1. Detection Stage
Unless you are a jets pilot or game designer, working is usually boring. Even creative and fun jobs have tedious tasks. But also videogames have them. It’s the infamous grinding, the repetitive actions we need to do to progress in a (usually bad designed) game that maybe were fun the first one hundred times, but they turn into a tedious chore. Killing thousands of cave rats to obtaing the mythril armor is not very different to pass thousands of tuna cans through the cash register. But we continue doing it, not only because of the future fun, but also because of the continue feedback in the form of rewards and small and well defined taks.

2. Philosophical Stage
Basically, we have to convert work into a game, so we can have fun with it and being productive too. There has been some projects aiming to this, but I didn’t feel them ambitious nor fun enough.
3. Gamification Stage
Following a top-down perspective, first we stablish the goals of our life. The bigger the goal, the more inspirational will be the final image. On a lower scale, these goals are made of the objectives to achieve them. They will configure an action map, a very visual image of everything we need to do to make the goal come true. It will probably look like the tech tree of a 4X game, like we saw on the Epic Objectives page.
Finally, the objectives are divided into the minimal possible tasks, creating a very typical RPGs element: the quest.
Each quest has a different score depending on its difficulty, importance, time to complete and some other customizable factors. This score meassures our productivity level, an abstraction of what we can accomplish each day. The higher this level, the most we can do in the system, like access to new goals, higher control of our map or growth possibilities. The points also gives us reward points to spend in our own rewards and enjoy them without feeling too guilty.
4. Action Stage
As a videogame, we need all the interface, minimaps, icons and stuff, all very modeable. We can also add some other game elements, like day’s mission, quests report or even a randomly chosen quest for extreme indecisive people.
A prototype screenshoot, in Spanish:
5. Trascendent Stage
This Gamind is designed to improve self-discipline and self-productivy, but can be upgraded into the organization of projects involving a big team.
Each level is conencted to a different Epic Upgrade:
6. Production
What is a production project without a production plan? Here it is:
Update 2017: Proyect is in development, with the provisional name of SelfCraft.





