A Defining Moment
We were hosting a family game night with players of various ages, different comfort levels, all crowded around the same screen. The new trivia game had everyone laughing. Someone was shouting the answers too early.
Then the game asked someone to type. The adults took over. The kids waited…and suddenly the energy had left the room.
Nothing was wrong with the game itself. What had failed for the group was the assumption buried inside it, that everyone already knew how to play. That moment became a lens. Casual players do not need more options; they need permission to play. And the door should always be open.
My work at Prime Gaming lived in the space between art direction, player experience, and creative review — evaluating and shaping casual and social game experiences for audiences arriving with very different ages, devices, confidence levels, and expectations of play. Much of this work was early-stage, exploratory, or unreleased. While I did not walk away with a portfolio of shipped products, I gained a research-grounded approach, a set of evaluation frameworks, and a deepened instinct for what it actually takes to design for the whole room.
A Defining Moment
We were hosting a family game night with players of various ages, different comfort levels, all crowded around the same screen. The new trivia game had everyone laughing. Someone was shouting the answers too early.
Then the game asked someone to type. The adults took over. The kids waited…and suddenly the energy had left the room.
Nothing was wrong with the game itself. What had failed for the group was the assumption buried inside it, that everyone already knew how to play. That moment became a lens. Casual players do not need more options; they need permission to play. And the door should always be open.
My work at Prime Gaming lived in the space between art direction, player experience, and creative review — evaluating and shaping casual and social game experiences for audiences arriving with very different ages, devices, confidence levels, and expectations of play. Much of this work was early-stage, exploratory, or unreleased. While I did not walk away with a portfolio of shipped products, I gained a research-grounded approach, a set of evaluation frameworks, and a deepened instinct for what it actually takes to design for the whole room.