Casual Game Design

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A01=Gregory Trefry
Addicting Games
Apples to Apples : Reading People
Author_Gregory Trefry
Bow Man
Cake Mania
Casual Game Design
casual game player behaviour analysis
Casual Gameplay
Casual Games
Category=A
Category=UGN
Category=UMK
Continuous Partial Attention
Danger Meter
dash
demographic game analysis
designer
digital entertainment research
diner
Diner Dash
Drawing Back
eq_art-fashion-photography
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
feel
Game Designers
games
Grand Theft Auto
Guitar Hero
Hidden Object
interactive media studies
Large Animal Games
Lego Group
Line Rider
Lucky Strike
MIT Medium Lab
Not the Game
Party Game
Patterns of Play
player engagement theory
popcap
PopCap Games
social gaming platforms
system
tennis
Tetris and Crayon Physics : Two Approaches to Building
The Game Mechanic at Work
The Next Swing in Casual Gaming
Time Management Games
Top Chef
user experience analysis
video
wii
Wii Sports
Wii Tennis

Product details

  • ISBN 9781138427785
  • Weight: 650g
  • Dimensions: 191 x 235mm
  • Publication Date: 15 Nov 2017
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Hardback
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From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, game designers must learn to think about what makes casual games work, from game mechanics to narrative content. Through the close examination of a number of casual games, you will learn how to inject the necessary game design elements into your casual games and give your designs the complexity and strategy they need to hook gamers. You will learn:
Greg Trefry designs games large and small, from offline games to video games. Greg is a Senior Game Designer at the New York-based studio Gamelab, where he leads design on the Gamestar Mechanic, a large web-based multiplayer game and the popular Jojo's Fashion Show franchise of casual downloadable games.Greg serves as the director of Come Out & Play, an annual festival of big games that brings together designers from around the world to turn New York City into a playground for an entire weekend. Greg also designs and produces big games, from low-tech events like CounterSquirt to large promotional Alternate Reality Games like Case of the Coveted Bottle.In addition to designing games, Greg teaches and writes about games. He has taught classes on subjects ranging from game design to interactive fiction and alternate reality games at New York University's Interactive Telecommunications Program and Parsons the New School for Design. He has spoken at conferences around the world about games. His writings about games have been published in Adobe Think Tank, Notes on Game Dev and PopMatters. Greg combines practical experience in game design with a background in teaching and theory. As both a professor and the director of the Come Out & Play Festival, Greg works with dozens game designers each year as they move from ideas to fully implemented games. In working with designers he brings a game designer's insight and a teacher's desire to help others produce their best possible work. This has given him a front-row view to what works and what doesn't in casual play and games.

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