It all started on a camping trip in the Lake District, a place that sparked more than just fresh air and good conversations. That weekend, we found the seed of what would become Blitz Creed.
With nothing but a napkin and a pen, we began brainstorming. This wasn’t about perfecting a game design, it was about capturing an idea and seeing if it had legs.
The first step was figuring out what kind of game we wanted to create. We didn’t start with polished mechanics or fancy cards. We simply sketched out the core of the game, trying to answer one question: Could this be fun?
The Raw Beginnings
Choosing the right theme early on was crucial. Without a clear theme, it’s easy to get lost in the sea of ideas. The theme gives your game direction and purpose, and it informs everything from mechanics to the artwork.
For us, that meant choosing a military strategy theme, which made sense for a game about outsmarting opponents with calculated moves and tactical depth. Even if we didn’t know exactly how the game would unfold, we had a starting point.
It was also about keeping an open mind. While we had a theme in mind, we knew that we might need to pivot later on if things didn’t feel right. And that’s totally okay. Having a starting point is helpful because it sets the tone, but being flexible enough to change things up is just as important.
We didn’t care about the details of the design. At this stage, we wanted to know if the mechanics felt right. Would the game be engaging, or would it fall flat after a few rounds?
These questions guided everything. It wasn’t about making the game beautiful or complex, it was about making sure that the foundation was solid.
We sketched out what we thought the cards should look like – nothing perfect, just enough to start testing the mechanics. And, trust me, the first drafts were rough. But that was fine because this wasn’t the final product.
It was the first step to figuring out whether this game would even work.
Moving From Paper to Playtesting
Once we had something we could hold in our hands, the next step was playtesting. But before you get ahead of yourself, playtesting doesn’t have to be a big production.
At this point, all we needed were some basic components to test the core of the game. We grabbed some blank cards, cut them out by hand and just started playing.
What we learned from this basic prototype was huge. We quickly realised that not every idea would make it into the final game. Some mechanics didn’t flow well. Some were too complicated. But others? Those were the gems that would carry Blitz Creed forward.
It’s About the Process, Not Perfection
Looking back, that first stage of development was messy, raw and far from what we have today. But that’s the point. You have to start somewhere. You don’t need a perfect design or fancy components to get started.
Sometimes, a napkin and a pen are all you need to turn an idea into something worth exploring.
The core of Blitz Creed wasn’t built overnight. It was shaped by trial and error, by sketching and testing, by seeing what worked and what didn’t.
That first step was about creating something tangible we could build on. The journey from there was about refining it, making it better and growing it into the game it is today.
And that’s how any game worth making starts – with an idea and the willingness to give it a shot.
By starting with something so simple, we learned that creating a game is more about the process than the perfection.
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Brainstorming Ideas