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Game sketching

Published: 19 September 2007 Publication 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.
[2]
Panda3d web site. panda3d development team, http://www.panda3d.org 2007.
[3]
B. Buxton. Sketching User Experiences. Morgan Kaufmann, San Francisco, California, 2007.
[4]
T. Fullerton, S. Hoffman, and C. Swain. Game Design Workshop: Designing, Prototyping, and Playtesting Games. cmpBooks, Elsevier, San Francisco, California, 2004.

Cited By

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  • (2020)Game sketching: Exploring approaches to research-creation for gamesVirtual Creativity10.1386/vcr_00014_110:1(11-26)Online publication date: 1-Apr-2020
  • (2019)Playing with Persiflage: The Impact of Free-Form Dialogue on the Play of Computer Role Playing GamesEntertainment Computing and Serious Games10.1007/978-3-030-34644-7_15(187-200)Online publication date: 4-Nov-2019
  • (2018)Early Designs, Prototypes, and Learning Sequences for Exploration and Decision MakingDesigning Instruction For Open Sharing10.1007/978-3-030-02713-1_7(271-329)Online publication date: 18-Dec-2018
  • Show More Cited By

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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
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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Author Tags

  1. early prototyping
  2. ideation
  3. innovation
  4. sketching

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Overall Acceptance Rate 59 of 77 submissions, 77%

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Cited By

View all
  • (2020)Game sketching: Exploring approaches to research-creation for gamesVirtual Creativity10.1386/vcr_00014_110:1(11-26)Online publication date: 1-Apr-2020
  • (2019)Playing with Persiflage: The Impact of Free-Form Dialogue on the Play of Computer Role Playing GamesEntertainment Computing and Serious Games10.1007/978-3-030-34644-7_15(187-200)Online publication date: 4-Nov-2019
  • (2018)Early Designs, Prototypes, and Learning Sequences for Exploration and Decision MakingDesigning Instruction For Open Sharing10.1007/978-3-030-02713-1_7(271-329)Online publication date: 18-Dec-2018
  • (2017)UAREI: A model for formal description and visual representation /software gamificationDYNA10.15446/dyna.v84n200.5401784:200(326-334)Online publication date: 1-Jan-2017
  • (2014)Supporting the requirement analysis phase for the development of serious games for childrenInternational Journal of Child-Computer Interaction10.5555/2991312.29913702:2(76-84)Online publication date: 1-May-2014
  • (2013)Villains, architects and micro-managersProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/2470654.2470754(705-714)Online publication date: 27-Apr-2013
  • (2012)Design for Research ResultsSimulation & Gaming10.1177/104687811143425543:3(391-412)Online publication date: 17-Apr-2012
  • (2012)Toward game orchestrationProceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction10.1145/2148131.2148171(187-188)Online publication date: 19-Feb-2012
  • (2011)Prototyping in game designProceedings of the 25th BCS Conference on Human-Computer Interaction10.5555/2305316.2305366(279-288)Online publication date: 4-Jul-2011
  • (2010)Mobile game-based learning with local content and appealing charactersInternational Journal of Mobile Learning and Organisation10.1504/IJMLO.2010.0299544:1(55-82)Online publication date: 1-Dec-2010
  • Show More Cited By

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