“You can lose the ability to execute the original plan, but you never lose the responsibility of executing the intent,” says Kolditz. Eventually never forgetting intent which is entertainment. It was about identifying exact points with approximate calculations. The case wasn’t about playing simple blue circle ball or touching to jump at all. Because these games typically have intuitive mechanics that can remain consistent throughout gameplay. Is it really user experience or is it intuition? You have to be intuitive but you have to be also empathetic. What if hyper-casual games magic lies in perfect user experience?īut. The design should be: eye-catching.īut wait a second? That sounds exactly like “good design”. Users should express themselves in some way. Users shouldn’t feel they are not skillful for this game. Users should see what is the main goal in this game. Users shouldn’t get bored with tons of color and buttons. The user should touch the screen with one finger. It was like going to drink coffee at the cafe and coming home with getting a new job offer from the person behind your table. I didn’t know how designing a simple game would gain me more skills than I expected. Researching tons of content about the hyper-casual games pushed me to UX researching and currently writing about it. But ironically, I learned about UX a lot. I was sure that designing this game is not all about UX. But as it was reported by Omer Kaplan, co-founder of ironSource, since January 2020, hyper-casual games have 17.6 million daily installs. Defining personas? It was harder than I think. The games don’t have a log-in button, bottom menu, or drawer. What did I learn from designing a basic hyper-casual game as a junior UI/UX Designer? This has given him a front-row view to what works and what doesn't in casual play and games.“ Push’em all ” hyper-casual game by Voodoo In working with designers he brings a game designer's insight and a teacher's desire to help others produce their best possible work. 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. Greg combines practical experience in game design with a background in teaching and theory. His writings about games have been published in Adobe Think Tank, Notes on Game Dev and PopMatters. He has spoken at conferences around the world 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. In addition to designing games, Greg teaches and writes about games. 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. 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 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 Trefry designs games large and small, from offline games to video games. What to Wear : Tapping the Wisdom of Crowds Peggle : Balancing Mystery and LegibilityĪpples to Apples : Reading People, Not the Game Paper Toss: Simple Choices with Unclear Outcomes Tetris and Crayon Physics : Two Approaches to Buildingīow Man 2 : Experimentation and Repetition Whac -A-Mole : 30 Seconds of Primal Pleasure Mystery Case Files: Huntsville : Simple Seek-and-Find Jojo ’s Fashion Show : Sorting the World Through Play Spider Solitaire : More Choices, More Complexity LEGO Fever and Luxor : The Necessity of Constraints The Responsibilities of the Game Designer
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