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Look and Feel Guidelines for Casual Games
Themes Visual Design Audio Writing Polish
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Audience Demographics Drive Look and Feel
NOT THE SAME AS CORE GAMERS Core gamers are mostly: Young Male Often favor adolescent power fantasies
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Who Is The Casual Gamer? Older More female
Less experience with videogame canon
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Themes Choosing well is key to Helping users understand your game
Building a sense of comfort, safety, and excitement
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Themes Non-violent, family friendly
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Themes Non-violent, family friendly
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Themes Aspirational fantasies
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Themes Fun, quirky themes
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Themes Abstract can be OK
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Visual Design Key to telling the audience “this is for me”
Sets the tone for the audience’s connection to your game Presented in varying flavors of escapism
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Visual Design Good looking, but usually stylized
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Visual Design Detail OK if not too realistic
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Visual Design Don’t get too gritty
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Visual Design Beware of getting “too cute”
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Real Time 3D Bad idea Especially if used for 3-space mechanic
Often leads to photorealism. Boo! Especially if used for 3-space mechanic Difficult for non-gamers, especially women Cuts out chunks of the market
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Real Time 3D Using 3D assets to express a 2D game
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Real Time 3D This is a 2D game, honest
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Audio Design Key tool for building immersion
Often undervalued in game production (not just casual) Worth making multiple passes
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Sound Effects Sound effects need to communicate the moments of your games Back-of-monitor test Keep the sounds aligned with the player’s emotions. Celebrate the big moments Don’t be afraid to go large
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Music Composition Build out the feel of your world and game
Music can be used to connote game state as well Mainline gameplay Hazard Victory Side note: Beware of crazy-making loops
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Writing Guidelines Avoid excessive text
Computer is a bad place to read Middle of a game is a bad place to read
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Writing Guidelines 6 dialogs, 2 in-game interactions
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Writing Guidelines Keep the story aligned with the game
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Writing Guidelines Delivering great stories Write more than you show
Leave the audience wanting more
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Writing Guidelines Great story delivery Show, don’t tell
Reveal through gameplay
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Polish Going above and beyond to make the game look and feel special
Polish counts everywhere Casual games have professionalized
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Polish Amateur quality shows But may be non-fatal
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In Summary Theme: An inviting metaphor that rationalizes your game
Visual Design: Let the audience know the game is for them Audio Design: Help the player get immersed in the game experience Writing: Show, don’t tell. Keep it short. Polish: Do as much as you can afford to make the game feel great
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