Date aired:
18 Oct 2013
Link to Recording:
Show Length:
00:42:36
Tonight's topic: Ideas and scoping
Part 1: Generating ideas - 00:05:15
- Write down everything...EVERYTHING. Who knows what will be inspired (pers: GA)
- Set a genre restriction and generate a few ideas from that
- Pull ideas from prior writings
- Put ideas in a common area so everyone can see / develop based on them
- Choose something you really love (extend), or hate (improve)
Part 2: Thinning the idea pool - 00:15:15
- Merge weaker/overlapping ideas, if it makes sense to do so
- Choose a few concepts to develop further
- If idea feels shaky, hang on to it, but don’t develop it any more
- When one is selected, get behind it 100%...but be prepared to drop it 100% if needed
INTERMISSION: Ivan Hakstok - Nothingness is Eternal - Kingdom Hearts 2 (DoD Mar 2013)
Part 3: Allocating resorurces - 00:24:40
- Base on desire at first; story writers, mechanics design, etc
- If not all bases covered, split duties evenly, and be prepared to transfer fluidly (pers: business to tech and back; start all at the beginning of story, then migrate)
- As progress continues, specialize people, but not so much that you leave a field uncovered (for long)
Part 4: (Re)determining project scope - 00:32:23
- Great to shoot for big, but be realistic (pers: trim first game from full to prototype right quick...sort of)
- Cut ideas / arcs dispassionately, but keep them for future use / expansion (pers: expand prototype if the _idea_ succeeds)
- Base some scope on technical and talent limitations (more on the latter)
- Trim as much as you feel is necessary, then trim a little more