Explaining a Slot the Way It Resolves
Most slot descriptions list features. Imogen's pages follow time. A round starts, symbols land, something is evaluated, something disappears, something else falls into its place, and only then do prizes, multipliers and collectors get their turn. Written in that order, a game with six moving parts stops sounding like six separate ideas and starts to read as one machine.
She learned that habit on the other side of the screen. As a designer she drew the flow charts that engineers built from, wrote the text in the info panels and sat through playtests where a player misread a single arrow and misjudged a whole feature. It left her with a strong dislike of vague wording and a habit of asking what a player would believe after reading a sentence.
Today her work covers cluster and cascade slots, multiplier stacking, sticky-feature bonuses, buy menus and the small print of paytables. She reads provider documents the way a designer does, looking for the spot where a summary quietly drops a condition, and she treats any page that cannot be redrawn as a flow chart as unfinished.
A good explanation can be redrawn as a flow chart by a stranger, so every page is written to be redrawn.