| A group of people skiing. Trying new and interesting activities can broaden your knowledge of the world, and in turn possibly give you inspiration for developing a game idea! (Chillfactor, 2016) |
However many of these I mentioned are quite time-consuming processes, and many game studios, especially bigger companies who are always producing new content, don't have so much time to waste with these long-term projects to generate ideas. First is brainstorming, which is a very commonly used technique in industry, where one 'group leader' takes down all suggestions by the group, usually in a big list. So if a developer were to get a group of people to shout out various things that make a good game, absolutely everything suggested would go on the list, even if it doesn't seem relevant at the time (even if someone suggested a random word like 'saxophones'). This is done because later on during the creation process the development team could find a great way to incorporate saxophones into the game with lots of the other suggestions, and in the end the game could be great because of the brainstorming session, as everyone gave away pretty much every idea they thought of in the session to compile as many concepts as possible. Brainstorming has proven to be a very effective method of creation, which is talked about by (SmartStorming, 2011), due to its wacky and off the wall nature which is perfect for game innovation. There are a few issues however, firstly there's not really much thought put into a brainstorm and there's also not much of a stimulus for inspiration, especially considering most brainstorms are done in a boardroom type of area. This means there can be quite a lot of quality response that may be hard to fit into a game concept, but if executed correctly then it could be a great process of creativity for a game, but I feel brainstorming is a very good technique when used correctly.
Instead of brainstorming there are other methods of generating an idea aside from just a normal brainstorming session, as researched by (Greenfield, 2014), each with their own pros and cons. One method is a mind-map, which is essentially a much more focused brainstorm that collects more thought-out concepts that are relevant to usually a more established game (so a company may already know they're making a platformer game, and will brainstorm for ideas about different gameplay mechanics instead). You could also use a moodboard, which is more of a visually-based mind map where you collect a large variety of images into a page which fit a certain theme. So if your game is going to be a party game with a cell-shaded visual style, then you'd collect various brightly coloured and cartoony images of various party equipment like balloons, cakes and banners and bunch them all together, which exhibits a very strong vibe for a children's game. Overall thought I feel every method for generating ideas listed here is viable in its own way, and they all have their own purpose, so a brainstorm for coming up with concepts and a moodboard for finalising a visual style, all of these methods can actually be used together to create a great gaming experience, and a developer isn't just restricted to using one and one only.
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| An example moodboard for a child-friendly game with lots of fun colours, locations and characters (from ICT Tutor (Reid, 2013)) |

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