus group sessions with target customers to determine which ideas resonated with them more. If you are working for a real game development company, this may be something you should try so that you have a better idea about the appeal of your game idea before you spend too much development money on it.
Where Do Game Designers Get Their Ideas From?
Although I wrote last week that there is no “idea guy” position in the game industry, game designers do frequently need to come up with ideas as part of their other responsibilities. After all, every game starts out as an idea. However, while many gamers believe that a game designer comes up with and then develops a game exactly as he or she originally envisioned it, game design is a much more complicated process. Some games come from one powerful idea, but most are formed by combining many ideas to create a unique whole. It’s very possible that initial ideas will be (or should be) abandoned, and lots of new ideas will be considered during the process.
Novice game designers tend to mash together existing genres, mechanics, and themes. They envision new games as collages of existing game component, or put a slight twist on an existing game: “Street Fighter…. with politicians!”. As a result, they focus on the mechanics and theme rather than creating unique player experiences.
A more experienced game designers will shift their focus so that instead of having visions of a specific game, they will be interested in exploring broad or incomplete ideas. The ideas can be about theme, they can be about mechanics, they can be about player experiences… really, they can be about anything.
Now these ideas don’t come out of thin air. Game designers are influenced by personal interests and hobbies. For example, for the first game I made professional, Space II, I took concepts I learned about shamanism in an anthropology class, and turned it into a space colonization game in which the player’s goal was to acquire converts to a new religion. In my second game, Windfall: An Oil Crisis Simulation, I applied queuing theory and supply & demand economics to the 1979 oil crisis. For my third game, Network, I combined principles from a mass communication class with the movie Network and created a satirical network programming simulation.
When coming up with new concepts, I looked for my inspiration in everywhere but other games. This is why I recommend to my game design students that they spend a significant part of every day doing something other than playing games so that they have well-rounded experiences upon which to draw:
- Read a book
- See a play
- Listen to music
- Draw a landscape
- Go hiking
- Do volunteer work
- Take an online course in something that has nothing to do with making games.
Ideas can strike you at any time. I get my best ideas while driving; other might get theirs while taking a shower or having a dream. So, another thing I recommend to my students is that they keep a game design journal with them at all times for jotting down their ideas when they strike. The journal should be small and convenient enough that you can place it on their nightstand or take it with you everyone you go.
Ideas rarely come out as fully formed. Psychologist Mihaly Csikszentmihalyi describes the classic stages of creativity:
- Preparation: Becoming interested in a topic
- Incubation: Period where ideas “churn around” in your subconscious
- Insight: The “aha!” moment, where an idea comes together
- Evaluation: Deciding whether the insight is worth pursuing
- Elaboration: Fleshing out the idea
This is the typical birth process for an idea, but it’s possible to skip or jump around stages. Perhaps you’ll have an “aha!” moment without even realizing you were interested in the topic. Or maybe you’ll decide that an idea is worth pursuing, but instead of fleshing it out, you’ll spend more time letting it churn around in your head.
Fleshing out an idea is where a designer’s real work comes in, and in doing that work, they need to keep a healthy emotional distance. Obviously, they are excited by their ideas, but they know many ideas never work out, so it’s dangerous to become attached to an untested one. They also know that the initial conception is very rarely the best implementation, so keeping an open mind and keeping nothing sacred will tend to result in better final games.
Be advised that professional game designers don’t just work on their own ideas; often they are called upon to develop ideas that they are given to work on. So, besides coming up with their own brilliant inspirations, they may be called upon to flesh out concepts coming from sources such as these:
- Licensing Hook: Your business development manager has just acquired the licensing rights to make a game based upon the hit TV show The Hooker and the Priest, and now you must somehow turn that into a game.
- Technology Hook: Your engine programmer came up with a method of rendering rainbows that look so cool, you are tasked with creating a game based on rainbows.
- Filling A Gap: Your marketing director says that even though your company has made a very popular real-time strategy game and first-person shooter game, it also needs to make a platformer to cover the entire customer base, and you are charged with designing one.
- Following Coattails: Your vice president of sales reports that your competitors new werewolf survival game is selling through the rough, and now all of the retailers are clamoring for more werewolf survival games.
- Sequels: Your company has done very well with their Boswell Badger endless runner game franchise, but the game’s leader designer is burned out on badgers, and you’ve been called in to design Boswell Badger VIII.
- Orders From Above: Your studio manager had a dream about spiral staircases last night, and was so exited about the idea, he orders you to build a game about spiral staircases.
Professional game designers are probably more often called upon to develop game ideas that came from someone else than they are to work on their own. Admittedly, it can be difficult to get enthusiastic about someone else’s idea, but that’s what you need to do if you’re a professional. However, sometimes it’s necessary — desirable even — to call in for help, and so next week, I will write about how to brainstorm ideas with other team members.


