topical media & game development
casual revolution(s)
-- trend(s)
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..
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common(s)
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display(s)
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create
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art(s)
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twinkle(s)
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difference(s)
rules and goals must be clear.
players need to be able to quickly reach proficiency.
casual gameplay adapts to a players
life and schedule
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game concepts borrow familiar content and
theme(s) from life
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designing play for the gamer in all of us
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reference(s)
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play
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sensor(s)
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program(s)
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math(s)
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flow(s)
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cycle(s)