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Design Journals Rule
Design Journals Rule
| Name: | Jeff Tunnell | |
|---|---|---|
| Date Posted: | Sep 14, 2007 | |
| Rating: | 3.8 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Jeff Tunnell |
Blog post
NOTE: Here is an article that I just posted over on my Make It Big In Games blog. It feels good to finally be writing articles again. ---Jeff
Lately, GarageGames has had the good fortune to begin to fund game ideas for publication. So, for a few months, starting last April, I began to talk to outside developers about what games they would like to create. My job was to pull together a portfolio of games that would be unique, fun, and, since it is a business, eventually sell and make money. I thought it would be no problem since we have been making games for six years with absolutely no money. I figured a few calls to developers that we had been working with and met over the years, and the portfolio would practically fall into place. Turns out I was wrong.

Our only requirement was that the games be fun. I was not looking to change the world, just pull together some fun games. After all, games should be fun, first, and anything else later. My assumption was that developers would be walking the talk of all the Indie blogs and game blogs that are complaining about mainstream publishers putting out the same old crap, and would have a bunch of ideas just bursting to get out into the world. Well, not so much. At least 80% of the developers we approached were like a deer in the headlights when asked to come up with an idea. We did end up with a bunch of great games, but it was just a lot harder than I thought it would be.
I can't go into all of this too much more, but will cover it at a later time. Besides, the above story is just an anecdote to set up the premise of this article. The actual premise is game ideas. You should have literally hundreds of them floating around in your head. Even better, you should have hundreds of them written in your own design portfolio or journal.
I have been preaching this for years. At every IGC, I have gone over it, yet continue to see game developers that have only ONE idea. One idea won't cut it. What if you can't get other people on your team to buy into your one idea? What if the technology is not available to get you one idea done? What if you can't find a publisher if your idea is too big to fund yourself? There are many, many reasons why you need a LOT of game ideas.
For inspiration, take a look at this graphic designer's site. I ran across Dave Werner's site on StumbleUpon, and was totally inspired. If you go to the site (all Flash, so a little hard to tell you specific places to go), mouse over the lower left side of the home page and check out the video of Dave's sketchbook. Every game designer should have something like that.
While mine is not nearly as cool as Dave's, I have collected a huge number of portfolios, journals, and design documents over the years. Here are some of them:

The entire bottom drawer of the cabinet is full of completed designs. The journals have a bunch of scribbled ideas for games, websites, businesses, etc. As you can see, I have experimented a lot over the years with different formats, from the early days and the extremely formal Day Timers (too expensive and corporate, inflexible), to the cool wirebound 3 subject notebooks (too big), to finally settling on the Mead 9 3/4" X 7 1/2" college ruled composition books.
Sometimes it is embarrassing to go back through the old journals, but sometimes it is a treasure chest of good ideas. ( "Did I write that?") But, the point is that many ideas take a LONG time to bring to the market. The original Incredible Machine design overview shown below has an original date of 1985, and did not reach the market until 1992, and was not a hit until 1994. (note that it was written on an original Mac, and printed on one of Apple's new fangled laser printers that cost $10,000!, but we only paid $6,000 because we had a developer discount:)

Anyway, the point of this article it to urge you to have a "million" ideas, and be ready to spring one at any time. The next time a producer approaches you with money, a great contract, and a huge opportunity, you need to be able to blow them away. So, start designing!
-Jeff Tunnell, Game Maker
Make It Big In Games
GarageGames
GGE Profile
Lately, GarageGames has had the good fortune to begin to fund game ideas for publication. So, for a few months, starting last April, I began to talk to outside developers about what games they would like to create. My job was to pull together a portfolio of games that would be unique, fun, and, since it is a business, eventually sell and make money. I thought it would be no problem since we have been making games for six years with absolutely no money. I figured a few calls to developers that we had been working with and met over the years, and the portfolio would practically fall into place. Turns out I was wrong.

Our only requirement was that the games be fun. I was not looking to change the world, just pull together some fun games. After all, games should be fun, first, and anything else later. My assumption was that developers would be walking the talk of all the Indie blogs and game blogs that are complaining about mainstream publishers putting out the same old crap, and would have a bunch of ideas just bursting to get out into the world. Well, not so much. At least 80% of the developers we approached were like a deer in the headlights when asked to come up with an idea. We did end up with a bunch of great games, but it was just a lot harder than I thought it would be.
I can't go into all of this too much more, but will cover it at a later time. Besides, the above story is just an anecdote to set up the premise of this article. The actual premise is game ideas. You should have literally hundreds of them floating around in your head. Even better, you should have hundreds of them written in your own design portfolio or journal.
I have been preaching this for years. At every IGC, I have gone over it, yet continue to see game developers that have only ONE idea. One idea won't cut it. What if you can't get other people on your team to buy into your one idea? What if the technology is not available to get you one idea done? What if you can't find a publisher if your idea is too big to fund yourself? There are many, many reasons why you need a LOT of game ideas.
For inspiration, take a look at this graphic designer's site. I ran across Dave Werner's site on StumbleUpon, and was totally inspired. If you go to the site (all Flash, so a little hard to tell you specific places to go), mouse over the lower left side of the home page and check out the video of Dave's sketchbook. Every game designer should have something like that.
While mine is not nearly as cool as Dave's, I have collected a huge number of portfolios, journals, and design documents over the years. Here are some of them:

The entire bottom drawer of the cabinet is full of completed designs. The journals have a bunch of scribbled ideas for games, websites, businesses, etc. As you can see, I have experimented a lot over the years with different formats, from the early days and the extremely formal Day Timers (too expensive and corporate, inflexible), to the cool wirebound 3 subject notebooks (too big), to finally settling on the Mead 9 3/4" X 7 1/2" college ruled composition books.
Sometimes it is embarrassing to go back through the old journals, but sometimes it is a treasure chest of good ideas. ( "Did I write that?") But, the point is that many ideas take a LONG time to bring to the market. The original Incredible Machine design overview shown below has an original date of 1985, and did not reach the market until 1992, and was not a hit until 1994. (note that it was written on an original Mac, and printed on one of Apple's new fangled laser printers that cost $10,000!, but we only paid $6,000 because we had a developer discount:)

Anyway, the point of this article it to urge you to have a "million" ideas, and be ready to spring one at any time. The next time a producer approaches you with money, a great contract, and a huge opportunity, you need to be able to blow them away. So, start designing!
-Jeff Tunnell, Game Maker
Make It Big In Games
GarageGames
GGE Profile
Recent Blog Posts
| List: | 05/15/08 - An Itch That Can't Be Scratched 12/20/07 - Blog O Fix 10/09/07 - Acquisition Fun! 09/14/07 - Design Journals Rule 09/21/06 - Publishing Solutions and Affiliated Developers 06/12/06 - Five Realistic Steps To Starting A Game Development Company 05/10/06 - Puzzle Poker Ships! 03/29/06 - Is Game Developers Conference Worth the Investment? |
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Submit your own resources!| Chip Lambert (Sep 14, 2007 at 13:46 GMT) Resource Rating: 5 |
I have a stack of the composition books by my desk that has several different ideas, different designs for the same game idea, stories, etc in them. I thought I was just crazy to keep floating the different ideas around in my head. :) I guess I have been doing something sorta right over the last several years :)
| Phil Carlisle (Sep 14, 2007 at 14:38 GMT) |
I laugh at the people who have that whole "I've got a brilliant idea but I cant tell you about it" thing, but what happens if it IS a brilliant idea?
So I always consider that protototyping and really having something "in the bag" in terms of a proof is the only way to go. But that costs time (which in my case is pretty bloody minimal it has to be said).
It definitely is kind of funny that there really arent that many people out there with strong ideas. I know I've seen quite a few at various events, but usually the guys with the great ideas are ones that are kind of shy to show them.
| L Foster (Sep 14, 2007 at 14:56 GMT) |
A very well written blog post Jeff. I bet you must have a virtual tresure trove of docs and other information just sitting there that probably one day will make a museum or archive very happy.
I know I have a similar (though obviously not as abundent) stack of documents and papers such as this here, be it computer game ideas, P&P RPG ideas, goofy sketches or whatever. Sometimes I find it to be a bit of a blast to go through the papers and look back at what I had done. There's stuff I look at which I am embarassed to think I even did (which I obviously felt at the time was pretty cool); other stuff which I can look at and say was inspired by something; stuff that I still think is a cool idea, but just is too far beyond my capabilities to really pull off at this time and lastly things that I still look at, think is a real gem, and will actually pick up and spend some time updating.
Personally I think that I have a real winner when I can pick up an idea I put aside months or years ago, do afew small tweaks and still think that it is just as strong as the day I created it. Sure to some this might seem counter to the whole idea of being creative or innovative, but I find this way I have zero personal or emotional attachment to it and can truely be what I wasn't when I made the document, brutally honest.
| Paul Dana (Sep 14, 2007 at 17:03 GMT) |
| Kevin Rogers (Sep 14, 2007 at 17:23 GMT) |
Seriously, though... great stuff! Always cool to hear from you, Jeff!
| Nauris Krauze (Sep 14, 2007 at 20:55 GMT) |
| Andrew Hull (Sep 16, 2007 at 07:54 GMT) |
| Leroy Frederick (Sep 16, 2007 at 23:39 GMT) |
I just need to turn those papers and notes into games, software and/or prototypes a bit more (10% at least would good). Anyhow, nice to have another post from you Jeff :0)
| Jeremy Alessi (Sep 17, 2007 at 01:02 GMT) |
As a side note the story behind the Incredible Machine is inspiring. I've always believed that the element that matters most for a designer is tenacity and knowing that you had to wait for 10 years for that game's potential to be realized gives me even more faith in that belief. How many people told you that you'd never make it work? Did you receive support from your family or friction?
Perhaps you didn't tell anyone? I recently attended an event for my fiancee at which David Baldacci (the author of "Absolute Power") spoke about his initial success. One thing I took away from his story, is to talk less about what I do. The only other person who knew about his book was his wife (and perhaps an editor).
Eventually, you have to show people what you've been working on but it's hugely important to cross the line from passing concept to soulful concept before you even think about seeking out support (moral or otherwise).
Edited on Sep 17, 2007 01:14 GMT
| Jon Frisby (Sep 17, 2007 at 01:33 GMT) |
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3.8 out of 5


