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Team Based Creativity and Innovation for Torus Games

   

Added on  2023-06-04

20 Pages4239 Words400 Views
TEAM BASED CREATIVITY AND INNOVATION
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Table of Contents
Part A: Written Report:...................................................................................................................4
1.0 Introduction:.............................................................................................................................4
2.0 Starting challenge and methods used to better establish and define this problem:................4
2.1 The starting challenges in TORUS......................................................................................4
2.2 The methods used to a better establishment and define the problem.................................5
2.2.1 The self-driven approach...............................................................................................5
2.2.2 Lateral thinking to show project focus...........................................................................5
3.0 Exploration and idea generation methods and techniques and elements found during
exploration and the ideas generated.............................................................................................7
3.1 Brainstorming.......................................................................................................................7
3.2 Findings during exploration and the ideas generated..........................................................7
4.0 Methods for evaluating and developing the ideas and possible recommendations:...............7
4.1 Parallel thinking with six thinking hats:.................................................................................8
4.2 Visual collaborative tool:......................................................................................................8
5.0 Results and outcome:............................................................................................................10
6.0 Recommendation based on the results:................................................................................11
6.1 Auditing:.............................................................................................................................11
6.2 Employee socialisation:.....................................................................................................11
6.3 Automating game-play level testing:..................................................................................11
6.4 Back up with reduced game feature:.................................................................................11
7.0 Reflection on the strengths and limitations of the methods...................................................12
7.1 Strength:.............................................................................................................................12
7.2 Limitation:...........................................................................................................................12
8.0 Supporting documentation showing the group’s work and application of creative techniques:
.....................................................................................................................................................13
9.0 Conclusion:............................................................................................................................14
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Part B:..........................................................................................................................................15
Individual reflection:.....................................................................................................................15
References:.................................................................................................................................16
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Part A: Written Report:
1.0 Introduction:
The current study based on evaluating issues of an Australian Game development organization-
Torus Games and offering solutions by employing applied innovation and creative thinking
methods. Timeline crunch due to preponing of release or changes in the game design is found
a common issue in TORUS games. Over scoping of employee work hours is an average practice. It
has caused employee dissatisfaction, hampering their work-life balance and higher employee
turnover in recent times. A major reason is a heavy competition from start-ups and hurried release
of a game due to strategic management decision.
Considering the present situation, the present report aims to present a creative solution to mitigate
such issues if a situation arises again. The recommendations are chosen based on the varied
brainstorming methods implemented during the study. This report also presents the strengths and
weakness of the chosen creative methods to resolve the issues of Torus Games. The study ends
with mind mapping for the creative flow conducted by the work groups and finally the personal
reflection of the researcher.
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