keskiviikko 28. toukokuuta 2014

Creative impact

I read an article about what makes a good game producer (Ernst ten Bosch, 09/12/13). The basics were there: everybody is unique, be reachable, don't be afraid to ask questions, don't create unnecessary work, and so on. The writer highlighted that you don't need to have any special skills. There is no secret or any special rules to thrive as a producer or a team.
  The phrase "think-outside-the-box" is used frequently when new ideas are being brainstormed. Yes, the phrase is supportive, but often fallacious. When people think outside the box, and someone comes up with something unique, it is sadly most likely an idea that was there the whole time, but everybody had rejected it for just being too unpopular opinion or an utopian solution.
  I like to think there is no box. Throw the box away! When you're thinking outside the box, you go round the box leaving it's content outside your mind. When there is no box, the field of ideas is limitless. When I'm in a situation where completely new ideas are being requested, I often come up with TWO ideas from absolute opposite peripheries, and combine them into one. Of course, this doesn't work automatically every time, but when you throw a dozen of these in the air, I'm pretty sure one of them will click. I've found this kind of thinking the absolute best for example when I'm composing music, creating melodies with the guitar and expanding my musical consciousness in general.

  When a game is designed from scratch, creative impact is the key. At least one team member must have the ability to gain creativity in the team. For example, not a single super-successful game today was created using the same kind of thinking than in the previous games they've made. I'd like to quote the genius of our time, Albert Einstein:

"We cannot solve the problems we've made with the same thinking we used when we created them"
 This quote is valid in every problem-solving situation. And when it comes to video game industry, designers are pushed harder and harder every year to come up with new kind of thinking.
  Lastly, I'd like to point out that the creativity that you posses is NOT bound by the field in which it normally thrives. If you are a skilled painter or a witty novelist, you may not have a clue how valuable you'd be in an industry that represents something from an opposite periphery.



sources:

http://www.gamasutra.com/blogs/ErnstTenBosch/20130912/200168/What_Makes_a_Good_Game_Producer_Part_1.php

http://www.gamasutra.com/blogs/ErnstTenBosch/20130919/200659/What_Makes_a_Good_Game_Producer_Part_2.php

http://www.fastcompany.com/3029460/the-class-of-2014

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