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Creativity teChniques
in game design                                       AnnAkAisA kultimA




                                           GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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   “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
Finland, tampere
                             research, university of tampere
                             Laboratory of hypermedia, game research Lab
                             gamespace project
                              study of design and evaluation methods
                              for casual multiplayer mobile games

                              Frans mäyrä, Janne Paavilainen,
                              annakaisa Kultima, Johannes niemelä,
                              Jussi Kuittinen  hannamari saarenpää


                                        GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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“Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
Finnish innovation and technology Funding agency
                             industry partners:
                              nokia
                              veikkaus (Finnish national Lottery)
                              teliasonera
                              sumea/digital Chocolate
                              sulake




                                        GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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“Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
W e a L L K n o W W h at   beyond your reguLar
C r e at i v i t y i s ?   b r a i n s to r m i n g




What We Learned From
WorKshoPs?                 g n e r at i o ni dtea
                           ge
                              am e s u d y
W e a L L K n o W W h at
C r e at i v i t y i s ?
                                            GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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    “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
C r
Can e a t

it Ju
   not
       b e ei v i t
            xPLa
                 in y

      st
                                                           ed
haP
    Pen
                                                     s
                                        GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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“Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
C r e at i v i t y
Cannot be exPLained

it P P e n s
ha
   Just
   Creativity is a complex phenomenon involving the
operation of multiple influences as we move from initial
generation of an idea to delivery of an innovative product.
(Mumford and Gustafson 1988)

   Idea generation is not a random process, but a relatively
structured process that can be explained (Perttula 2006)




                                             GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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     “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
r
                                                          e
                                          i t
                                                    h              e
                                                   v
                                                          t
                                     e
                                                 i
                                         t
                                                        o
                  i s
                               a
                           n
        e
    n                e
o           r
    C
            o            r
                                            GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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    “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
o n e   i s      e i t h e r
C r e a t i v e

or not
   Creativity is born from insight and lateral thinking skills,
lateral thinking is a process that can be learned (deBono 1970)

   In the past, creativity tended to be viewed as a fixed
inborn trait. Currently, experts generally conceptualize
creativity as a multifaceted construct that is affected by
both nature and nurturing processes. (Clapham 2003)




                                                GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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        “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
s
                                                               i
                            r
                                        e
                                                   h o dy
t
     h
                 e
                       m e tt i v i t
    n or                 C      r ea
    Fo

                                             GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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     “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
t   h     e    r    e         i   s

 no method
 F o r C r e at i v i t y

     Creativity training had the greatest impact on originality
(Rose  Lin 1984, Kabanoff  Bottger 1991)

   There is strong relationship between the number of idea
generation techniques and the number of successful products
(Sowrey 1989, Parnes 1961)

   Procedures and methods for idea generation are often based
on intuitive belief systems rather than empirically validated
theory (Perttula 2006)



                                                 GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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         “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
W
   e
to
          aL
             r      ea
   o
id

                      dy
           m
                  ha
                   an
 ea

                                            ve
                     y
              s

                                         GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
We aLready have
too many
ideas
   Quantity of ideas will ultimately yield to quality
(Osborn 1957)

   Idea generation as a critical means for achieving
competitive advantage (Gordan et al. 1997, Clapham 2003)




                                              GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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      “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
h o W                                d o e s
the mind WorK?
                                          GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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  “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
Join the dots with only four
straight lines without lifting the
pen.




                                                  GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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          “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
hoW       does
the mind
WorK?
 thoughts of edward debono
  - Mind is efficient in creating patterns
  - Extremely difficult to restructure
  - Lateral thinking vs. vertical thinking




                                           GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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   “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
LateraL vs.
                    vertiCaL
                    thinKing
                vertical thinking                        Lateral thinking
                        selective                        generative
               rightness matters                         richness matters
                  seeks pathway,                         seeks to open up other pathways
       excluding other pathways
                        best way                         alternate ways
 stops when finds promising one                          goes on even after promising one
                 moving usefully                         playing around
experiment to show some effect                           experiment in order to provide an
                                                         opportunity to change ones ideas


                                                  GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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          “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
hoW       does
the mind
WorK?
 thoughts of edward debono
 - Mind is efficient in creating patterns
 - Extremely difficult to restructure
 - Lateral thinking vs. vertical thinking
 - Vertical thinking develops the ideas
   generated by lateral thinking.

 Idea generation should be regarded
 as a separate activity from idea evaluation (Osborn 1963)




                                           GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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   “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
Join the dots with only four
straight lines without lifting the
pen.




                                                  GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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          “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
Join the dots with only four
straight lines without lifting the
pen.

   A simple puzzle that we
usually make more difficult than
necessary by assuming the lines
cannot go outside the “box”.




                                                  GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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          “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
t h at           is       Why            We         CaLL            it

     “thinKing
     outside
     the box”
                                        GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
                                                                                                                /60
“Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
W E a l l k n o W W h at   beyond your reguLar
C R E at I V I t Y I s ?   b r a i n s to r m i n g




what we learned from
workshops?                 g n e r at i o ni dtea
                           ge
                              am e s u d y
beyond your reguLar
b r a i n s to r m i n g
                                             GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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     “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
tiL ize
                                            t o u
                                                                  vit y?
                h oW
                           r ea ti
                  C


                                        GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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“Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
e n h a n C i n g
Creative
WorK
   atmosphere, environment
   - Creativity is supported and welcomed
   - environment with diverse and inspiring stimuli
   diverse personnel
   - Collision of different opinions and experiences
   Creativity training and creativity workshops
   - Learning lateral thinking skills
   - motivation, inspiration and atmosphere
   Creativity techniques
   - Creativity on demand
   - helping people to break patterns
                                              GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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      “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
the    Fa m o u s

brain
storming
  has become a general term for any kind of group idea generation

  Popularized by an advertising executive alex F. osborn (late 1930s)

  basic assumptions:
  1. Criticism is ruled out (separation of idea generation and evaluation)
  2. Free-wheeling is welcomed (easier to tame down than think-up)
  3. quantity is wanted
  4. reacting to ideas of others (combining, adding)



                                              GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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      “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
r e s e a r C h e d

brain
storming
   Brainstorming don’t necessary produce novel and innovative solutions
    (McFadzean 2000)

   instructions are critical
    - Go for quantity, not quality                      (Rossiter  Lilien 1994)

   acknowledged problems of brainstorming
   - Social loafing
   - Production blocking
   - Fear of evaluation


                                               GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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       “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
min g is
                               to r
                br        ains
                                                     L on e!
                   no ta

                                        GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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“Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
brainstorming
                               alternative scenarios, brainsketching,
is not                               brainstorming, brainwriting, bunches
                                          of bananas, Causal mapping,
a   L o n e                                   Collective notebook, do
    different techniques for different purposes it,exaggeration,nothing,
                                                    delphi, do
                                                                  Keeping
    - Problem Definition, Idea generation,          a dream diary, mind
     idea selection, idea implementing,              mapping, heuristics,
     holistic techniques                              morphological
                                                      analysis, random
    varying level of complexity                       stimuli, relaxation,
    - bunches of bananas vs. triz                      six thinking hats,
                                                        triz, think tank,
    Strong relationship between the number               Why Why Why...
    of idea generation techniques and the
    number of successful products
    (Sowrey 1989, Parnes 1961)

                                              GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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      “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
at ion
                     ag i o
                            n                        en er
                  ide s
             t he
                  e  s
              s

                                        GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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“Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
the idea generation
s e s s i o n

                                                        specifciexpe
                                                              i
                                                                    ri




                                                                     en
                                                                       ce
                                                   s)



                                                                         s
                                   a




                                                   r(
                                       e
                           exper
                                the us

                               kn
                                t

          user brings               ow
                                       le   d ge
          the insight
                                                                               pla
                                                                                     yf
                                                                                       ul
                                                                                            se
                                                                                               t   t in
                                                                                                          gb
                                                                                                                  ue
                                 s      sion                                                          he t echniq
                        x the se                                                                    t


                                                          technique suggest
                                                          to think laterally




                                                         GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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                 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
user doesn’t know
                                                                             what to do
the idea generation
s e s s i o n

                                                        spwcifciexp
                                                              i
                                                                   er
                                                                     i




                                                                             en
                                                                               ce
                                                   s)



                                                                                 s
                                   a




                                                   r(
                                       e
                           exper
                                the us              W
                                                     e
                                                          ne
      user has                                                 ed
                                                                    ..
                                                                         .
      certain                  kn
                                t

                                    ow
                                       le   d ge
      needs

                                                                                      Be
                                                                                         c   ra
                                                                                                zy
                                                                                                   !
                                                                                                             b
                                                                                                                    ue
                              s         sion                                                            he t echniq
                     x the se                                                                          t



                                                                    utility of the
                                                                    technique is difficult
                                                                    to understand


                                                         GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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                 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
the idea generation
s e s s i o n

                                                          specifciexpe
                                                                i
                                                                      ri




                                                                       en
                                                                         ce
                                                     s)



                                                                           s
                                     a




                                                     r(
                                         e
                                  the us
                             exper                                                                                       technique provides
                                                                                                                         something to start with
                                 kn




                                                                                                              stim
                                  t

                                      ow
                                         le   d ge




                                                                                                                   uli
      user follows the
      technique                                                                pla
                                                                                     yf
                                                                                       ul
                                                                                            se
                                                                                               t   t in
                                                                                                          gb
                                                                                                                  ue
                                  s       sion                                                        he t echniq
                           the se                                                                   t
                                                            struc



                         x
                                                              uret




                                                     technique
                                                     systematically forces
                                                     to think differently

                                                           GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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                   “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
C r e at i v i t y i s

domain
sPeCiFiC
   Creativity is domain specific.                       (Clapham 2003, baer 1994,
harkins  macrosson 1990)

   Creativity performance in any domain requires
domain-relevant skills creativity-relevant skills and
task motivation. (amabile 1990)
Domain specific techniques?




                                               GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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       “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
the idea generation
teChnique going
d o m a i n
sPeCiFiC
                                                       specifciexpe
                                                             i
                                                                   ri




                                                                               en
                                                                                 ce
                                                      s)



                                                                                   s
                                         a




                                                  r(
                                             e
                                      the us                                                                                technique quides
                                e x pe                     pla
                                                                 yfu
                                                                       lm                                                   towards specific
    user can concentrate              kn




                                                                                                         spe
                                      rt

                                        ow                                  in d
                                           le                                                                               areas
    on being playful




                                                                                                             cial stimuli
                                                dge




                                                                                                 b
                                                                                                        ue
                                    s      sion                                             he t echniq
                             the se                                                        t
                                                           speci



                           x
                                                            al




                                                                   uc
                                                               str




                                                                        tur
                                                                           e




                                            technique systematically forces
                                            to think certain things differently

                                                             GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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                     “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
onLy a bout
           it is not
                 ses sion
             the

                                        GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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“Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
it is not onLy about
the session




                                                3       g
                                                learnin



                                     tion
                          inspira
                               2



           1         on
          th e sessi



                                                          GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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                  “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
it is not onLy about
the session


                                                                                                   ideas


                                                3       g
                                                learnin



                                     tion
                          inspira
                               2



           1         on
          th e sessi



                                                          GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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                  “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
W E a l l k n o W W h at   beyond your regular
C R E at I V I t Y I s ?   b r a i n s to r m i n g




What We Learned From
WorKshoPs?                 g n e r at i o ni dtea
                           ge
                              am e s u d y
What We Learned From
WorKshoPs?
                                            GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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    “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
g a m e s P a C e

WorK
s h o P s
                                     discussion on casual, multiplayer mobile games
                                     methods for early phase of game production

                                     three 1-2 day workshops in 2006-2007

                                     30 participants from 5 different companies

                                     15+ experimental techniques, tools and methods

                                     200+ new game ideas


                                               GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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       “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
F   i   r     s     t

WorK
s h o P
                                     theme: casual concepts
                                     techniques: vna, emo, morF, PlayFirst!
                                     need for idea generation techniques?
                                      - new approaches found useful and welcomed
                                     thematic or mechanic –approaches?
                                      - no difference in the level of completeness.
                                     thoughts about the techniques
                                      - PlayFirst! endorsed clone-like ideas
                                      - amount of ideas differed
                                     techniques were different in many ways
                                      - Difficult to compare


                                                GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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        “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
s   e   C     o    n    d

WorK
s h o P
                                         theme: multiplayer concepts
                                         techniques: brainstorming, gamebrain,
                                          gameseekers  it’s a game!
                                          - similar procedure, different stimuli
                                         same amount of ideas
                                         stimuli matters:
                                          - Coffee-mug effect
                                          - Complete games are too strong
                                         random words, pictures and sentences
                                          - endorses stories
                                         random abstracted game structures
                                          - empty and mechanical additions

                                                    GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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            “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
t   h    i    r     d

WorK
s h o P
                                     theme: (casual, multiplayer) mobile concepts
                                     techniques:
                                      - more appraoches:
                                      - mybook, swopbook, gameboard solo,
                                       GameBoard co-op, Mecano, Out-of-the-Office,
                                       Call your mama!,
                                      - Old approaches refined:
                                      - Piecebox, it’s a gameseeker!, morF 2.0
                                     Choosing promising ones for further development
                                      - gameboard, mecano, Piecebox, it’s a
                                       gameseeker!  morF 2.0


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        “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
s o W h at d i d W e

Learn?
                                    stimuli directs ideation

                                    Game specific techniques seem to work

                                    differences between techniques,
                                    ideas and groups were difficult to make
                                    - more data needed

                                    how about the real needs and contexts?
                                    - outside workshop situations



                                               GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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       “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
W E a l l k n o W W h at   beyond your regular
C R E at I V I t Y I s ?   b r a i n s to r m i n g




what we learned from
workshops?                 g n e r at i o ni dtea
                           ge
                              am e s u d y
g n e m ei o ni dteda
ge
   a r at s u y
                                             GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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     “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
r    e      a      L            n      e      e      d      s
reaL Contexts
    What happens in authentic settings?
     - independent use
     - daily practices
    execution
     - Product-like package
     - 3 months use period
     - our industry partners contributing to pilot study
    data collection
     - Pre-interviews, feedback cards,
      online survey, interviews after the use period


                                                 GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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         “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
g a m e s P a C e
ideating methods
                                               research prototype
                                               Polished, product-like
                                               Game-specific (casual, mobile, multiplayer)
                                               Physical objects, pictoral instructions
                                               modular, combinable




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        “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
g a m e s Pa C e m e t h o d s
verbs, nouns
adJeCtives (vna)
                                                      simple, easy to use
                                                      Collaborative, shared idea
                                                      Casual game word-set




                                                     GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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             “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
gamesPaCe methods
gameseeKers
                                                Collaborative game
                                                Forcing combinations
                                                Pictures for associations
                                                social aspects of games
                                                Casual games genres




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       “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
gamesPaCe methods
gameboard
                                                Competetive (not on ideas)
                                                shared idea / parallel ideas
                                                structure for the game idea
                                                game components
                                                mobile games features
                                                random words




                                               GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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       “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
gamesPaCe methods
P i e C e b o x
                                                game and play pieces
                                                drawing inspiration from the pieces
                                                Communicating through pieces
                                                experimenting with ideas




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       “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
gamesPaCe methods
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                                               GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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       “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
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                                                 GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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         “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
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                                            GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco
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Creativity techniques in game design

  • 1. Creativity teChniques in game design AnnAkAisA kultimA GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 2. Finland, tampere research, university of tampere Laboratory of hypermedia, game research Lab gamespace project study of design and evaluation methods for casual multiplayer mobile games Frans mäyrä, Janne Paavilainen, annakaisa Kultima, Johannes niemelä, Jussi Kuittinen hannamari saarenpää GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 3. Finnish innovation and technology Funding agency industry partners: nokia veikkaus (Finnish national Lottery) teliasonera sumea/digital Chocolate sulake GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 4. W e a L L K n o W W h at beyond your reguLar C r e at i v i t y i s ? b r a i n s to r m i n g What We Learned From WorKshoPs? g n e r at i o ni dtea ge am e s u d y
  • 5. W e a L L K n o W W h at C r e at i v i t y i s ? GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 6. C r Can e a t it Ju not b e ei v i t xPLa in y st ed haP Pen s GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 6/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 7. C r e at i v i t y Cannot be exPLained it P P e n s ha Just Creativity is a complex phenomenon involving the operation of multiple influences as we move from initial generation of an idea to delivery of an innovative product. (Mumford and Gustafson 1988) Idea generation is not a random process, but a relatively structured process that can be explained (Perttula 2006) GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 8. r e i t h e v t e i t o i s a n e n e o r C o r GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 9. o n e i s e i t h e r C r e a t i v e or not Creativity is born from insight and lateral thinking skills, lateral thinking is a process that can be learned (deBono 1970) In the past, creativity tended to be viewed as a fixed inborn trait. Currently, experts generally conceptualize creativity as a multifaceted construct that is affected by both nature and nurturing processes. (Clapham 2003) GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 10. s i r e h o dy t h e m e tt i v i t n or C r ea Fo GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 0/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 11. t h e r e i s no method F o r C r e at i v i t y Creativity training had the greatest impact on originality (Rose Lin 1984, Kabanoff Bottger 1991) There is strong relationship between the number of idea generation techniques and the number of successful products (Sowrey 1989, Parnes 1961) Procedures and methods for idea generation are often based on intuitive belief systems rather than empirically validated theory (Perttula 2006) GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 12. W e to aL r ea o id dy m ha an ea ve y s GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 13. We aLready have too many ideas Quantity of ideas will ultimately yield to quality (Osborn 1957) Idea generation as a critical means for achieving competitive advantage (Gordan et al. 1997, Clapham 2003) GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 14. h o W d o e s the mind WorK? GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 4/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 15. Join the dots with only four straight lines without lifting the pen. GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 16. hoW does the mind WorK? thoughts of edward debono - Mind is efficient in creating patterns - Extremely difficult to restructure - Lateral thinking vs. vertical thinking GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 6/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 17. LateraL vs. vertiCaL thinKing vertical thinking Lateral thinking selective generative rightness matters richness matters seeks pathway, seeks to open up other pathways excluding other pathways best way alternate ways stops when finds promising one goes on even after promising one moving usefully playing around experiment to show some effect experiment in order to provide an opportunity to change ones ideas GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 18. hoW does the mind WorK? thoughts of edward debono - Mind is efficient in creating patterns - Extremely difficult to restructure - Lateral thinking vs. vertical thinking - Vertical thinking develops the ideas generated by lateral thinking. Idea generation should be regarded as a separate activity from idea evaluation (Osborn 1963) GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 19. Join the dots with only four straight lines without lifting the pen. GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 20. Join the dots with only four straight lines without lifting the pen. A simple puzzle that we usually make more difficult than necessary by assuming the lines cannot go outside the “box”. GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 0/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 21. t h at is Why We CaLL it “thinKing outside the box” GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 22. W E a l l k n o W W h at beyond your reguLar C R E at I V I t Y I s ? b r a i n s to r m i n g what we learned from workshops? g n e r at i o ni dtea ge am e s u d y
  • 23. beyond your reguLar b r a i n s to r m i n g GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 24. tiL ize t o u vit y? h oW r ea ti C GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 4/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 25. e n h a n C i n g Creative WorK atmosphere, environment - Creativity is supported and welcomed - environment with diverse and inspiring stimuli diverse personnel - Collision of different opinions and experiences Creativity training and creativity workshops - Learning lateral thinking skills - motivation, inspiration and atmosphere Creativity techniques - Creativity on demand - helping people to break patterns GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 26. the Fa m o u s brain storming has become a general term for any kind of group idea generation Popularized by an advertising executive alex F. osborn (late 1930s) basic assumptions: 1. Criticism is ruled out (separation of idea generation and evaluation) 2. Free-wheeling is welcomed (easier to tame down than think-up) 3. quantity is wanted 4. reacting to ideas of others (combining, adding) GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 6/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 27. r e s e a r C h e d brain storming Brainstorming don’t necessary produce novel and innovative solutions (McFadzean 2000) instructions are critical - Go for quantity, not quality (Rossiter Lilien 1994) acknowledged problems of brainstorming - Social loafing - Production blocking - Fear of evaluation GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 28. min g is to r br ains L on e! no ta GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 29. brainstorming alternative scenarios, brainsketching, is not brainstorming, brainwriting, bunches of bananas, Causal mapping, a L o n e Collective notebook, do different techniques for different purposes it,exaggeration,nothing, delphi, do Keeping - Problem Definition, Idea generation, a dream diary, mind idea selection, idea implementing, mapping, heuristics, holistic techniques morphological analysis, random varying level of complexity stimuli, relaxation, - bunches of bananas vs. triz six thinking hats, triz, think tank, Strong relationship between the number Why Why Why... of idea generation techniques and the number of successful products (Sowrey 1989, Parnes 1961) GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 30. at ion ag i o n en er ide s t he e s s GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 0/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 31. the idea generation s e s s i o n specifciexpe i ri en ce s) s a r( e exper the us kn t user brings ow le d ge the insight pla yf ul se t t in gb ue s sion he t echniq x the se t technique suggest to think laterally GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 32. user doesn’t know what to do the idea generation s e s s i o n spwcifciexp i er i en ce s) s a r( e exper the us W e ne user has ed .. . certain kn t ow le d ge needs Be c ra zy ! b ue s sion he t echniq x the se t utility of the technique is difficult to understand GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 33. the idea generation s e s s i o n specifciexpe i ri en ce s) s a r( e the us exper technique provides something to start with kn stim t ow le d ge uli user follows the technique pla yf ul se t t in gb ue s sion he t echniq the se t struc x uret technique systematically forces to think differently GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 34. C r e at i v i t y i s domain sPeCiFiC Creativity is domain specific. (Clapham 2003, baer 1994, harkins macrosson 1990) Creativity performance in any domain requires domain-relevant skills creativity-relevant skills and task motivation. (amabile 1990) Domain specific techniques? GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 4/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 35. the idea generation teChnique going d o m a i n sPeCiFiC specifciexpe i ri en ce s) s a r( e the us technique quides e x pe pla yfu lm towards specific user can concentrate kn spe rt ow in d le areas on being playful cial stimuli dge b ue s sion he t echniq the se t speci x al uc str tur e technique systematically forces to think certain things differently GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 36. onLy a bout it is not ses sion the GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 6/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 37. it is not onLy about the session 3 g learnin tion inspira 2 1 on th e sessi GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 38. it is not onLy about the session ideas 3 g learnin tion inspira 2 1 on th e sessi GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 39. W E a l l k n o W W h at beyond your regular C R E at I V I t Y I s ? b r a i n s to r m i n g What We Learned From WorKshoPs? g n e r at i o ni dtea ge am e s u d y
  • 40. What We Learned From WorKshoPs? GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 40/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 41. g a m e s P a C e WorK s h o P s discussion on casual, multiplayer mobile games methods for early phase of game production three 1-2 day workshops in 2006-2007 30 participants from 5 different companies 15+ experimental techniques, tools and methods 200+ new game ideas GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 4/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 42. F i r s t WorK s h o P theme: casual concepts techniques: vna, emo, morF, PlayFirst! need for idea generation techniques? - new approaches found useful and welcomed thematic or mechanic –approaches? - no difference in the level of completeness. thoughts about the techniques - PlayFirst! endorsed clone-like ideas - amount of ideas differed techniques were different in many ways - Difficult to compare GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 4/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 43. s e C o n d WorK s h o P theme: multiplayer concepts techniques: brainstorming, gamebrain, gameseekers it’s a game! - similar procedure, different stimuli same amount of ideas stimuli matters: - Coffee-mug effect - Complete games are too strong random words, pictures and sentences - endorses stories random abstracted game structures - empty and mechanical additions GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 4/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 44. t h i r d WorK s h o P theme: (casual, multiplayer) mobile concepts techniques: - more appraoches: - mybook, swopbook, gameboard solo, GameBoard co-op, Mecano, Out-of-the-Office, Call your mama!, - Old approaches refined: - Piecebox, it’s a gameseeker!, morF 2.0 Choosing promising ones for further development - gameboard, mecano, Piecebox, it’s a gameseeker! morF 2.0 GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 44/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 45. s o W h at d i d W e Learn? stimuli directs ideation Game specific techniques seem to work differences between techniques, ideas and groups were difficult to make - more data needed how about the real needs and contexts? - outside workshop situations GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 4/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 46. W E a l l k n o W W h at beyond your regular C R E at I V I t Y I s ? b r a i n s to r m i n g what we learned from workshops? g n e r at i o ni dtea ge am e s u d y
  • 47. g n e m ei o ni dteda ge a r at s u y GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 4/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 48. r e a L n e e d s reaL Contexts What happens in authentic settings? - independent use - daily practices execution - Product-like package - 3 months use period - our industry partners contributing to pilot study data collection - Pre-interviews, feedback cards, online survey, interviews after the use period GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 4/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 49. g a m e s P a C e ideating methods research prototype Polished, product-like Game-specific (casual, mobile, multiplayer) Physical objects, pictoral instructions modular, combinable GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 4/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 50. g a m e s Pa C e m e t h o d s verbs, nouns adJeCtives (vna) simple, easy to use Collaborative, shared idea Casual game word-set GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 0/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 51. gamesPaCe methods gameseeKers Collaborative game Forcing combinations Pictures for associations social aspects of games Casual games genres GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 52. gamesPaCe methods gameboard Competetive (not on ideas) shared idea / parallel ideas structure for the game idea game components mobile games features random words GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 53. gamesPaCe methods P i e C e b o x game and play pieces drawing inspiration from the pieces Communicating through pieces experimenting with ideas GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 54. gamesPaCe methods m e C a n o everyday objects analysing, putting to other uses mechanical aspect for game ideas GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 4/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 55. gamesPaCe methods m o r F Computer aided usb-key, database analysing existing game Coming up with variations Forced combinations GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 56. some tentative resuLts oF the study GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco 6/60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 57. n idea is ind oF a W h at K ga me i dea? GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 58. o u y W i t h d o W u P h o C o m e eW g ame i deas? n GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco /60 “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi
  • 59. 93% 13% .” ue the use “i w ould contin 60% as may 100% “some o f t h e id e duct.” le a d t o a new pro d.” recommen “i would a L L e r o xP v erien Ces? e GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi /60
  • 60. od sP eCiFiC meth ienCe s? e xPer GDC Mobile 08: February 18-22, 2008; Moscone Center, San Francisco “Creativity Techniques in Game Design“ by Annakaisa Kultima, University of Tampere, Annakaisa.Kultima@uta.fi 60/60
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