ºÝºÝߣshows by User: gtrefry / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: gtrefry / Thu, 01 Apr 2010 23:04:49 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: gtrefry Casual Game Design: Designing Play for the Gamer in All of Us /slideshow/casual-game-design-designing-play-for-the-gamer-in-all-of-us/3617976 casualgamewebinar-100401230453-phpapp01
I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, "Casual Game Design." (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well. In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.]]>

I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, "Casual Game Design." (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well. In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.]]>
Thu, 01 Apr 2010 23:04:49 GMT /slideshow/casual-game-design-designing-play-for-the-gamer-in-all-of-us/3617976 gtrefry@slideshare.net(gtrefry) Casual Game Design: Designing Play for the Gamer in All of Us gtrefry I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, "Casual Game Design." (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well. In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/casualgamewebinar-100401230453-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> I recently gave an hour long webinar on casual game design for the International Game Developers Association. The talk touched on some of the ground I cover in my book, &quot;Casual Game Design.&quot; (http://bit.ly/aFDxd7) I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt. The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio). If I can get the audio from the IGDA I will post it here as well. In the presentation I try to define casual games and define some defining characteristics of casual play. I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer. After laying this initial groundwork I look at some specific games and the mechanics that comprise the gameplay.
Casual Game Design: Designing Play for the Gamer in All of Us from Greg Trefry
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https://cdn.slidesharecdn.com/profile-photo-gtrefry-48x48.jpg?cb=1522909563 Greg Trefry has wide array of experience designing games. He has designed everything from web-based MMOs to hit casual games to alternate reality games. Prior to starting Gigantic Mechanic, Greg was the Creative Director at Gamestar Mechanic, a web-based massively multiplayer game for tweens. Before that he was a Senior Game Designer at Gamelab where he created and led design on the hit franchise Jojo’s Fashion Show. Greg created and served as director of the Come Out & Play Festival, a three day festival of street games that brings designers and players from around the world to New York City every summer. He wrote the book Casual Game Design (http://bit.ly/aFDxd7). www.iamtheeconomy.com