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G A M E S T O R M

A collection of doodles, sketches, and scrap-paper designs by game developers around the world!

Game developers love brainstorming: they use notepads, whiteboards, napkins, Photoshop... anything they can dump ideas onto! They make calculations, lay out interfaces, doodle character designs, and collect their thoughts. Unfortunately, these glorious scraps almost always get thrown away, and rarely get looked at again. This is a creative museum where I collect and share the best of these scraps, to both preserve them and let them inspire others.

CLICK HERE TO SUBMIT YOUR OWN!

  • Photo
    “This is the first game that I designed after finding out about Game Maker from my older brother in 2004, with the intention of me making a small game to start out. I must have been around 10 years old at the time.”
Submitted by Josh Coughran in Sydney, Australia.

    24th March 2011

    “This is the first game that I designed after finding out about Game Maker from my older brother in 2004, with the intention of me making a small game to start out. I must have been around 10 years old at the time.”

    Submitted by Josh Coughran in Sydney, Australia.

    graph paper submission
  • Photo
    Submitted by Shaun Inman in Chattanooga, TN, USA.

    5th March 2011

    Submitted by Shaun Inman in Chattanooga, TN, USA.

    graph paper submission
  • Photo
    “Some sketches about a new game we’re currently working on at Juicy Beast Studio. We’re trying to eliminate menus from the game and to convert all the usual menu stuff into interactive gameplay elements.”
Submitted by Yowan Langlais in Quebec, Canada.

    23rd February 2011

    “Some sketches about a new game we’re currently working on at Juicy Beast Studio. We’re trying to eliminate menus from the game and to convert all the usual menu stuff into interactive gameplay elements.”

    Submitted by Yowan Langlais in Quebec, Canada.

    graph paper submission
  • Photoset

    22nd February 2011

    “Whilst driving on a long road trip I imagined a game where characters are driving on a road trip to the beach in a station wagon. There is a surfboard on the roof and the passengers are surfer-type/new agey characters to choose from as your player character. The players selects a station (track) on the radio. There is a joint in the ashtray. As the chosen character “zones out” the soul climbs out of the body onto the roof of the car and grabs the soul of the surfboard.

    Out of body experiences often describe a silver cord attached to the neck of the physical body. As the cloud surfer jumps from the roof they get carried into the air like a parasailer, tethered to the car by this silver cord. The game then consists of riding the procedurally generated clouds, jumping gaps, and trying not to miss a jump (in which case you plummet back to the top of the car and need to take off again.) The cord can be reeled in and let out and the angle of the board can change.

    The very act of surfing the clouds reshapes them and players can even purposefully dip below the top surface or change directions sharply in order to carve into the cloud surfaces and create more complicated landscapes; more important for multiplayer surfing (surfing the wakes that other players leave behind) rather than solo.”

    Submitted by Brooke Colquhoun in Richmond, Virginia. The description was so awesome, I couldn’t bring myself to shorten or remove it, so I posted it in full.

    stickmen graph paper
  • Photo
    “Early ship designs from what later became Operation Spacehog.”
Submitted by Johan Peitz.

    12th February 2011

    “Early ship designs from what later became Operation Spacehog.”

    Submitted by Johan Peitz.

    graph paper space and aliens submission
  • Photo
    “Early map layout and sketches from zelda-style rpg game that also never became…”
Submitted by Johan Peitz.

    12th February 2011

    “Early map layout and sketches from zelda-style rpg game that also never became…”

    Submitted by Johan Peitz.

    graph paper maps submission
  • Photo
    “Story progression and how to solve problems in an adventure game that never became.”
Submitted by Johan Peitz.

    11th February 2011

    “Story progression and how to solve problems in an adventure game that never became.”

    Submitted by Johan Peitz.

    graph paper maps submission
  • Photo
    “My quick analysis of Adventure of Lolo’s game elements as inspiration for a top-down puzzle game I’m working on!”
Submitted by Dom2D in Montreal, QC, Canada.

    9th February 2011

    “My quick analysis of Adventure of Lolo’s game elements as inspiration for a top-down puzzle game I’m working on!”

    Submitted by Dom2D in Montreal, QC, Canada.

    graph paper submission
  • Photo
    “Designing attack patterns for enemy waves in Operation Spacehog. And some other stuff I don’t remember what it is.”
Submitted by Johan Peitz.

    8th February 2011

    “Designing attack patterns for enemy waves in Operation Spacehog. And some other stuff I don’t remember what it is.”

    Submitted by Johan Peitz.

    graph paper submission
  • Photo
    “This is a bunch of sketches from an idea I had that was way too complex for me to ever hope to make. It was a Tactical RPG RTS hybrid with three factions and a persistent world. If I had an 8-man team and 3 years to make it, it would be SO AWESOME!”
Submitted by Brandon Bey in Victoria, BC, Canada.

    6th February 2011

    “This is a bunch of sketches from an idea I had that was way too complex for me to ever hope to make. It was a Tactical RPG RTS hybrid with three factions and a persistent world. If I had an 8-man team and 3 years to make it, it would be SO AWESOME!”

    Submitted by Brandon Bey in Victoria, BC, Canada.

    graph paper submission
  • Photo
    “Ideas I sketched a couple years ago for an action platform game. It’s still on the to-do pile.”
Submitted by David Amador in Portugal.

    5th February 2011

    “Ideas I sketched a couple years ago for an action platform game. It’s still on the to-do pile.”

    Submitted by David Amador in Portugal.

    graph paper stickmen submission
  • Photo
    “Ideas I had for a generic space-themed rogue-like.”
Submitted by Adam “Atomic” Saltsman in Austin, TX, USA.

    2nd February 2011

    “Ideas I had for a generic space-themed rogue-like.”

    Submitted by Adam “Atomic” Saltsman in Austin, TX, USA.

    graph paper submission
  • Photo
    “Very, very early sketches for my Nova Miner prototype.”
Submitted by Adam “Atomic” Saltsman in Austin, TX, USA.

    2nd February 2011

    “Very, very early sketches for my Nova Miner prototype.”

    Submitted by Adam “Atomic” Saltsman in Austin, TX, USA.

    graph paper maps platformer submission
  • Photo
    “Doodle for a turn-based, squad-based SWAT team game.”
Submitted by Adam “Atomic” Saltsman in Austin, TX, USA.

    2nd February 2011

    “Doodle for a turn-based, squad-based SWAT team game.”

    Submitted by Adam “Atomic” Saltsman in Austin, TX, USA.

    graph paper maps submission
  • Photo
    “Doodles for a generic overhead helicopter shoot-em-up, inspired by the Strike games and JW’s Coptra.”
Submitted by Adam “Atomic” Saltsman in Austin, TX, USA.

    2nd February 2011

    “Doodles for a generic overhead helicopter shoot-em-up, inspired by the Strike games and JW’s Coptra.”

    Submitted by Adam “Atomic” Saltsman in Austin, TX, USA.

    graph paper maps submission
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Created by Chevy Ray Johnston.

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