November 2000

Inspiration and Ideas 

"When we are inspired great things happen."

If you drive by the Compaq campus in Houston, Texas, you'll see a series of square, red signs planted in the ground outside the campus entrances. Each sign contains a single word, together comprising the phrase, above. Presumably, the signs heralding inspiration are designed to inspire the Compaq employees and, perhaps, inspire Compaq computer confidence in the passing potential customers.

Sure, great things do happen when we are inspired, but how do we get that way? What inspires us to great ideas?

What inspires ideas? 
Many times, great ideas are inspired simply by necessity. For example, Benjamin Franklin was frustrated that he had to constantly switch his pairs of glasses. He wanted the ability to see both near and far with a single frame. To accomplish this, Franklin had the lenses of two pairs of spectacles cut in half and put half of each lens in one sole frame. Voila. The bifocal.

But what if there is no real "necessity?"  For example, when GIG decided to change the look of our site, there was no real necessity in doing so. Sure we wanted to improve navigation, but, primarily, we were just tired of the old look. For inspiration we turned to a favorite artist, Piet Mondrian. His clean lines and judicious use of bold colors inspired us. Inspired by our inspiration, we decided to ask a few game industry types where they get their inspiration for professional creative endeavors? A song? A movie? Dreams? A painting? 

Gregory Fulton
Senior Game Designer
Westwood Studios
Current project: C&C Renegade

"My approach is 'whatever it takes.' I like having a resource library spanning all creative media: music, art, books, movies, comic books, kids toys, television, daily news, and of course arcade, console, and PC games. Specifically, when I'm doing level work, I listen to music.  When brainstorming character concepts, I litter my desk with art reference.  Recently, for our game's main menu, I looked to the web for interface ideas.  I continually harp on my design staff to do their research.  Not only does it sum up the competition, but it tells you what underground material is going mainstream, and how to put the correct twist on the current conventions.  If all goes well, you'll be slightly ahead of the popular curve when your game hits the market."

François Dominic Laramée
Freelance interactive game designer, developer and producer

From The Game Designer's Toolkit

"...You should read, see and experience as much as humanly possible, write down the relevant (and not-so-relevant) bits on note cards, and store those in a folder. This folder will become your most precious possession; it should be a physical one, and not a computer file...

Carry a miniature tape recorder or a notepad with you day and night. Use them to store impressions, bits of dialogue, ideas that come up at 4:00 AM. Your brother's new girlfriend tells a funny story at a party? Write it down, along with a description of that quirky little smile she flashed while speaking. You lose an argument and think of the perfect put-down six minutes later, in the subway? Your character may need it someday. You drive by a dynamite factory, and it's the only building standing in a sea of rubble? There may be a story there.

Read the little two-paragraph items at the bottom of page B12 of your newspaper. They may hide treasures. For example, my folder contains an article about the life and death of the last Chinese eunuch; another one tells of a controversy concerning whether Spaniards beat the Brits to Antarctica in 1819. Will these events ever make it into a game or a story of mine? Who knows? But some of the hundreds of odd bits I have gathered in there certainly will...

A couple of years ago, a scandal shook the Canadian Red Cross when several hemophiliacs were infected with hepatitis or HIV after transfusions involving tainted blood. I remembered the myth of Faust, and I wondered: what if you received a blood transfusion and then signed away your soul to the Devil; would the donor owe part of his soul as well, since the contract would have been signed in part with his blood? That's the basic idea behind Mephistophoria, one of my current projects."

(For even more inspirational ideas, read The Game Designer's Toolkit in its entirety).

Kris Kapp
3d Artist
spudk@texas.net

"Most of my sources of inspiration seem to come from taking a normal everyday occurrences and adding a twist. The idea for my next animated short came about from watching some brown leaves blowing around and thinking that their color would really set off a green rabbit. What I like to do is to take a normal situation or setting and then add a really jacked up element to it. My short, The Rabbit of the Apocalypse (Ed note: Check out The Rabbit of the Apocalypse on iFilm.com) came about by taking a normal alley and then adding a psychotic 6 foot rabbit. Songs help me when I am trying to figure out timing for certain animations. Music can get me in the mood to do some good work. I get pumped when a decent song comes on the radio, but I don't have a set musical selection when I am working. As an aside, last week, as I strolled the San Francisco Museum of Modern Art, I couldn't help but notice that a lot of advertising themes we see today appear very derived from famous paintings."

Michael Presley
Game Artist
Retro Studios

 

 

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