Idea to Prototype
Casual Game
Phase 1: Ideation and Core Concept
"I start with the ideation phase. This is where the initial spark of an idea is formed. This could come from a market analysis of current trends, a cool mechanic I've been thinking about, or a specific theme that I believe will resonate with a casual audience.
From there, I work to define the 'core loop.' For a casual game, this needs to be simple, satisfying, and immediately understandable. For example, in a puzzle game, the core loop might be: Observe the puzzle -> Make a move -> See a rewarding animation -> Repeat.
At this early stage, its best to develop player personas. Who is this game for? A busy professional looking for a 5-minute break? A student who enjoys social competition? Understanding the target audience from the outset informs every subsequent decision."
Phase 3: Fleshing out the Design and Iteration
"With a fun core mechanic and clear pillars, I begin to flesh out the rest of the game. This includes:
Progression Systems: How will the player grow and be challenged over time? This could be through new levels, unlocking new content, or improving their abilities.
UI/UX Flow: Collaborate on how to improve the entire user experience, from the main menu to the in-game interface. The goal is a frictionless and intuitive UI that supports the core gameplay.
Monetization (if applicable): For a free-to-play game, I'd start thinking about how to integrate monetization in a way that feels fair and enhances the player experience, not detracts from it.
This phase is all about iteration. We'll be constantly playtesting, gathering feedback, and refining the design."
Phase 2: Prototyping and Pillar Definition
"Once I have a solid core loop on paper, I move to prototyping. This is the most critical phase to test if the core mechanic is actually fun. I'll create a very rough, low-fidelity prototype, often using simple shapes or even paper, to test the core gameplay.
Simultaneously, I establish the design pillars. These are the 3-4 key principles that will guide the entire project. For a hypothetical casual game, the pillars might be:
‘Approachable & Intuitive’: Anyone can pick it up and play in 30 seconds.
‘Satisfying Progression’: Players always feel like they are making meaningful progress.
‘Expressive Customization’: Players can personalize their experience.
These pillars become my 'north star' and help me make consistent design choices throughout development."
Phase 4: Content Creation and Polishing
"Finally, once the core systems are locked in, we move into full content creation and polishing. This includes building out the levels, creating the final art and sound assets, and squashing bugs. The design pillars we established early on continue to guide us to ensure the final product is a cohesive and polished experience."