Casual Game Design
Designing Play for the Gamer in ALL of UsBy
- Gregory Trefry, Greg Trefry has designed everything from web-based MMOs to hit casual games to alternate reality games. Prior to co-founding the independent game studio Gigantic Mechanic, Greg was the Creative Director on Gamestar Mechanic. Before that he was a Senior Game Designer at Gamelab. In 2006 he created the Come Out & Play Festival, a festival of street games that brings designers and players from around the world to New York City every summer for three days of play. He teaches game design and development at New York University's Interactive Telecommunications Program and Parsons The New School for Design.
Game designers and developers.Secondary: students of game design. Level: All levels of game designers/developers.
Published: January 2010
Imprint: Morgan Kaufmann
"Gregory Trefry defines the attributes for casual games in his book "Casual Game Design" as follows: - Rules and goals must be clear. - Players need to be able to quickly reach proficiency. - Casual game play adapts to a playerâs life and schedule. - Game concepts borrow familiar content and themes from life. I believe he has made a good approach in trying to define common aspects in casual gamesâ¦"--Gamasutra.com