Delivered at Casual Connect Europe 2016
With the ever increasing level of competition in the games industry, how can you ensure that your game stands out for its innovation and quality? In this talk Mark will look at using playtesting to help with ideation, what companies can learn from game jams, drawing inspiration from outside the games industry and the four fundamental secrets to making great games.
13. Creative Process
• What is innovation?
• “ The act or process of introducing new ideas, devices, or methods”
14. Creative Process
• What is innovation?
• “ The act or process of introducing new ideas, devices, or methods”
• Creativity
15. Creative Process
• What is innovation?
• “ The act or process of introducing new ideas, devices, or methods”
• Creativity
• Idea gathering
16. Creative Process
• What is innovation?
• “ The act or process of introducing new ideas, devices, or methods”
• Creativity
• Idea gathering
• Multiple sources - cooking
17. Creative Process
• What is innovation?
• “ The act or process of introducing new ideas, devices, or methods”
• Creativity
• Idea gathering
• Multiple sources - cooking
• Good artists…
18. “The good game designer welds their theft into a whole of
feeling which is unique, utterly different from where it was torn;
the bad designer throws it into something which has no
cohesion.”
Creative Process
19. “The good game designer welds their theft into a whole of
feeling which is unique, utterly different from where it was torn;
the bad designer throws it into something which has no
cohesion.”
T.S. Eliot (1888 – 1965)
Creative Process
20. “The good game designer welds their theft into a whole of
feeling which is unique, utterly different from where it was torn;
the bad designer throws it into something which has no
cohesion.”
T.S. Eliot (1888 – 1965)
Creative Process
poet
poet
36. • John Cleese on Creativity
• Open vs Closed Mode
Creative Process
37. • John Cleese on Creativity
• Open vs Closed Mode
• Creativity = Play
Creative Process
38. • John Cleese on Creativity
• Open vs Closed Mode
• Creativity = Play
• Requirements:
Creative Process
39. • John Cleese on Creativity
• Open vs Closed Mode
• Creativity = Play
• Requirements:
1. Space
Creative Process
40. • John Cleese on Creativity
• Open vs Closed Mode
• Creativity = Play
• Requirements:
1. Space
2. Time
Creative Process
41. • John Cleese on Creativity
• Open vs Closed Mode
• Creativity = Play
• Requirements:
1. Space
2. Time
3. Time
Creative Process
42. • John Cleese on Creativity
• Open vs Closed Mode
• Creativity = Play
• Requirements:
1. Space
2. Time
3. Time
4. Confidence
Creative Process
43. • John Cleese on Creativity
• Open vs Closed Mode
• Creativity = Play
• Requirements:
1. Space
2. Time
3. Time
4. Confidence
5. Humor
Creative Process
49. • Notepad > screen
• Write it all down
• Drawing
• Dave Perry
• Breaks (doing anything other than being sat at a desk)
• Change of scenery
Creative Process
51. • Notepad > screen
• Write it all down
• Drawing
• Dave Perry
• Breaks (doing anything other than being sat at a desk)
• Change of scenery
• Stugan
• Mulling it over
• Shower
Creative Process
52. • Notepad > screen
• Write it all down
• Drawing
• Dave Perry
• Breaks (doing anything other than being sat at a desk)
• Change of scenery
• Stugan
• Mulling it over
• Shower
• Going to bed
Creative Process
56. • Needing vs Wanting
• Jon Blow - Attempting Deep Work
Creative Process
57. • Needing vs Wanting
• Jon Blow - Attempting Deep Work
• “It’s hard to do a really good job on anything you don’t think about in
the shower” Paul Graham
Creative Process
63. Creative Process
• Development Innovation
• design + implementation
• bugs into features
• see things in a different light
• coming to life
• TLW mechanic
Nothing in this world can take the place of persistence
64. Creative Process
• Development Innovation
• design + implementation
• bugs into features
• see things in a different light
• coming to life
• TLW mechanic
Nothing in this world can take the place of persistence
this
65. Creative Process
• Development Innovation
• design + implementation
• bugs into features
• see things in a different light
• coming to life
• TLW mechanic
Nothing in this world can take the place of persistence
this
world
66. Creative Process
• Development Innovation
• design + implementation
• bugs into features
• see things in a different light
• coming to life
• TLW mechanic
Nothing in this world can take the place of persistence
this
world
Nothing
67. Creative Process
• Development Innovation
• design + implementation
• bugs into features
• see things in a different light
• coming to life
• TLW mechanic
Nothing in this world can take the place of persistence
this
world
Nothing
persistenc
e
68. Creative Process
• Development Innovation
• design + implementation
• bugs into features
• see things in a different light
• coming to life
• TLW mechanic
Nothing in this world can take the place of persistence
this
world
Nothing
persistenc
e
69. Creative Process
• Development Innovation
• design + implementation
• bugs into features
• see things in a different light
• coming to life
• TLW mechanic
Nothing in this world can take the place of persistence
this
world
Nothing
persistenc
e
70. Creative Process
• Development Innovation
• design + implementation
• bugs into features
• see things in a different light
• coming to life
• TLW mechanic
Nothing in this world can take the place of persistence
this
world
Nothing
persistenc
e
71. Creative Process
• Development Innovation
• design + implementation
• bugs into features
• see things in a different light
• coming to life
• TLW mechanic
Nothing in this world can take the place of persistence
this
world
Nothing
persistenc
e
72. Creative Process
• Development Innovation
• design + implementation
• bugs into features
• see things in a different light
• coming to life
• TLW mechanic
Nothing in this world can take the place of persistence
this
world
Nothing
persistenc
e
73. Creative Process
• Development Innovation
• design + implementation
• bugs into features
• see things in a different light
• coming to life
• TLW mechanic
Nothing in this world can take the place of persistence
this
world
Nothing
persistenc
e
74. Creative Process
• Development Innovation
• design + implementation
• bugs into features
• see things in a different light
• coming to life
• TLW mechanic
Test
75. Creative Process
• Development Innovation
• design + implementation
• bugs into features
• see things in a different light
• coming to life
• TLW mechanic
Test
76. Creative Process
• Development Innovation
• design + implementation
• bugs into features
• see things in a different light
• coming to life
• TLW mechanic
Test
77. Creative Process
• Development Innovation
• design + implementation
• bugs into features
• see things in a different light
• coming to life
• TLW mechanic
82. Creative Process
• Careful thought - stick with it
• Meditation - Jon Blow Attempting Deep Work
• helps with ideas - clearing your head
• Inspiration can come from anywhere
• Look outside of games.
• Prison Architect - Alcatraz
83. Creative Process
• Careful thought - stick with it
• Meditation - Jon Blow Attempting Deep Work
• helps with ideas - clearing your head
• Inspiration can come from anywhere
• Look outside of games.
• Prison Architect - Alcatraz
84. Creative Process
• Careful thought - stick with it
• Meditation - Jon Blow Attempting Deep Work
• helps with ideas - clearing your head
• Inspiration can come from anywhere
• Look outside of games.
• Prison Architect - Alcatraz
• Zelda - Shigeru Miyamoto's explorations
85. Creative Process
• Careful thought - stick with it
• Meditation - Jon Blow Attempting Deep Work
• helps with ideas - clearing your head
• Inspiration can come from anywhere
• Look outside of games.
• Prison Architect - Alcatraz
• Zelda - Shigeru Miyamoto's explorations
90. Four Secrets to Making Great Games
1.Identify the Experience
91. Four Secrets to Making Great Games
1.Identify the Experience
• What?
92. Four Secrets to Making Great Games
1.Identify the Experience
• What?
• Essence
93. Four Secrets to Making Great Games
1.Identify the Experience
• What?
• Essence
• Hooks (Ryan Clark - What Makes an Indie Hit?)
94. Four Secrets to Making Great Games
1.Identify the Experience
• What?
• Essence
• Hooks (Ryan Clark - What Makes an Indie Hit?)
• Why? To move people? To entertain? To inform?
100. Four Secrets to Making Great Games
• Game jams
• Deadlines - tasks expand
101. Four Secrets to Making Great Games
• Game jams
• Deadlines - tasks expand
• Learning new skills
102. Four Secrets to Making Great Games
• Game jams
• Deadlines - tasks expand
• Learning new skills
• Achieve the impossible
103. Four Secrets to Making Great Games
• Game jams
• Deadlines - tasks expand
• Learning new skills
• Achieve the impossible
• People
104. Four Secrets to Making Great Games
• Game jams
• Deadlines - tasks expand
• Learning new skills
• Achieve the impossible
• People
• Companies
105. Four Secrets to Making Great Games
• Game jams
• Deadlines - tasks expand
• Learning new skills
• Achieve the impossible
• People
• Companies
• Teaches the value of prototyping
106. Four Secrets to Making Great Games
• Game jams
• Deadlines - tasks expand
• Learning new skills
• Achieve the impossible
• People
• Companies
• Teaches the value of prototyping
• Proving concepts
107. Four Secrets to Making Great Games
• Game jams
• Deadlines - tasks expand
• Learning new skills
• Achieve the impossible
• People
• Companies
• Teaches the value of prototyping
• Proving concepts
• Inspire and motivate staff
117. Four Secrets to Making Great Games
4.Polish
• Good to great
118. Four Secrets to Making Great Games
4.Polish
• Good to great
• "The first 90 percent of the code accounts for the first 90 percent of the
development time. The remaining 10 percent of the code accounts for the other
90 percent of the development time" — Tom Cargill
119. Four Secrets to Making Great Games
• 1. Identify the Experience
• 2. Prototype
• 3. Playtest
• 4. Polish
124. Creativity Through Productivity
• Productivity
• Types of work
• Procrastination
• “It’s easier to do trivial things that are urgent than it is to do important things that are
not urgent (like thinking)” John Cleese
125. Creativity Through Productivity
• Productivity
• Types of work
• Procrastination
• “It’s easier to do trivial things that are urgent than it is to do important things that are
not urgent (like thinking)” John Cleese
• 90 minutes
126. Creativity Through Productivity
• Productivity
• Types of work
• Procrastination
• “It’s easier to do trivial things that are urgent than it is to do important things that are
not urgent (like thinking)” John Cleese
• 90 minutes
• Finishing
127. Creativity Through Productivity
• Productivity
• Types of work
• 90 minutes
• Procrastination
• “It’s easier to do trivial things that are urgent than it is to do important things that are
not urgent (like thinking)” John Cleese
• To Do List
• Finishing - John Cleese on Creativity - Open vs Closed Mode
• Art is never finished, only abandoned
131. Three Tools to Help You Innovate
1. Morning Pages
2. Artist Dates
132. Three Tools to Help You Innovate
1. Morning Pages
2. Artist Dates
3. Innovation Through Leadership
133. Three Tools to Help You Innovate
1. Morning Pages
2. Artist Dates
3. Innovation Through Leadership
134. Three Tools to Help You Innovate
1. Morning Pages
2. Artist Dates
3. Innovation Through Leadership
• Just and understanding
135. Three Tools to Help You Innovate
1. Morning Pages
2. Artist Dates
3. Innovation Through Leadership
• Just and understanding
• Attention to detail
136. Three Tools to Help You Innovate
1. Morning Pages
2. Artist Dates
3. Innovation Through Leadership
• Just and understanding
• Attention to detail
• Co-operative
141. Summary
• Creative Process
• Four Secrets to Making Great Games
• 1. Identify the Experience
• 2. Prototype
• 3. Playtest
142. Summary
• Creative Process
• Four Secrets to Making Great Games
• 1. Identify the Experience
• 2. Prototype
• 3. Playtest
• 4. Polish
143. Summary
• Creative Process
• Four Secrets to Making Great Games
• 1. Identify the Experience
• 2. Prototype
• 3. Playtest
• 4. Polish
• Creativity Through Productivity
144. Summary
• Creative Process
• Four Secrets to Making Great Games
• 1. Identify the Experience
• 2. Prototype
• 3. Playtest
• 4. Polish
• Creativity Through Productivity
• Three Tools to Help You Innovate
145. Summary
• Creative Process
• Four Secrets to Making Great Games
• 1. Identify the Experience
• 2. Prototype
• 3. Playtest
• 4. Polish
• Creativity Through Productivity
• Three Tools to Help You Innovate
• 1. Morning pages
146. Summary
• Creative Process
• Four Secrets to Making Great Games
• 1. Identify the Experience
• 2. Prototype
• 3. Playtest
• 4. Polish
• Creativity Through Productivity
• Three Tools to Help You Innovate
• 1. Morning pages
• 2. Artist dates
147. Conclusion
• Creative Process
• Four Secrets to Making Great Games
• 1. Identify the Experience
• 2. Prototype
• 3. Playtest
• 4. Polish
• Creativity Through Productivity
• Three Tools to Help You Innovate
• 1. Morning pages
• 2. Artist dates
• 3. Leadership