Get e-book Casual Game Design: Designing Play for the Gamer in All of Us

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The first three chapters covers basic design concepts. In each of these chapters the author has included examples of popular games that illustrate the points he makes. Good book!

Tightly Written Introduction to Game Design From Amazon This is a book about the categories of casual games, and the design patterns needed to design them. Like most people, I've played my share of games from Tetris through Plants vs. Zombies, but I had never stopped to analyze what makes a game enjoyable or compelled me to return to it again and again.

With the introduction of the iPhone I've had a lot more time to play casual games, so this is a more topical topic these days as I might be tempted to try and bang out the next big app store hit. Turns out that there is a lot of theory and craft behind the design of games: who to design for, what are the basic activities people enjoy repeating, how to bring people up to speed on the mechanic, and how to spice things up with tricks of the trade like chaining, adding a timer, or breaking a rule.

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At its most basic level, this is a book about the "game mechanic". The underlying short list of rules which limit what the player can and can't do and how one scores or advances. It is not a book about game art direction or sound design, or back stories or packaging.

It's not even a game entirely about video games, as much of what is taught could also be applied to board games or other out of the box activities. If one were to start to write the next big game app, this would be a good place to start as it lays out all the basic apps types and archetypes. If nothing else, one could learn how to make a decent Bejeweled clone if not the next great original thing sweeping the inter webs. The book itself is well and tightly written. I appreciate it when an author doesn't waste my time with filler.

Chapters are short and to the point. So kudos to him and thanks for some insight into a field I knew little about. We use cookies to offer you a better browsing experience. Make sure to accept our cookies in order to get the best experience out of this website. If you would like to read more about this check out the Privacy Policy page. Important Message. Casual game design: designing play for the gamer in all of us by Gregory Trefry.

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Designing for a Touch Screen - What Games Play Best on Mobile - Extra Credits

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Lean-Agile Software. Achieving Enterprise Agility. Guy Beaver. AAddis on-wesley. Alan Shalloway. Come learn about how Unity is changing the game in to help developers succeed in gaming.

Video game design

In a market overflowing with content we sometimes wonder how to compete. Truly, a product must be competitive on many levels in order to maintain the loyalty and support of a user. Peter Molyneux and Milo Bygrave of 22cans will share their insights on innovation and how failure has been a vital pre-requisite to it. This session will be pulling on examples of different businesses of all shapes and sizes currently working with the platform. Now, how do you get players? Most games rely on user acquisition, but it's not simple to find high quality users while also hitting your business goals.

During this session, you'll hear from a studio on how to effectively run UA campaigns and minimize wasted spend. This fireside chat, hosted by mobile publisher Tilting Point and featuring partner developers Hunted Cow and Edgeworks Entertainment, will touch on the unique longevity of F2P games. Panelists will share concrete publishing strategies, tips and creative ways for constant improvement of live ops and user acquisition in an increasingly competitive market for publishers. Despite exponential growth, access to funding remains a problem for the industry, and Ian will offer his advice on how studios can best attract investment.

Should you look for a gaming-specific solution?

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Is it best to have all demand flowing through one platform, or to diversity? In this session, Vincent Pagnard-Jourdan will share learnings from his years of expertise helping Europe's top gaming publishers maximize the value of their ad inventory. Publishers will walk away understanding how to ask the right and tough! In this session, we share the best practices we've gathered from working with large and small studios, across all game categories, so that you can maximize revenue and retention.

Vungle Creative Labs believe you maximize this connection through the intersection of innovative creative and strong contextual data to drive user acquisition. As a leader in creative innovation in the performance marketing space, Vungle has been the trusted guide thousands of global brands and gaming advertisers use to create ad experiences that drive engagement with users across the globe.

But how will players find your store?

What Older People Like to Play: Genre Preferences and Acceptance of Casual Games

Expect wisdom, advice and anecdotes from some of the key publishing personnel at Frontier Developments, Rare, Bossa Studios and Bethesda Europe. It's an opportunity to test gameplay, learn about your players, and trial your monetization strategy. In this session, our panel of speakers will share their strategies, wins, and challenges, and you'll walk away with new insights for how you can soft launch your game. This is the opportunity for YOU. Join this popular session and bring us your questions! By virtue of how we fixed the problem, Keymailer became uniquely placed to help this space mature, enabling game publishers of all shapes and sizes, their agencies, and anyone connected with launching or supporting games, to scale their influencer engagement.

How can a developer emerge and get their game discoverable? How to manage the communication mix of influencer, traditional journalism and getting noticed on social media in a market where quality is not enough to sell? But how can you maximise your ad revenue, while getting key intel about your audience, in compliance with privacy laws like GDPR? Learn more about Instant Games and how to find success from reaching global players on Facebook and beyond. In this talk, Nadav explains in concrete terms how these teams can work together, and why doing so creates a virtuous cycle of accelerated app growth.

Teams like Cloud9, Ninjas in Pijamas and the London Spitfire contract professional gamers to compete in leagues for huge prize money. In traditional sports, teams contract players enter leagues and compete for prize money and receive sponsorship. Lawyers draft the contracts, accountants process invoices, and sponsors have well established relationships with decision makers at sports entities. Esports also has gamers that play for teams and compete for prize money, however, the requisite professional ameneities that allow new industries to scale are no longer present.

Contracts are poorly drafted, invoices often unpaid, and teams form and disband more frequently than not. During the session, you will also hear the latest product innovations available from Facebook Audience Network. The Publisher Pitch allows invited publishers as well as developers to make connections and continue networking during the remainder of the conference for further discussions and deals.

In this session, Shalom from Fyber and Noam from DeeMedya a Game of Whales user will present how publishers can increase user LTV from both IAP and advertising, using the most accurate holistic user-level LTV in the market and demonstrate the different use cases and AI-based applications of this valuable nugget of data. How can they not only acquire users but retain them? What are the keys to success and what lies ahead for the booming mobile space?

Our panel of experts will discuss the vital points developers need to understand.