Let's Talk About Ideas

Abstract

Problem: Many aspiring developers and fans believe that having a great game idea is the hardest and most valuable part of game development — and they want established developers to review their unsolicited concepts.

Approach: Tim Cain draws on 40 years of industry experience, personal anecdotes, and practical reasoning to explain why ideas alone carry almost no value, why studios refuse unsolicited submissions, and what people should do instead.

Findings: Ideas are abundant and nearly worthless on their own. The real value lies in execution — turning an idea into a realized prototype, design document, or demo. Studios reject unsolicited ideas for legal reasons, and developers who can't let go of rejected ideas are among the most frustrating colleagues to manage.

Key insight: If you can't be bothered to build a prototype of your idea, why should anyone else bother to look at it?

Source: https://www.youtube.com/watch?v=HqCe8tS47jg

Ideas Are Nearly Worthless

Tim opens by acknowledging his notebooks full of game ideas — half a dozen volumes crammed with concepts ranging from multi-page designs to one-sentence pitches. Despite this, people regularly send him their ideas, demos, and scripts, and he always turns them down.

He states it plainly: ideas are a dime a dozen. He claims to have a dozen ideas before breakfast, and any lunch with fellow game developers would produce another dozen good ones. The hard part was never the idea — it's everything that comes after.

Tim acknowledges this sounds harsh and that some people will be upset hearing it, but he feels previous gentler attempts to communicate this simply weren't getting through.

Why Studios Won't Look at Unsolicited Ideas

Most companies have strict policies against reviewing unsolicited submissions — whether game concepts, movie scripts, or development demos. The reason is legal liability.

If a studio is already working on something similar to what someone submits (which is statistically likely given how many overlapping ideas exist), they open themselves to lawsuits claiming they stole the idea. Tim notes that given his own notebooks of ideas, if a hundred people sent him concepts, he'd probably match up with several of them just by coincidence.

He adds a personal dimension: because he's currently working for two or three clients, he literally cannot look at submitted work without potentially exposing those clients to legal action.

The "Sensitive Dog" Problem

Tim tells a story about his German Shepherd, Chester, whom he adopted during his time at Troika and Carbine. Chester was smart and well-trained but extremely sensitive — if Tim ever had to raise his voice to get Chester to listen, the dog would mope and hang his head, upset that Tim had yelled, completely missing the fact that he'd forced the yelling by not listening to gentle commands.

Tim uses this as an analogy for a particular type of coworker: people who pitch an idea, receive polite but clear explanations for why it won't work ("great idea, but we don't have room/time/fit"), and simply don't hear the rejection. They bring it up again the next day, raise it in team meetings, and keep pushing until the manager has no choice but to be bluntly direct: "We're not doing it. Stop bringing it up."

Then they get hurt and blame the manager for being brutal — exactly like Chester blaming Tim for yelling.

The Most Frustrating Type of Colleague

Tim ranks these "won't hear no" people among the most annoying colleagues he's encountered in 40 years — worse than lazy people, worse than those doing the bare minimum. They force you to be unkind and then blame you for it. He emphasizes this isn't tied to age, introversion/extroversion, or seniority — he's seen it in every direction across his entire career.

What You Should Do Instead: Make a Prototype

Tim's constructive advice is emphatic and repeated: make a prototype.

Since ideas are easy and cheap, the way to make yours stand out is to express it as a realized feature:

  • System designers: Write a full system design document. Fill in actual numbers — don't say "this does a lot of damage," say "creatures have 200 HP and this does 30-40 damage per shot."
  • Narrative designers: Write complete dialogues with attribute/skill checks, quest state reactions, and branching paths that demonstrate reactivity.
  • Artists: Create shippable-quality art — concept art, 3D models, rigged skeletons. Show finished work, not descriptions of what you'd make.
  • Anyone with access to an engine: Build a working demo in Godot or Unreal. Even a tiny slice — a single conversation you can play through, a weapon in action, a section of a world — goes enormously further than a verbal pitch.

The Core Argument

If you can't do the work of expressing your idea as something tangible, why should anyone else invest their time in evaluating it? And when you eventually apply for jobs, a portfolio of realized work will always beat a list of ideas.

For Job Applicants

Tim's closing advice for those entering the industry: when submitting resumes, don't just list ideas. Show realized expressions of those ideas. And don't cold-send game concepts to studios — they'll likely send them back unopened. Submit your work as part of a job application, where it has context and purpose.

References