Game Design Workshop: Designing, Prototyping, and Playtesting Games
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Sketching User Experiences: Getting the Design Right and the Right Design
Sketching User Experiences: Getting the Design Right and the Right Design
Using prototypes in early pervasive game development
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Cardboard semiotics: reconfigurable symbols as a means for narrative prototyping in game design
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Mobile game-based learning with local content and appealing characters
International Journal of Mobile Learning and Organisation
Raptor: sketching games with a tabletop computer
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Toward game orchestration: tangible manipulation of in-game experiences
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Prototyping in game design: externalization and internalization of game ideas
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Design for Research Results: Experimental Prototyping and Play Testing
Simulation and Gaming
Villains, architects and micro-managers: what tabula rasa teaches us about game orchestration
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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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.