game-brainstorm
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