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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
    
“Map or horse?”

Submitted by Jason Bakker.

    10th June 2011

    “Map or horse?”

    Submitted by Jason Bakker.

    maps submission
  • Photo
    “Soul Brother, map of Soularis West.”
Submitted by Jasper Byrne in Cambridge.

    8th June 2011

    “Soul Brother, map of Soularis West.”

    Submitted by Jasper Byrne in Cambridge.

    maps submission
  • Photo
    “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.

    6th June 2011

    “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.

    maps submission
  • Photo
    “Soul Brother’s Map of Soularis, East.”
Submitted by Jasper Byrne in Cambridge.

    1st June 2011

    “Soul Brother’s Map of Soularis, East.”

    Submitted by Jasper Byrne in Cambridge.

    maps submission
  • Photo
    “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.

    26th April 2011

    “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.

    maps submission
  • Photo
    “Early sketch for an unreleased multiplayer game based on a Powerstone-like mechanic.”
Submitted by kurai.

    12th April 2011

    “Early sketch for an unreleased multiplayer game based on a Powerstone-like mechanic.”

    Submitted by kurai.

    maps submission
  • Photo
    “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.

    26th March 2011

    “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.

    maps submission
  • Photo
    “User-interface design for the shop menu of my upcoming iOS game.”
Submitted by mguniverse.

    25th March 2011

    “User-interface design for the shop menu of my upcoming iOS game.”

    Submitted by mguniverse.

    lined paper submission
  • 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
    “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.

    23rd March 2011

    “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.

    arrows maps submission
  • Photo
    “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.

    17th March 2011

    “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.

    math submission
  • Photo
    “I’m a huge space nerd, working on a fully 3D game about landing on Mars.”
Submitted by Nick Rudzicz.

    16th March 2011

    “I’m a huge space nerd, working on a fully 3D game about landing on Mars.”

    Submitted by Nick Rudzicz.

    space and aliens math submission
  • Photo
    “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.

    14th March 2011

    “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.

    fustercluck maps all-in-one submission
  • Photo
    “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.

    13th March 2011

    “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.

    released games submission
  • Photo
    “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.

    11th March 2011

    “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.

    released games submission
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Created by Chevy Ray Johnston.

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