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Game sketching

Published:19 September 2007Publication History

ABSTRACT

Every project in any aspect of the creative industry must start with an ideation process. The essence of this process is to allow rapid exploration of ideas with very little resource expenditure. For ideation to be successful an idea must be explorable in hours if not minutes. The tools that are used should be readily accessible to designers in the field. The video game industry is a production oriented industry and thus the majority of the technology in this industry has focused on production tools. Very little attention has been paid to the ideation stage in the game industry. In this paper we explore the cultural and technical reasons for this lack of focus on ideation within the video game industry.

We introduce the concept of game sketching. Game sketching is not a technology, rather it is a set of technologies and methodologies intended to encourage exploration at a very early stage. We present an overview of one tool we have developed and then discuss our users' experiences. We finish the paper with a set of examples of game sketching. In particular we include two examples of a game sketch where our technology was not used at all. The intention of this paper is to introduce the concept of game sketching, and in so doing to get people to ask questions early in the ideation stage.

References

  1. Merriam-Webster Online Dictionary. Merriam-Webster Editorial board, http://www.m-w.com 2007.Google ScholarGoogle Scholar
  2. Panda3d web site. panda3d development team, http://www.panda3d.org 2007.Google ScholarGoogle Scholar
  3. B. Buxton. Sketching User Experiences. Morgan Kaufmann, San Francisco, California, 2007. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. T. Fullerton, S. Hoffman, and C. Swain. Game Design Workshop: Designing, Prototyping, and Playtesting Games. cmpBooks, Elsevier, San Francisco, California, 2004. Google ScholarGoogle ScholarDigital LibraryDigital Library

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  • Published in

    cover image ACM Conferences
    DIMEA '07: Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
    September 2007
    212 pages
    ISBN:9781595937087
    DOI:10.1145/1306813

    Copyright © 2007 ACM

    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 19 September 2007

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