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!
“A couple pages (out of 18 in total) for a game I made for a competition. I originally planned something huge, in a cross between Clive Barker’s Undying and The Mansion: Freeman Residence (mod for Half-Life 2). However, I was actively searching for a job at the time, and had interviews to go to, so I ended up cutting the project short to meet the deadline.”
Submitted by Ryan Lawrence, Utah, USA.
“I made a game for Ludum Dare with a ton of secrets: it was meant to never end, to always have something left to discover.”
Submitted by Alexander Martin.
“Early sketch for an unreleased multiplayer game based on a Powerstone-like mechanic.”
Submitted by kurai.
“Last weekend I made a simple ‘Choose Your Own Adventure’ game on YouTube with my two boys, aged 7 and 9. This sketch is the plan for the game. We aim to do more complex ones soon.”
Submitted by Jake Birkett in Vancouver, BC, Canada.
“User-interface design for the shop menu of my upcoming iOS game.”
Submitted by mguniverse.
“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.
“A paper-mockup of a possible game. Every player has an island that they are allowed to control. One of the players is the bad guy and every other player must figure out who he is.”
Submitted by Varis Vecpuisis.
“Working out an algorithm for a cheap 2D bevel image effect for use on my upcoming iPhone game. Notice my notepad has been booted into dos mode. Super cool white pens on black paper.”
Submitted by Quick Fingers in London, UK.
“I’m a huge space nerd, working on a fully 3D game about landing on Mars.”
Submitted by Nick Rudzicz.
“This is an old concept for a 2D platformer that I want to make. I mostly worked on this during class in highschool while I was bored. It’s called Mountonous and focuses more on going up than going right. Also all the main enemies are flying squids ruled by the evil master squid.”
Submitted by Andrew Holtan.
“The second sketch I made for Blueberry Garden. I was at my friend Mårten’s place (spring 2006) and scribbled down the idea while everyone else was playing at his computer.”
Submitted by Erik Svedäng in Sweden.
“While we were finishing up Tomb Raider: Underworld, we had some free design time. Some of the systems design team used that time to have fun coming up with puzzles using the TR mechanics. We created some paper maps, specifications and even block meshed and prototyped some of the setups/puzzles.
I enjoyed the grapple puzzles in TR:U and wanted to see more puzzles focusing on the grappling hook, so I chose to focus on that mechanic.
To solve this puzzle, the player needs to grapple the ring in one of the statue’s mouths and then walk in-between the posts, threading their grapple rope between the posts. The player could then slide the posts into the correct position by moving the character while holding the grapple.
For the puzzle to work correctly, the posts would need to begin in offset positions, instead of dead-center as in the drawing.
By pulling the posts into the correct positions with the grapple, a door in front of the puzzle would open.”
Submitted by Casey Holtz in San Francisco, USA.