AlterLab GameForge -- Structured Ideation Workflow
Most game ideas die not from lack of creativity but from lack of structure. A notebook of "what if" scribbles never becomes a shipped game without deliberate shaping. This workflow takes raw creative energy through seven phases of increasingly focused refinement, transforming vague excitement into a concrete, market-validated, scope-aware game concept a team can execute.
This is not a template you fill out in silence. It is an interactive process -- every phase involves direct questions to you, the designer. Your answers steer the direction. Early phases have no wrong answers. By the end, every answer defends itself against market reality, player psychology, and honest scope assessment.
The seven phases alternate between divergent thinking (expand possibilities) and convergent thinking (narrow to decisions). Skipping phases causes predictable failures: skip Discovery and you build something you do not care about. Skip Market Validation and you build something nobody will buy -- Baba Is You succeeded because Arvi Teikari validated that puzzle fans were starving for constraint-based innovation, not because he got lucky. Skip Core Loop Design and you have a concept that sounds cool but plays like nothing. Skip Scope and you announce a game you cannot finish.
Purpose & Triggers
Use this workflow when:
- A developer says "I want to make a game but don't know what kind"
- Someone has a vague concept ("something with time travel") but no structure around it
- A team needs to explore multiple directions before committing
- The user finished
game-startand was routed here for concept development - Anyone is stuck in idea-paralysis, cycling through concepts without committing
- A developer wants to pivot an existing concept and needs fresh ideation
Problems this kills:
- The "infinite possibility" paralysis of starting from zero
- Ideas that sound exciting but have no playable core
- Concepts that ignore market reality -- building a game nobody asked for in a genre nobody buys
- Games designed for nobody in particular (no target player type)
- Scope blindness -- designing a 5-year project on a 5-month timeline
- Derivative designs that accidentally clone existing games without knowing it
Critical Rules
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Interactive, not generative. Do NOT generate a game concept for the user. Guide them through discovering their own. Ask questions. Present frameworks. Let them fill in the substance. Your job is structure and provocation, not authorship.
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Emotions before features. Phase 1 starts with feelings, not mechanics. "What experience do you want the player to have?" comes before "What buttons do they press?" Features are servants of experience, never the other way around.
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Constraints are creative fuel. A solo dev with 3 months and a free engine is not limited -- they are focused. ConcernedApe built Stardew Valley alone. Toby Fox made Undertale with almost nothing. The best games in history were born from severe constraints.
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The 30-second loop is sacred. If the core 30-second gameplay loop is not intrinsically fun without any progression, unlocks, story, or rewards layered on top, the concept is structurally flawed. Vampire Survivors proves this -- the 30-second loop of dodging and auto-attacking is hypnotic before a single upgrade enters the picture.
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No precious ideas. Every concept generated in Phase 2 must survive scrutiny in Phases 3-7. If it cannot, discard it without sentimentality. Kill concepts in brainstorms, not after six months of development.
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Market awareness is not selling out. Passion projects still need players. Outer Wilds was deeply personal AND found its audience because Mobius understood the "curious explorer" market existed. Validate that real humans want what you are building.
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Honest scope from the start. If the concept requires 20 unique enemy types and the team has one artist working part-time, say so. Scope honesty is kindness to your future self.
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Reference the theory. All frameworks referenced here (MDA, SDT, Bartle, Flow) are defined in
docs/game-design-theory.md. Do not reinvent the definitions. Point there.
Workflow
PHASE 1: Creative Discovery
Goal: Explore the emotional and experiential space before touching mechanics.
This phase is entirely about excavating what genuinely excites the designer. Not what seems marketable. Not what is trending on Steam. What makes them lean forward in their chair.
Exercise 1.1 -- The Excitement Inventory
Ask these questions and listen carefully to what lights up:
DISCOVERY QUESTIONS (ask all, discuss responses)
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1. What is the last game that made you lose track of time? Why?
2. What is a moment in any game that you still think about years later?
3. What emotion do you most want your player to feel?
(wonder, tension, triumph, melancholy, mischief, mastery, connection, dread)
4. What non-game experience would you love to translate into gameplay?
(a sport, a job, a relationship dynamic, a natural phenomenon)
5. If you could only keep ONE system from your favorite game,
which system and why?
6. What is a game that almost got it right but fumbled? What would you fix?
Do not rush through these. Each answer contains seeds. Identify recurring themes across the answers. Those themes are the emotional foundation of the concept.
Exercise 1.2 -- Reference Mining
Go beyond games. The most original games draw from unexpected sources.
REFERENCE MAPPING
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Category | Title | What it contributed
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Games | [user fills in] | [specific mechanic or feeling]
Films | [user fills in] | [visual style, pacing, theme]
Books | [user fills in] | [world logic, character arc]
Music | [user fills in] | [mood, rhythm, atmosphere]
Real life | [user fills in] | [system, interaction, sensation]
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Look for unexpected connections between references. A game that combines the pacing of a particular film with the system logic of a real-world job is already more interesting than "like Dark Souls but with guns."
Exercise 1.3 -- Constraint Mapping
Constraints define the creative space. Map them honestly.
CONSTRAINT INVENTORY
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Dimension | Reality
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Team size | [1 person / 2-5 / 6-15 / 15+]
Timeline | [jam / 1-3 months / 3-12 months / 12+ months]
Budget | [zero / small / moderate / funded]
Platform | [PC / console / mobile / web / VR / multi]
Engine | [chosen or undecided]
Art capacity | [programmer art / asset store / dedicated artist / art team]
Audio capacity | [stock / freelance / dedicated / full audio team]
Tech skill | [beginner / intermediate / advanced / expert]
Genre comfort | [genres the team has shipped or prototyped before]
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Exercise 1.4 -- Anti-Inspiration
Equally valuable: what you do NOT want to make.
ANTI-INSPIRATION (ask the user)
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- What genre are you tired of?
- What game mechanic do you find tedious even when well-executed?
- What trend in current games makes you roll your eyes?
- What type of player experience do you want to avoid creating?
- What game do people keep suggesting you should clone, and why do you resist?
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Anti-inspiration sharpens the concept by exclusion. Knowing what you refuse to build is as clarifying as knowing what you want to build.
PHASE 2: Concept Generation
*Goal: Produce 3-5 di