Navigating Creative Blocks in Game Design

published today
Crumpled balls of paper next to a notebook.
You're not alone if you're stuck finding new ideas for your game.

You just finished playing the latest build of your game and nothing feels right. You stare at your game design document, or maybe your code editor, and the ideas that once flowed freely have dried up. The creative well feels empty.

This is a familiar spot for many game developers. It's like writer's block, but with the added complexity of interactive systems. When ideas don't come, or when they don't feel relevant or practical, it can be paralyzing. Let's explore how to break through these creative blocks and keep your game moving forward.

Three Common Pitfalls to Avoid

While I'm still fairly new to game development, I've noticed several patterns around coming up with new ideas that can end up derailing progress:

  1. Retreading Old Ground

    Too often, we implement a mechanic, go through rounds of tweaking and testing, only to feel like we should reset to the original state. While sometimes that might be the right answer, you probably started changing it for a reason. Rediscovering those issues and repeating the cycle is costly.

  2. Getting Too Far Off Track

    Maybe your game doesn't feel rewarding enough, so you spend a couple days building an achievement system. But if your game is more of an artistic experience, this gamification might not serve its purpose. It's crucial to stay focused on solving problems within the guardrails of your game's core vision.

  3. Settling Due to Impatience

    The pressure to build something today can lead to implementing the wrong solution. Whether it's not exploring thoughts fully enough or engaging with feedback too quickly, what feels like a short-term win can easily result in a long-term loss.

So how do we avoid these pitfalls? Let's look at how a professional handles creative blocks.

A Pro's Approach to Creative Blocks

Masahiro Sakurai, director of the Super Smash Bros. series, has a video on his channel about how he overcomes creative blocks in game design. His suggested approach is quite simple: identify the core problem that needs ideation, then enumerate all ideas that come to mind, including any that spawn from those initial thoughts.

This method of branching ideation was the inspiration behind the tool Unspool. It's designed to help you explore and organize your thoughts in a way that keeps you focused on the core problem while still allowing for creative branching. The keyboard-driven interface lets you quickly capture ideas as they come, while maintaining clear connections to their origin points through a visual network.

The Unspool tool in action, showing how ideas can branch and connect.

Making the Solution Space Manageable

Coming from software development, I thought I understood complex problem spaces. But game design presents an even larger solution space. Every mechanic involves multiple layers: the core design, animations, sound effects, controls, and its relationship with other game elements. The possibilities can feel overwhelming.

As mentioned earlier, one way to make the space feel manageable is to document your exploration. Writing down ideas helps you avoid retreading old ground, reveals where the valuable lines of thought are, and provides that crucial tactile feeling of progress. Even if many of the ideas don't make it into the game, the artifact from your brainstorming session is still valuable work that keeps you moving forward.

Another key strategy is timeboxing your ideation sessions. This might seem contradictory to avoiding the pitfall of "settling due to impatience", but there's an important distinction: timeboxing is about creating structure for your exploration, not forcing premature decisions. Setting a specific time limit for brainstorming helps prevent getting stuck in endless exploration. It creates a sense of urgency that can actually boost creativity, while also ensuring you don't spend too long on any single approach.

The anxiety that comes with endless possibilities is real and it's something I imagine every game developer faces. But by breaking down the problem space into manageable chunks (whether through documentation, timeboxing, or following a structured approach like Sakurai's) you can transform that overwhelming feeling into a sense of progress. It's less about finding the perfect solution as fast as possible and more about creating a framework that helps you explore spaces systematically, one idea at a time.

To finding your next great idea,
James