The Approach - Game Design
Being an avid gamer since childhood, it was exciting to design a suite of games Parlay licenses around the world that are fully compliant and certified in many regulated jurisdictions. My role was to lead a team to port and develop new game styles that would excite current providers with engaging and profitable content they could promote.
We compared and discussed different frameworks to build these new games on, and decided to use Phaser as our base since we knew our legacy framework would work well together.
I worked with a team of 6 consisting of designers, web, java, product and ops when designing each new game type. Researching past data was critical to determine the most popular and successful games to follow. Once we determined our new game styles we started to frame up the HUD and GUI elements that would be used across all game types to ensure consistency.
In order to mitigate development roadblocks and reduce feature creep, wireframing, prototyping and usability testing were used to help decrease the pain points and fix how customers interact and respond to the new designs. Hours of testing and customer feedback helped our iterative design and development process, This, in turn, help improve player satisfaction, engagement, and retention.
By also applying sprints, prototyping, and research in our design cycles, we established fundamental techniques, that have laid the groundwork on how we now package and deliver, animations and assets that have in turn increased cpu and gpu performance of all our games.