Imagination and invention go hand in hand. Remember how lack of resources was never a problem in childhood games? Shift a few pieces of furniture around the living room, and you have yourself a fort.
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The reason for this project comes from my childhood, that is clear to me. I did not have any toys. So, I played in the bricks of ruined buildings around me and with which I built houses.
This is how I started: My mom was crazy for antique shops and junk shops, and my sister and I would play this game where, if we were driving with my parents and saw a junk shop or an antique shop, we'd scream at the top of our lungs. My poor father would have heart failure and screech to a halt, and we'd leap out and go and explore.
Looking back, video game design seems a natural fit, although there was no such thing when I was growing up. I built a Tic-Tac-Toe playing machine in my teens which went up in smoke on the night it was scheduled to go to a science fair.
Growing up, I didn't have a lot of toys, and personal entertainment depended on individual ingenuity and imagination - think up a story and go live it for an afternoon.
Being young is an advantage. You've grown up with games as the dominant entertainment. You have a lot of experience of video games. So what do you want to see that's not been done? Innovation is really low cost for you. You can afford to take risks and fail to execute new ideas.
As a child I was very into gadgets and machines and robots. The idea of experimenting with machines to create art was always something I tinkered with.
To invent, you need a good imagination and a pile of junk.
As a child, I spent a lot of time with things like Lego, building trains, cars, complex structures, and I really liked that.
I've invented several games for use as teaching tools in my classroom: one of them, a game called 'Iron Age: Council of the Clans,' got so popular among my students that they encouraged me to publish it, which I did.
The most creative people have this childlike facility to play.
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