3. SUMO DIGITAL
• Founded in 2003
• Licensed developer across all Microsoft, Sony and Nintendo gaming platforms
• Expertise in developing and growing licensed IP
• Always on the cutting edge
4. STUDIOS
SHEFFIELD
Founded in 2003
300+ Staff
PUNE, INDIA
Founded in 2007
80+ Staff
NOTTINGHAM
Founded in 2016
70+ Staff
NEWCASTLE
Founded in 2018
35+ Staff
THE CHINESE ROOM, BRIGHTON
Acquired in 2018
5. WHO AM I
KILLZONE: MERCENARY
(SONY GUERRILLA
CAMBRIDGE)
HORIZON: ZERO DAWN
(GUERRILLA GAMES)
STAR CITIZEN: SQUADRON 42
(CLOUD IMPERIUM GAMES
UK)
STAR CITIZEN
(CLOUD IMPERIUM GAMES
UK)
HITMAN 2
(SUMO DIGITAL & IOI)
UNIVERSITY OF SUFFOLK
6. WHAT IS GAME DESIGN?
• Varies between companies and titles
• Creative & technical
• Focused on user experience
• Game designers handle the perception & interaction with an experience
7. MY MANTRA
• Creativity is a skill that can be practiced
• Creativity & Game design isn’t just idea generation but the whole process
• Creative game design is creating & solving practical problems
• Creativity is the culmination of our experiences & knowledge
8. WHAT DOES CREATIVITY AS A SKILL MEAN
• Creativity can be inspired through reference & research
• Limitations boost creativity through practical problems
• Constant iteration & testing will yield more informed and well rounded solutions
10. REFERENCE & RESEARCH
• Creativity is a culmination of experience
• Inspire new & evolved ideas
• Understand audience expectations
• Teach us about the conventions
• Help us break convention
12. “The industry is in danger of becoming too self referential”
- Sid Meier
13. EXPANDED REFERENCE
• Other creative or non-creative mediums
• Abstract from video games
• Help us avoid self-reference
Architecture Art Sports
14.
15. “Music is also one of the biggest tools for generating ideas. I listen to a song and try to
recreate the feelings that it elicits in me.” - @BradleySmith93
16.
17.
18. RESEARCH THE SUBJECT
• Digest and understand a reference
• Understand the motivation
• Consider the theory or science
• Apply non-game theory to game design
19. MAKE IT YOUR OWN
• Inspire mechanics
• Add your flavour
• Abstract, change or combine
• Reference the emotion
22. WORKING WITH EXISTING IPS
• Understand the IP and previous entries
• Explore fan reception & expectations
• Learn from IP holders
CRACKDOWN TEAM SONIC RACING LITTLE BIG PLANET
23.
24. HOW TO INSPIRE CREATIVITY THROUGH REFERENCE
• Inspire mechanics not just aesthetics
• Variety is the spice of life!
• Add your flavour
• Abstract references
• Experience it first hand
• Reference as a team
26. LIMITATIONS
• A big part of creativity is practical problem solving
• Limitations create & define problem spaces
• Limits are meant to be pushed or broken
27. ENFORCED LIMITATIONS
• Time, technical, resources, Etc.
• Create a problem-space to work in
• Demand innovative solutions
28. FUNCTIONAL FIXEDNESS
• A cognitive bias that limits a person to use an object in a traditional means.
• An obstacle towards creative problem solving
34. ESTABLISHED IPS
• A required coherence
• Player expectations
• Established ruleset
35. WHY USE LIMITATIONS?
• Awareness of limitations can help properly scope a project
• Limitations can help to focus attention
• Limitations encourages creative problem solving
• Limitations can reframe a problem
36. EMBRACING LIMITATIONS AS A CREATIVE TOOL
• Treat enforced limitations as a tool
• Consider that limitations have solutions
• Apply artificial limitations to a project
38. RAPID ITERATION
• Rapid iteration is making ideas happen quickly
• Move away from paper early
• Iterate with intention based on feedback
• Experiment with new ideas even if happy
39. FAIL FORWARD
• Don’t be afraid to fail
• Learn from mistakes & failures
• Share your learnings with the team
• Its better to be bold early
• Don’t be afraid to chop ideas
40. TESTING IN CONTEXT
• Don’t develop in isolation
• Gives a holistic view of all parts
• Use testing to guide development
• Play the game!!!!!
(no context image)
41. PLAYTESTING
• Get both Quantitative & Qualitative feedback
• Avoid interference
• Feed responses into your designs
PLAYT
EST
EVALU
ATE
ITERATE
42. Don’t be afraid to go back to the drawing board if things aren’t working
43. HOW CAN WE BETTER ITERATE?
• Iterate often
• Test in context
• Playtest often
• Understand feedback
• Be bold!
• Polish late
44. ITERATION AS A CREATIVE TOOL
• Iterating even on the good stuff will give perspective
• Testing often creates new problems
• Rapid iteration allows bold changes
46. HOW TO PRACTICE CREATIVITY AS A SKILL
• Broaden your design palette by researching from a diverse set of sources
• Embrace and apply limitations to fuel creative problem solving
• Iterate early and often based on feedback to create new problems to solve