SlideShare a Scribd company logo
DESIGNING GAME FEEL.


A SURVEY.
MARTIN PICHLMAIR & MADS JOHANSEN


IEEE COG 2021 PRESENTATION
A SURVEY PAPER
A SURVEY PAPER YOU SAY?
We analysed over 200 sources.


They came mostly from 3 areas: prior research on game feel, context
for understanding game feel, and re
fl
ections of practitioners on
game feel.


We did not look at games directly except when we tried to explain a
speci
fi
c game mechanic or design element.
WHAT IS GAME FEEL?
CANONICAL DEFINITION
Game Feel is the feeling of “real-time control of virtual objects in a
simulated space, with interactions emphasised by polish” (Swink,
2009)
OUR DEFINITION
Game feel is the feeling of control of a game, with interactions
emphasised by different kinds of polish. Game feel is an affective
part of interactivity. Game feel design is designing how the
interaction feels.
An example of a kind of polish activity is juicing:


“You’re not juicing your game — you’re actually picking
a feeling that your game should communicate and
juicing that feeling” (Lisa Brown, 2016)
EVERYTHING IS CONNECTED
Game feel
Cognitive Science
Neuroscience
HCI
Game Design
Design Theory
Pragmatist Philosophy
Interaction Design
User Experience Design
Accessibility
Narratology
Ludology
Play Design
Mathematics
Psychology
PRINCIPLES
GAME DESIGN PROCESS
Foundation Polish
WHAT KINDS OF POLISH?
Design Domain Physicality Ampli
fi
cation Support Writing Rules …
Domain
Description
The physical
simulation.
Intensifying the
experience.
Enabling the
player.
Making a
narrative
experienceable.
Creating systems
to interact with.
…
Task Description Setting
parameters to
specify the
behaviour of
objects.
Adding feedback
to emphasise,
clarify, and
amplify.
Acting on the
player intent by
interpreting the
input in context
of the gameplay
situation.
Designing the
dramatic arc of
the experience.
Ensuring that the
interactions
between dynamic
systems in a
game do not
degenerate.
…
Polishing Task Tuning Juicing Streamlining Editing Balancing …
Covered in the paper
Left for future research…
BALANCING THE FEEL
This is Tanya X. Short, experienced
game designer and CEO, talking
about how game feel and balancing
interact in a classical RPG context.
It’s everywhere :)
CATEGORIES OF GAME FEEL
We found 5 categories of design elements and 31
subcategories (but of course there are more):


• Movement and Action (10 elements)


• Event Signi
fi
cation (10 elements)


• Time Manipulation (4 elements)


• Persistence (5 elements)


• Scene Framing (2 elements)


We assigned what design task they are connected to based
on our de
fi
nitions of those (physicality, ampli
fi
cation, and
support).
JUMPING
An example of an academic paper that drills
into individual parameters.
COYOTE TIME
An example of a re
fl
ection by a
practitioner.
OBSERVATIONS
COMPOUND EFFECTS
• Movement and Action


• Invincibility during attack


• Backstab region behind enemy


• Equipment-determined speed of character


• Event Signi
fi
cation


• Blood particles


• Sound effects


• Haptic feedback (controller vibration)


• Time Manipulation


• Slowdown of enemy


• Persistence


• Follow-through (animation after success)


• Scene Framing


• Camera orbiting
In practice, most effects are
compounds, demonstrated here on
hand of backstabbing in Dark Souls 3.
PLAYER INTENT > SIMULATION
“working on the player’s intent
rather than making a precise
simulation ” (Thorson, 2019)
“If done successfully, the player has an
immersive experience, that is the player thinks
only about what they're doing in the game, not
about how to manipulate the controller to get
some desired result.“ (Zimmerman, 2010)
“[Coyote Time] has a bunch of good side effects that make it
seem like the game knows your intentions.” (Nijman, 2020)
SUMMARY
DESIGNING GAME FEEL
Game feel design is minute design work that evokes an affective
reaction in the player. If game feel design is the act of
fi
ne-tuning
the relationship between expected and actual outcome of an
interactive process then it must be regarded central to the game
design process.
WHAT CAN I DO WITH THIS?
1. You can use the list as a reference and look up sources for the category you
are concerned with.


2. You can analyse further design domains to gain more insights. Or expand
the concept to physical games, urban games, …


3. You can devise a design process that acknowledges different tasks at
different design stages.


4. You can analyse whether and how different polish tasks are applied to
different design tasks in order to get a more granular understanding of
game design
SQUEEZER
A mixed-initiative tool for
automatic juice creation.
5. Or you can make tools that
support game feel design.
THANK YOU FOR LISTENING
Martin Pichlmair


IT University of Copenhagen


mpic@itu.dk


Twitter: @martinpi
(This slide demonstrates how Bullet Time powers ampli
fi
cation)

More Related Content

What's hot

Workflow of Creating Game UX/UI Design
Workflow of Creating Game UX/UI DesignWorkflow of Creating Game UX/UI Design
Workflow of Creating Game UX/UI Design
DevGAMM Conference
 
サムライスピリッツキャラクター制作事例 アニメーション編
サムライスピリッツキャラクター制作事例 アニメーション編サムライスピリッツキャラクター制作事例 アニメーション編
サムライスピリッツキャラクター制作事例 アニメーション編
SNK
 
Game Design fundamentals
Game Design fundamentalsGame Design fundamentals
Game Design fundamentals
Mirco Pasqualini
 
The Principles of Game Design
The Principles of Game DesignThe Principles of Game Design
The Principles of Game Design
InstantTechInfo
 
Game Design 2: Lecture 5 - Game UI Wireframes and Paper Prototypes
Game Design 2: Lecture 5 - Game UI Wireframes and Paper PrototypesGame Design 2: Lecture 5 - Game UI Wireframes and Paper Prototypes
Game Design 2: Lecture 5 - Game UI Wireframes and Paper Prototypes
David Farrell
 
Making a Game Design Document
Making a Game Design DocumentMaking a Game Design Document
Making a Game Design Document
Equal Experts
 
The Art of Game Design 도서 요약 - Part 1 (원론편) : 디자이너는 경험을 만들어 낸다
The Art of Game Design 도서 요약 - Part 1 (원론편) : 디자이너는 경험을 만들어 낸다The Art of Game Design 도서 요약 - Part 1 (원론편) : 디자이너는 경험을 만들어 낸다
The Art of Game Design 도서 요약 - Part 1 (원론편) : 디자이너는 경험을 만들어 낸다
Harns (Nak-Hyoung) Kim
 
Video game proposal
Video game proposalVideo game proposal
Video game proposal
missstevenson01
 
Player Traversal Mechanics in the Vast World of Horizon Zero Dawn
Player Traversal Mechanics in the Vast World of Horizon Zero DawnPlayer Traversal Mechanics in the Vast World of Horizon Zero Dawn
Player Traversal Mechanics in the Vast World of Horizon Zero Dawn
Guerrilla
 
Game Design Fundamentals: The Formal Elements
Game Design Fundamentals: The  Formal ElementsGame Design Fundamentals: The  Formal Elements
Game Design Fundamentals: The Formal Elements
Christina Wodtke
 
Game Design Process
Game Design ProcessGame Design Process
Game Design Process
Martin Sillaots
 
The basics of Game Design - How to design a video game
The basics of Game Design - How to design a video gameThe basics of Game Design - How to design a video game
The basics of Game Design - How to design a video game
Juan Gabriel Gomila Salas
 
게임업계에서 내가 하고 싶은 일 찾는 방법
게임업계에서 내가 하고 싶은 일 찾는 방법게임업계에서 내가 하고 싶은 일 찾는 방법
게임업계에서 내가 하고 싶은 일 찾는 방법
Donghun Lee
 
Game Design Document - Step by Step Guide
Game Design Document - Step by Step GuideGame Design Document - Step by Step Guide
Game Design Document - Step by Step Guide
DevBatch Inc.
 
Introduction to game development
Introduction to game developmentIntroduction to game development
Introduction to game development
Gaetano Bonofiglio
 
Game Design Principle
Game Design PrincipleGame Design Principle
Game Design Principle
Naquiah Daud
 
10 page pitch for game design
10 page pitch for game design10 page pitch for game design
10 page pitch for game designTom Carter
 
LAFS PREPRO Session 2 - Game Documentation
LAFS PREPRO Session 2 - Game DocumentationLAFS PREPRO Session 2 - Game Documentation
LAFS PREPRO Session 2 - Game Documentation
David Mullich
 
쩌는게임기획서 이렇게 쓴다
쩌는게임기획서 이렇게 쓴다쩌는게임기획서 이렇게 쓴다
쩌는게임기획서 이렇게 쓴다
Jinho Jung
 
레벨기획 프론티어 온라인 '이름없는 동굴' 던전_v2
레벨기획 프론티어 온라인 '이름없는 동굴' 던전_v2레벨기획 프론티어 온라인 '이름없는 동굴' 던전_v2
레벨기획 프론티어 온라인 '이름없는 동굴' 던전_v2
Jun Hyuk Jung
 

What's hot (20)

Workflow of Creating Game UX/UI Design
Workflow of Creating Game UX/UI DesignWorkflow of Creating Game UX/UI Design
Workflow of Creating Game UX/UI Design
 
サムライスピリッツキャラクター制作事例 アニメーション編
サムライスピリッツキャラクター制作事例 アニメーション編サムライスピリッツキャラクター制作事例 アニメーション編
サムライスピリッツキャラクター制作事例 アニメーション編
 
Game Design fundamentals
Game Design fundamentalsGame Design fundamentals
Game Design fundamentals
 
The Principles of Game Design
The Principles of Game DesignThe Principles of Game Design
The Principles of Game Design
 
Game Design 2: Lecture 5 - Game UI Wireframes and Paper Prototypes
Game Design 2: Lecture 5 - Game UI Wireframes and Paper PrototypesGame Design 2: Lecture 5 - Game UI Wireframes and Paper Prototypes
Game Design 2: Lecture 5 - Game UI Wireframes and Paper Prototypes
 
Making a Game Design Document
Making a Game Design DocumentMaking a Game Design Document
Making a Game Design Document
 
The Art of Game Design 도서 요약 - Part 1 (원론편) : 디자이너는 경험을 만들어 낸다
The Art of Game Design 도서 요약 - Part 1 (원론편) : 디자이너는 경험을 만들어 낸다The Art of Game Design 도서 요약 - Part 1 (원론편) : 디자이너는 경험을 만들어 낸다
The Art of Game Design 도서 요약 - Part 1 (원론편) : 디자이너는 경험을 만들어 낸다
 
Video game proposal
Video game proposalVideo game proposal
Video game proposal
 
Player Traversal Mechanics in the Vast World of Horizon Zero Dawn
Player Traversal Mechanics in the Vast World of Horizon Zero DawnPlayer Traversal Mechanics in the Vast World of Horizon Zero Dawn
Player Traversal Mechanics in the Vast World of Horizon Zero Dawn
 
Game Design Fundamentals: The Formal Elements
Game Design Fundamentals: The  Formal ElementsGame Design Fundamentals: The  Formal Elements
Game Design Fundamentals: The Formal Elements
 
Game Design Process
Game Design ProcessGame Design Process
Game Design Process
 
The basics of Game Design - How to design a video game
The basics of Game Design - How to design a video gameThe basics of Game Design - How to design a video game
The basics of Game Design - How to design a video game
 
게임업계에서 내가 하고 싶은 일 찾는 방법
게임업계에서 내가 하고 싶은 일 찾는 방법게임업계에서 내가 하고 싶은 일 찾는 방법
게임업계에서 내가 하고 싶은 일 찾는 방법
 
Game Design Document - Step by Step Guide
Game Design Document - Step by Step GuideGame Design Document - Step by Step Guide
Game Design Document - Step by Step Guide
 
Introduction to game development
Introduction to game developmentIntroduction to game development
Introduction to game development
 
Game Design Principle
Game Design PrincipleGame Design Principle
Game Design Principle
 
10 page pitch for game design
10 page pitch for game design10 page pitch for game design
10 page pitch for game design
 
LAFS PREPRO Session 2 - Game Documentation
LAFS PREPRO Session 2 - Game DocumentationLAFS PREPRO Session 2 - Game Documentation
LAFS PREPRO Session 2 - Game Documentation
 
쩌는게임기획서 이렇게 쓴다
쩌는게임기획서 이렇게 쓴다쩌는게임기획서 이렇게 쓴다
쩌는게임기획서 이렇게 쓴다
 
레벨기획 프론티어 온라인 '이름없는 동굴' 던전_v2
레벨기획 프론티어 온라인 '이름없는 동굴' 던전_v2레벨기획 프론티어 온라인 '이름없는 동굴' 던전_v2
레벨기획 프론티어 온라인 '이름없는 동굴' 던전_v2
 

Similar to Designing Game Feel

Game Balance 1: What is Game Balance
Game Balance 1: What is Game BalanceGame Balance 1: What is Game Balance
Game Balance 1: What is Game Balance
Marc Miquel
 
Fun and the MDA framework
Fun and the MDA frameworkFun and the MDA framework
Fun and the MDA framework
_
 
What is a Game Designer (and why do you need one)?
What is a Game Designer (and why do you need one)?What is a Game Designer (and why do you need one)?
What is a Game Designer (and why do you need one)?
SeriousGamesAssoc
 
What is a Game Designer (And Why Do You Need One)? - Douglas Whatley
What is a Game Designer (And Why Do You Need One)? - Douglas WhatleyWhat is a Game Designer (And Why Do You Need One)? - Douglas Whatley
What is a Game Designer (And Why Do You Need One)? - Douglas Whatley
SeriousGamesAssoc
 
Designing for Creativity and Kindness in Games
Designing for Creativity and Kindness in GamesDesigning for Creativity and Kindness in Games
Designing for Creativity and Kindness in Games
Mirjam Eladhari
 
Gameplay Concept Tool
Gameplay Concept ToolGameplay Concept Tool
Gameplay Concept Tool
vincenzo santalucia
 
Situated Research Games
Situated Research GamesSituated Research Games
Situated Research Games
sharritt
 
LAFS Game Design 7 - Prototyping
LAFS Game Design 7 - PrototypingLAFS Game Design 7 - Prototyping
LAFS Game Design 7 - Prototyping
David Mullich
 
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S..."Narrative Design and the Psychology of Emotions and Immersion in Games" by S...
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...
Sherry Jones
 
The role of ai in social games eladhari2011 uppsalauni
The role of ai in social games eladhari2011 uppsalauniThe role of ai in social games eladhari2011 uppsalauni
The role of ai in social games eladhari2011 uppsalauni
Mirjam Eladhari
 
Story Design for Games as Experience/Emotional Design
Story Design for Games as Experience/Emotional DesignStory Design for Games as Experience/Emotional Design
Story Design for Games as Experience/Emotional Design
Aki Järvinen
 
Android Gaming Tips & Tricks - Mac Game Hack Tips
Android Gaming Tips & Tricks - Mac Game Hack TipsAndroid Gaming Tips & Tricks - Mac Game Hack Tips
Android Gaming Tips & Tricks - Mac Game Hack Tips
Hacksiber
 
Bleed in, Bleed Out – A Design Case in Board Game Therapy
Bleed in, Bleed Out – A Design Case in Board Game TherapyBleed in, Bleed Out – A Design Case in Board Game Therapy
Bleed in, Bleed Out – A Design Case in Board Game Therapy
Mirjam Eladhari
 
Workshop södertörn jan 2014 intermittent version
Workshop södertörn jan 2014 intermittent versionWorkshop södertörn jan 2014 intermittent version
Workshop södertörn jan 2014 intermittent versionStaffan Björk
 
GameMaker 1) intro to gamemaker
GameMaker 1) intro to gamemakerGameMaker 1) intro to gamemaker
GameMaker 1) intro to gamemaker
iain bruce
 
Game Ethology 2
Game Ethology 2Game Ethology 2
Game Ethology 2
Katrin Becker
 
SGC18 Talk at Sweden Game Conference 2018
SGC18 Talk at Sweden Game Conference 2018SGC18 Talk at Sweden Game Conference 2018
SGC18 Talk at Sweden Game Conference 2018
Mirjam Eladhari
 
9.5 Theses on the Power and Efficacy of Gamification
9.5 Theses on the Power and Efficacy of Gamification9.5 Theses on the Power and Efficacy of Gamification
9.5 Theses on the Power and Efficacy of Gamification
Sebastian Deterding
 
Where does the fun in videogames come from, anyway? / Andrea Zampedri (Nordcu...
Where does the fun in videogames come from, anyway? / Andrea Zampedri (Nordcu...Where does the fun in videogames come from, anyway? / Andrea Zampedri (Nordcu...
Where does the fun in videogames come from, anyway? / Andrea Zampedri (Nordcu...
DevGAMM Conference
 

Similar to Designing Game Feel (20)

Game Balance 1: What is Game Balance
Game Balance 1: What is Game BalanceGame Balance 1: What is Game Balance
Game Balance 1: What is Game Balance
 
Fun and the MDA framework
Fun and the MDA frameworkFun and the MDA framework
Fun and the MDA framework
 
What is a Game Designer (and why do you need one)?
What is a Game Designer (and why do you need one)?What is a Game Designer (and why do you need one)?
What is a Game Designer (and why do you need one)?
 
What is a Game Designer (And Why Do You Need One)? - Douglas Whatley
What is a Game Designer (And Why Do You Need One)? - Douglas WhatleyWhat is a Game Designer (And Why Do You Need One)? - Douglas Whatley
What is a Game Designer (And Why Do You Need One)? - Douglas Whatley
 
Designing for Creativity and Kindness in Games
Designing for Creativity and Kindness in GamesDesigning for Creativity and Kindness in Games
Designing for Creativity and Kindness in Games
 
Gameplay Concept Tool
Gameplay Concept ToolGameplay Concept Tool
Gameplay Concept Tool
 
Situated Research Games
Situated Research GamesSituated Research Games
Situated Research Games
 
LAFS Game Design 7 - Prototyping
LAFS Game Design 7 - PrototypingLAFS Game Design 7 - Prototyping
LAFS Game Design 7 - Prototyping
 
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S..."Narrative Design and the Psychology of Emotions and Immersion in Games" by S...
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...
 
SituatedResearch-Games
SituatedResearch-GamesSituatedResearch-Games
SituatedResearch-Games
 
The role of ai in social games eladhari2011 uppsalauni
The role of ai in social games eladhari2011 uppsalauniThe role of ai in social games eladhari2011 uppsalauni
The role of ai in social games eladhari2011 uppsalauni
 
Story Design for Games as Experience/Emotional Design
Story Design for Games as Experience/Emotional DesignStory Design for Games as Experience/Emotional Design
Story Design for Games as Experience/Emotional Design
 
Android Gaming Tips & Tricks - Mac Game Hack Tips
Android Gaming Tips & Tricks - Mac Game Hack TipsAndroid Gaming Tips & Tricks - Mac Game Hack Tips
Android Gaming Tips & Tricks - Mac Game Hack Tips
 
Bleed in, Bleed Out – A Design Case in Board Game Therapy
Bleed in, Bleed Out – A Design Case in Board Game TherapyBleed in, Bleed Out – A Design Case in Board Game Therapy
Bleed in, Bleed Out – A Design Case in Board Game Therapy
 
Workshop södertörn jan 2014 intermittent version
Workshop södertörn jan 2014 intermittent versionWorkshop södertörn jan 2014 intermittent version
Workshop södertörn jan 2014 intermittent version
 
GameMaker 1) intro to gamemaker
GameMaker 1) intro to gamemakerGameMaker 1) intro to gamemaker
GameMaker 1) intro to gamemaker
 
Game Ethology 2
Game Ethology 2Game Ethology 2
Game Ethology 2
 
SGC18 Talk at Sweden Game Conference 2018
SGC18 Talk at Sweden Game Conference 2018SGC18 Talk at Sweden Game Conference 2018
SGC18 Talk at Sweden Game Conference 2018
 
9.5 Theses on the Power and Efficacy of Gamification
9.5 Theses on the Power and Efficacy of Gamification9.5 Theses on the Power and Efficacy of Gamification
9.5 Theses on the Power and Efficacy of Gamification
 
Where does the fun in videogames come from, anyway? / Andrea Zampedri (Nordcu...
Where does the fun in videogames come from, anyway? / Andrea Zampedri (Nordcu...Where does the fun in videogames come from, anyway? / Andrea Zampedri (Nordcu...
Where does the fun in videogames come from, anyway? / Andrea Zampedri (Nordcu...
 

More from Martin Pichlmair

Creative Challenges in Artificial Intelligence
 Creative Challenges in Artificial Intelligence Creative Challenges in Artificial Intelligence
Creative Challenges in Artificial Intelligence
Martin Pichlmair
 
Intro to Procedural Context Generation for Text
Intro to Procedural Context Generation for TextIntro to Procedural Context Generation for Text
Intro to Procedural Context Generation for Text
Martin Pichlmair
 
Experimental Writing with AI
Experimental Writing with AIExperimental Writing with AI
Experimental Writing with AI
Martin Pichlmair
 
Procedural Content Generation for Divination and Inspiration
Procedural Content Generation for Divination and InspirationProcedural Content Generation for Divination and Inspiration
Procedural Content Generation for Divination and Inspiration
Martin Pichlmair
 
Shibboleth Scripting – Domain Specific Languages in Games
Shibboleth Scripting – Domain Specific Languages in GamesShibboleth Scripting – Domain Specific Languages in Games
Shibboleth Scripting – Domain Specific Languages in Games
Martin Pichlmair
 
Apocalypse Kitsch
Apocalypse KitschApocalypse Kitsch
Apocalypse Kitsch
Martin Pichlmair
 
Playing With Reality
Playing With RealityPlaying With Reality
Playing With Reality
Martin Pichlmair
 
FAZE.TWO It's All Fluxus Until Someone Cries
FAZE.TWO It's All Fluxus Until Someone CriesFAZE.TWO It's All Fluxus Until Someone Cries
FAZE.TWO It's All Fluxus Until Someone Cries
Martin Pichlmair
 
Paper prototyping
Paper prototypingPaper prototyping
Paper prototyping
Martin Pichlmair
 

More from Martin Pichlmair (9)

Creative Challenges in Artificial Intelligence
 Creative Challenges in Artificial Intelligence Creative Challenges in Artificial Intelligence
Creative Challenges in Artificial Intelligence
 
Intro to Procedural Context Generation for Text
Intro to Procedural Context Generation for TextIntro to Procedural Context Generation for Text
Intro to Procedural Context Generation for Text
 
Experimental Writing with AI
Experimental Writing with AIExperimental Writing with AI
Experimental Writing with AI
 
Procedural Content Generation for Divination and Inspiration
Procedural Content Generation for Divination and InspirationProcedural Content Generation for Divination and Inspiration
Procedural Content Generation for Divination and Inspiration
 
Shibboleth Scripting – Domain Specific Languages in Games
Shibboleth Scripting – Domain Specific Languages in GamesShibboleth Scripting – Domain Specific Languages in Games
Shibboleth Scripting – Domain Specific Languages in Games
 
Apocalypse Kitsch
Apocalypse KitschApocalypse Kitsch
Apocalypse Kitsch
 
Playing With Reality
Playing With RealityPlaying With Reality
Playing With Reality
 
FAZE.TWO It's All Fluxus Until Someone Cries
FAZE.TWO It's All Fluxus Until Someone CriesFAZE.TWO It's All Fluxus Until Someone Cries
FAZE.TWO It's All Fluxus Until Someone Cries
 
Paper prototyping
Paper prototypingPaper prototyping
Paper prototyping
 

Recently uploaded

一比一原版(BU毕业证)波士顿大学毕业证如何办理
一比一原版(BU毕业证)波士顿大学毕业证如何办理一比一原版(BU毕业证)波士顿大学毕业证如何办理
一比一原版(BU毕业证)波士顿大学毕业证如何办理
peuce
 
LORRAINE ANDREI_LEQUIGAN_HOW TO USE TRELLO
LORRAINE ANDREI_LEQUIGAN_HOW TO USE TRELLOLORRAINE ANDREI_LEQUIGAN_HOW TO USE TRELLO
LORRAINE ANDREI_LEQUIGAN_HOW TO USE TRELLO
lorraineandreiamcidl
 
一比一原版(RHUL毕业证书)伦敦大学皇家霍洛威学院毕业证如何办理
一比一原版(RHUL毕业证书)伦敦大学皇家霍洛威学院毕业证如何办理一比一原版(RHUL毕业证书)伦敦大学皇家霍洛威学院毕业证如何办理
一比一原版(RHUL毕业证书)伦敦大学皇家霍洛威学院毕业证如何办理
9a93xvy
 
一比一原版(Brunel毕业证书)布鲁内尔大学毕业证成绩单如何办理
一比一原版(Brunel毕业证书)布鲁内尔大学毕业证成绩单如何办理一比一原版(Brunel毕业证书)布鲁内尔大学毕业证成绩单如何办理
一比一原版(Brunel毕业证书)布鲁内尔大学毕业证成绩单如何办理
smpc3nvg
 
一比一原版(NCL毕业证书)纽卡斯尔大学毕业证成绩单如何办理
一比一原版(NCL毕业证书)纽卡斯尔大学毕业证成绩单如何办理一比一原版(NCL毕业证书)纽卡斯尔大学毕业证成绩单如何办理
一比一原版(NCL毕业证书)纽卡斯尔大学毕业证成绩单如何办理
7sd8fier
 
Can AI do good? at 'offtheCanvas' India HCI prelude
Can AI do good? at 'offtheCanvas' India HCI preludeCan AI do good? at 'offtheCanvas' India HCI prelude
Can AI do good? at 'offtheCanvas' India HCI prelude
Alan Dix
 
Mohannad Abdullah portfolio _ V2 _22-24
Mohannad Abdullah  portfolio _ V2 _22-24Mohannad Abdullah  portfolio _ V2 _22-24
Mohannad Abdullah portfolio _ V2 _22-24
M. A. Architect
 
20 slides of research movie and artists .pdf
20 slides of research movie and artists .pdf20 slides of research movie and artists .pdf
20 slides of research movie and artists .pdf
ameli25062005
 
Storytelling For The Web: Integrate Storytelling in your Design Process
Storytelling For The Web: Integrate Storytelling in your Design ProcessStorytelling For The Web: Integrate Storytelling in your Design Process
Storytelling For The Web: Integrate Storytelling in your Design Process
Chiara Aliotta
 
Portfolio.pdf
Portfolio.pdfPortfolio.pdf
Portfolio.pdf
garcese
 
Design Thinking Design thinking Design thinking
Design Thinking Design thinking Design thinkingDesign Thinking Design thinking Design thinking
Design Thinking Design thinking Design thinking
cy0krjxt
 
一比一原版(CITY毕业证书)谢菲尔德哈勒姆大学毕业证如何办理
一比一原版(CITY毕业证书)谢菲尔德哈勒姆大学毕业证如何办理一比一原版(CITY毕业证书)谢菲尔德哈勒姆大学毕业证如何办理
一比一原版(CITY毕业证书)谢菲尔德哈勒姆大学毕业证如何办理
9a93xvy
 
Game Concept Presentation for Ukrainian Mythology Based Game With Designs
Game Concept Presentation for Ukrainian Mythology Based Game With DesignsGame Concept Presentation for Ukrainian Mythology Based Game With Designs
Game Concept Presentation for Ukrainian Mythology Based Game With Designs
184804
 
Moldes de letra 3D Alfabeto completo esp
Moldes de letra 3D Alfabeto completo espMoldes de letra 3D Alfabeto completo esp
Moldes de letra 3D Alfabeto completo esp
Hess9
 
一比一原版(Bolton毕业证书)博尔顿大学毕业证成绩单如何办理
一比一原版(Bolton毕业证书)博尔顿大学毕业证成绩单如何办理一比一原版(Bolton毕业证书)博尔顿大学毕业证成绩单如何办理
一比一原版(Bolton毕业证书)博尔顿大学毕业证成绩单如何办理
h7j5io0
 
一比一原版(UW毕业证)西雅图华盛顿大学毕业证如何办理
一比一原版(UW毕业证)西雅图华盛顿大学毕业证如何办理一比一原版(UW毕业证)西雅图华盛顿大学毕业证如何办理
一比一原版(UW毕业证)西雅图华盛顿大学毕业证如何办理
kecekev
 
一比一原版(Columbia毕业证)哥伦比亚大学毕业证如何办理
一比一原版(Columbia毕业证)哥伦比亚大学毕业证如何办理一比一原版(Columbia毕业证)哥伦比亚大学毕业证如何办理
一比一原版(Columbia毕业证)哥伦比亚大学毕业证如何办理
asuzyq
 
一比一原版(UNUK毕业证书)诺丁汉大学毕业证如何办理
一比一原版(UNUK毕业证书)诺丁汉大学毕业证如何办理一比一原版(UNUK毕业证书)诺丁汉大学毕业证如何办理
一比一原版(UNUK毕业证书)诺丁汉大学毕业证如何办理
7sd8fier
 
Expert Accessory Dwelling Unit (ADU) Drafting Services
Expert Accessory Dwelling Unit (ADU) Drafting ServicesExpert Accessory Dwelling Unit (ADU) Drafting Services
Expert Accessory Dwelling Unit (ADU) Drafting Services
ResDraft
 
一比一原版(UAL毕业证书)伦敦艺术大学毕业证成绩单如何办理
一比一原版(UAL毕业证书)伦敦艺术大学毕业证成绩单如何办理一比一原版(UAL毕业证书)伦敦艺术大学毕业证成绩单如何办理
一比一原版(UAL毕业证书)伦敦艺术大学毕业证成绩单如何办理
708pb191
 

Recently uploaded (20)

一比一原版(BU毕业证)波士顿大学毕业证如何办理
一比一原版(BU毕业证)波士顿大学毕业证如何办理一比一原版(BU毕业证)波士顿大学毕业证如何办理
一比一原版(BU毕业证)波士顿大学毕业证如何办理
 
LORRAINE ANDREI_LEQUIGAN_HOW TO USE TRELLO
LORRAINE ANDREI_LEQUIGAN_HOW TO USE TRELLOLORRAINE ANDREI_LEQUIGAN_HOW TO USE TRELLO
LORRAINE ANDREI_LEQUIGAN_HOW TO USE TRELLO
 
一比一原版(RHUL毕业证书)伦敦大学皇家霍洛威学院毕业证如何办理
一比一原版(RHUL毕业证书)伦敦大学皇家霍洛威学院毕业证如何办理一比一原版(RHUL毕业证书)伦敦大学皇家霍洛威学院毕业证如何办理
一比一原版(RHUL毕业证书)伦敦大学皇家霍洛威学院毕业证如何办理
 
一比一原版(Brunel毕业证书)布鲁内尔大学毕业证成绩单如何办理
一比一原版(Brunel毕业证书)布鲁内尔大学毕业证成绩单如何办理一比一原版(Brunel毕业证书)布鲁内尔大学毕业证成绩单如何办理
一比一原版(Brunel毕业证书)布鲁内尔大学毕业证成绩单如何办理
 
一比一原版(NCL毕业证书)纽卡斯尔大学毕业证成绩单如何办理
一比一原版(NCL毕业证书)纽卡斯尔大学毕业证成绩单如何办理一比一原版(NCL毕业证书)纽卡斯尔大学毕业证成绩单如何办理
一比一原版(NCL毕业证书)纽卡斯尔大学毕业证成绩单如何办理
 
Can AI do good? at 'offtheCanvas' India HCI prelude
Can AI do good? at 'offtheCanvas' India HCI preludeCan AI do good? at 'offtheCanvas' India HCI prelude
Can AI do good? at 'offtheCanvas' India HCI prelude
 
Mohannad Abdullah portfolio _ V2 _22-24
Mohannad Abdullah  portfolio _ V2 _22-24Mohannad Abdullah  portfolio _ V2 _22-24
Mohannad Abdullah portfolio _ V2 _22-24
 
20 slides of research movie and artists .pdf
20 slides of research movie and artists .pdf20 slides of research movie and artists .pdf
20 slides of research movie and artists .pdf
 
Storytelling For The Web: Integrate Storytelling in your Design Process
Storytelling For The Web: Integrate Storytelling in your Design ProcessStorytelling For The Web: Integrate Storytelling in your Design Process
Storytelling For The Web: Integrate Storytelling in your Design Process
 
Portfolio.pdf
Portfolio.pdfPortfolio.pdf
Portfolio.pdf
 
Design Thinking Design thinking Design thinking
Design Thinking Design thinking Design thinkingDesign Thinking Design thinking Design thinking
Design Thinking Design thinking Design thinking
 
一比一原版(CITY毕业证书)谢菲尔德哈勒姆大学毕业证如何办理
一比一原版(CITY毕业证书)谢菲尔德哈勒姆大学毕业证如何办理一比一原版(CITY毕业证书)谢菲尔德哈勒姆大学毕业证如何办理
一比一原版(CITY毕业证书)谢菲尔德哈勒姆大学毕业证如何办理
 
Game Concept Presentation for Ukrainian Mythology Based Game With Designs
Game Concept Presentation for Ukrainian Mythology Based Game With DesignsGame Concept Presentation for Ukrainian Mythology Based Game With Designs
Game Concept Presentation for Ukrainian Mythology Based Game With Designs
 
Moldes de letra 3D Alfabeto completo esp
Moldes de letra 3D Alfabeto completo espMoldes de letra 3D Alfabeto completo esp
Moldes de letra 3D Alfabeto completo esp
 
一比一原版(Bolton毕业证书)博尔顿大学毕业证成绩单如何办理
一比一原版(Bolton毕业证书)博尔顿大学毕业证成绩单如何办理一比一原版(Bolton毕业证书)博尔顿大学毕业证成绩单如何办理
一比一原版(Bolton毕业证书)博尔顿大学毕业证成绩单如何办理
 
一比一原版(UW毕业证)西雅图华盛顿大学毕业证如何办理
一比一原版(UW毕业证)西雅图华盛顿大学毕业证如何办理一比一原版(UW毕业证)西雅图华盛顿大学毕业证如何办理
一比一原版(UW毕业证)西雅图华盛顿大学毕业证如何办理
 
一比一原版(Columbia毕业证)哥伦比亚大学毕业证如何办理
一比一原版(Columbia毕业证)哥伦比亚大学毕业证如何办理一比一原版(Columbia毕业证)哥伦比亚大学毕业证如何办理
一比一原版(Columbia毕业证)哥伦比亚大学毕业证如何办理
 
一比一原版(UNUK毕业证书)诺丁汉大学毕业证如何办理
一比一原版(UNUK毕业证书)诺丁汉大学毕业证如何办理一比一原版(UNUK毕业证书)诺丁汉大学毕业证如何办理
一比一原版(UNUK毕业证书)诺丁汉大学毕业证如何办理
 
Expert Accessory Dwelling Unit (ADU) Drafting Services
Expert Accessory Dwelling Unit (ADU) Drafting ServicesExpert Accessory Dwelling Unit (ADU) Drafting Services
Expert Accessory Dwelling Unit (ADU) Drafting Services
 
一比一原版(UAL毕业证书)伦敦艺术大学毕业证成绩单如何办理
一比一原版(UAL毕业证书)伦敦艺术大学毕业证成绩单如何办理一比一原版(UAL毕业证书)伦敦艺术大学毕业证成绩单如何办理
一比一原版(UAL毕业证书)伦敦艺术大学毕业证成绩单如何办理
 

Designing Game Feel

  • 1. DESIGNING GAME FEEL. A SURVEY. MARTIN PICHLMAIR & MADS JOHANSEN IEEE COG 2021 PRESENTATION
  • 3. A SURVEY PAPER YOU SAY? We analysed over 200 sources. They came mostly from 3 areas: prior research on game feel, context for understanding game feel, and re fl ections of practitioners on game feel. We did not look at games directly except when we tried to explain a speci fi c game mechanic or design element.
  • 4. WHAT IS GAME FEEL?
  • 5. CANONICAL DEFINITION Game Feel is the feeling of “real-time control of virtual objects in a simulated space, with interactions emphasised by polish” (Swink, 2009)
  • 6. OUR DEFINITION Game feel is the feeling of control of a game, with interactions emphasised by different kinds of polish. Game feel is an affective part of interactivity. Game feel design is designing how the interaction feels. An example of a kind of polish activity is juicing: 
 “You’re not juicing your game — you’re actually picking a feeling that your game should communicate and juicing that feeling” (Lisa Brown, 2016)
  • 7. EVERYTHING IS CONNECTED Game feel Cognitive Science Neuroscience HCI Game Design Design Theory Pragmatist Philosophy Interaction Design User Experience Design Accessibility Narratology Ludology Play Design Mathematics Psychology
  • 10. WHAT KINDS OF POLISH? Design Domain Physicality Ampli fi cation Support Writing Rules … Domain Description The physical simulation. Intensifying the experience. Enabling the player. Making a narrative experienceable. Creating systems to interact with. … Task Description Setting parameters to specify the behaviour of objects. Adding feedback to emphasise, clarify, and amplify. Acting on the player intent by interpreting the input in context of the gameplay situation. Designing the dramatic arc of the experience. Ensuring that the interactions between dynamic systems in a game do not degenerate. … Polishing Task Tuning Juicing Streamlining Editing Balancing … Covered in the paper Left for future research…
  • 11. BALANCING THE FEEL This is Tanya X. Short, experienced game designer and CEO, talking about how game feel and balancing interact in a classical RPG context. It’s everywhere :)
  • 13. We found 5 categories of design elements and 31 subcategories (but of course there are more): • Movement and Action (10 elements) • Event Signi fi cation (10 elements) • Time Manipulation (4 elements) • Persistence (5 elements) • Scene Framing (2 elements) We assigned what design task they are connected to based on our de fi nitions of those (physicality, ampli fi cation, and support).
  • 14. JUMPING An example of an academic paper that drills into individual parameters.
  • 15. COYOTE TIME An example of a re fl ection by a practitioner.
  • 17. COMPOUND EFFECTS • Movement and Action • Invincibility during attack • Backstab region behind enemy • Equipment-determined speed of character • Event Signi fi cation • Blood particles • Sound effects • Haptic feedback (controller vibration) • Time Manipulation • Slowdown of enemy • Persistence • Follow-through (animation after success) • Scene Framing • Camera orbiting In practice, most effects are compounds, demonstrated here on hand of backstabbing in Dark Souls 3.
  • 18. PLAYER INTENT > SIMULATION “working on the player’s intent rather than making a precise simulation ” (Thorson, 2019) “If done successfully, the player has an immersive experience, that is the player thinks only about what they're doing in the game, not about how to manipulate the controller to get some desired result.“ (Zimmerman, 2010) “[Coyote Time] has a bunch of good side effects that make it seem like the game knows your intentions.” (Nijman, 2020)
  • 20. DESIGNING GAME FEEL Game feel design is minute design work that evokes an affective reaction in the player. If game feel design is the act of fi ne-tuning the relationship between expected and actual outcome of an interactive process then it must be regarded central to the game design process.
  • 21. WHAT CAN I DO WITH THIS? 1. You can use the list as a reference and look up sources for the category you are concerned with. 2. You can analyse further design domains to gain more insights. Or expand the concept to physical games, urban games, … 3. You can devise a design process that acknowledges different tasks at different design stages. 4. You can analyse whether and how different polish tasks are applied to different design tasks in order to get a more granular understanding of game design
  • 22. SQUEEZER A mixed-initiative tool for automatic juice creation. 5. Or you can make tools that support game feel design.
  • 23. THANK YOU FOR LISTENING Martin Pichlmair 
 IT University of Copenhagen 
 mpic@itu.dk 
 Twitter: @martinpi (This slide demonstrates how Bullet Time powers ampli fi cation)