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Game Design & Creativity as Practical Skills
Joe Kinglake
Milan | November 29 - 30, 2018
© 2018 SUMO DIGITAL
Game Design & Creativity as Practical Skills
Joe Kinglake
Milan | November 29 - 30, 2018
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
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
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
WHAT IS GAME DESIGN?
• Varies between companies and titles
• Creative & technical
• Focused on user experience
• Game designers handle the perception & interaction with an experience
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
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
RESEARCH & REFERENCE
REFERENCE & RESEARCH
• Creativity is a culmination of experience
• Inspire new & evolved ideas
• Understand audience expectations
• Teach us about the conventions
• Help us break convention
OBVIOUS REFERENCE
“The industry is in danger of becoming too self referential”

- Sid Meier
EXPANDED REFERENCE
• Other creative or non-creative mediums
• Abstract from video games
• Help us avoid self-reference
Architecture Art Sports
“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
RESEARCH THE SUBJECT
• Digest and understand a reference
• Understand the motivation
• Consider the theory or science
• Apply non-game theory to game design
MAKE IT YOUR OWN
• Inspire mechanics
• Add your flavour
• Abstract, change or combine
• Reference the emotion
Our experiences can
act as a palette for our
creativity
EXPERIENTIAL REFERENCE
• Unique identity
• Extra sensory information
• Deeper understanding
• Share & listen to experiences
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
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
LIMITATIONS
LIMITATIONS
• A big part of creativity is practical problem solving
• Limitations create & define problem spaces
• Limits are meant to be pushed or broken
ENFORCED LIMITATIONS
• Time, technical, resources, Etc.
• Create a problem-space to work in
• Demand innovative solutions
FUNCTIONAL FIXEDNESS
• A cognitive bias that limits a person to use an object in a traditional means.
• An obstacle towards creative problem solving
LIMITATIONS CAN

REFRAME THE 

PROBLEM SPACE
APPLIED LIMITATIONS
• Artificial restrictions
• Inspire out of the box thinking
• Create new problem spaces
PARADOXICAL LIMITATIONS
• Polarising requirements
• Can force subversion of conventions
• Unique problems & solutions
GAME JAMS
ESTABLISHED IPS
• A required coherence
• Player expectations
• Established ruleset
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
EMBRACING LIMITATIONS AS A CREATIVE TOOL
• Treat enforced limitations as a tool
• Consider that limitations have solutions
• Apply artificial limitations to a project
ITERATION & TESTING
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
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
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)
PLAYTESTING
• Get both Quantitative & Qualitative feedback
• Avoid interference
• Feed responses into your designs
PLAYT
EST
EVALU
ATE
ITERATE
Don’t be afraid to go back to the drawing board if things aren’t working
HOW CAN WE BETTER ITERATE?
• Iterate often
• Test in context
• Playtest often
• Understand feedback
• Be bold!
• Polish late
ITERATION AS A CREATIVE TOOL
• Iterating even on the good stuff will give perspective
• Testing often creates new problems
• Rapid iteration allows bold changes
CONCLUSION
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
THANKS FOR LISTENING!
SPECIAL THANKS TO
@JoeKinglake
Sumo Digital
Ltd.
The Topman
Team

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Joseph Kinglake - Game design & creativity as a practical skill - Codemotion Milan 2018

  • 1. Game Design & Creativity as Practical Skills Joe Kinglake Milan | November 29 - 30, 2018
  • 2. © 2018 SUMO DIGITAL Game Design & Creativity as Practical Skills Joe Kinglake Milan | November 29 - 30, 2018
  • 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
  • 20. Our experiences can act as a palette for our creativity
  • 21. EXPERIENTIAL REFERENCE • Unique identity • Extra sensory information • Deeper understanding • Share & listen to experiences
  • 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
  • 29. LIMITATIONS CAN
 REFRAME THE 
 PROBLEM SPACE
  • 30. APPLIED LIMITATIONS • Artificial restrictions • Inspire out of the box thinking • Create new problem spaces
  • 31. PARADOXICAL LIMITATIONS • Polarising requirements • Can force subversion of conventions • Unique problems & solutions
  • 33.
  • 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
  • 47. THANKS FOR LISTENING! SPECIAL THANKS TO @JoeKinglake Sumo Digital Ltd. The Topman Team