How to Tame Creativity Throughout its existence, Apple has consistently hit the creativity nerve. Its campaigns are built around the creati…
How to Tame Creativity Throughout its existence, Apple has consistently hit the creativity nerve. Its campaigns are built around the creative process. Creativity as play. And all along, that playfulness was somewhat staged. Well, generally... yeeah, playful — just spend a hundred hours turning knobs in GarageBand, a hundred hours turning knobs in Final Cut, a hundred hours turning knobs in Aperture... Right. We talked, the idea sparked — now off we go to turn knobs. See you in a hundred hours. Misha, who is five, and I were talking: — Imagine we could make our own game. What should it be about? — Make it, for example, about Toothless. About different dragons. I’ll be the dragon myself and look for an owner, a boy or a girl. I’ll be able to fly around and see what little people are there. Today Anthropic restored access to Fable 5. I wondered how I could touch this legend. How I could turn its knobs. So I wrote a prompt: Create a game where you play as a dragon and the goal is to find an owner. The game is inspired by the world of How to Train Your Dragon. You can fly around the island and complete quests. Completing quests reveals clues about which person living on the island will become the dragon’s owner. Please welcome the game: Dragonheart 3D — Find Your Human The gameplay is designed for iPad because Misha has a tablet. It works with a keyboard too. There is even a day-and-night cycle! Today creativity finally feels like real creative work: the author brings the idea and references; the model turns the knobs. Magic! P.S. I did not invent a single quest myself; the model made everything. I was deeply struck that the game turned out constructive and the quests kind, despite the dragon’s capacity for force.