This talk introduces the idea of "Game Feel" and its many elements. I also look at some research into understanding the nuances of this phenomena in game design and how it applies to games with different aesthetic goals.
The biggest challenge when running Free to Play games as a service, is to create a healthy balance between fun and difficulty per level. With billions of game events stored in our Amazon cloud based databases we apply statistical analysis and machine learning algorithms to understand the dependencies when designing new content.
Data movies add an innovative, visual take on looking at Player behaviour and allow our designers to get a ‘feel’ for the data and the way our players play our games.
Ever wonder what it takes to put together a blockbuster 3D game? Wonder no more. In this talk, we’ll discuss game theory as it relates to today’s gaming industry, examine the essential components of a 3D game, and survey the roles and specialties involved in making a AAA title.
The biggest challenge when running Free to Play games as a service, is to create a healthy balance between fun and difficulty per level. With billions of game events stored in our Amazon cloud based databases we apply statistical analysis and machine learning algorithms to understand the dependencies when designing new content.
Data movies add an innovative, visual take on looking at Player behaviour and allow our designers to get a ‘feel’ for the data and the way our players play our games.
Ever wonder what it takes to put together a blockbuster 3D game? Wonder no more. In this talk, we’ll discuss game theory as it relates to today’s gaming industry, examine the essential components of a 3D game, and survey the roles and specialties involved in making a AAA title.
Kodu (previously Boku) is a tool used to create game using visual programming by Microsoft's FUSE Labs. It helps in teaching kids programming concepts.
What We Talk About When We Talk About Mid-CoreAdam Gutterman
Stanford University's Design School (d.school as it's stylized) had its first game design class in the spring of 2014. The class, called "Game Design: Making Fun" (http://dschool.stanford.edu/classes/game-design-making-fun/) invited me to give a guest lecture on the emerging trend of mid-core gaming. Thank you to teaching team of Michael St. Clair, Mathias Crawford, and Dan Klein for the invite.
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
Game Design - Retention
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying RETENTION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Growth
Game Design - Engagement
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying ENGAGEMENT among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
The Challenges (and Promise!) of Multiplatform ProductionAdam Gutterman
This talk discusses the business case for multiplatform game development. It was given at GDC Online Austin on October 9, 2012, by Adam Gutterman, Director, Games Monetization for Unity Technologies.
A semester postmortem on the mindful xp project at the Entertainment Technology Center at Carnegie Mellon. Over the spring 2012 semester our project team developed 10 games with a focus on meaning and expression.
In this presentation we discuss the origins of our project, the 10 games we developed, and what we learned from our experiences about creating meaningful, expressive games.
Visit our website at mindfulxp.com!
Kodu (previously Boku) is a tool used to create game using visual programming by Microsoft's FUSE Labs. It helps in teaching kids programming concepts.
What We Talk About When We Talk About Mid-CoreAdam Gutterman
Stanford University's Design School (d.school as it's stylized) had its first game design class in the spring of 2014. The class, called "Game Design: Making Fun" (http://dschool.stanford.edu/classes/game-design-making-fun/) invited me to give a guest lecture on the emerging trend of mid-core gaming. Thank you to teaching team of Michael St. Clair, Mathias Crawford, and Dan Klein for the invite.
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
Game Design - Retention
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying RETENTION among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Growth
Game Design - Engagement
The Deck covers some of the basic aspects and mechanisms of social game design. This is the 1st out of 4 decks, covering the aspects needed for amplifying ENGAGEMENT among players and users
The series includes 4 chapters: Engagement, Virality, Retention, Monetization
The Challenges (and Promise!) of Multiplatform ProductionAdam Gutterman
This talk discusses the business case for multiplatform game development. It was given at GDC Online Austin on October 9, 2012, by Adam Gutterman, Director, Games Monetization for Unity Technologies.
A semester postmortem on the mindful xp project at the Entertainment Technology Center at Carnegie Mellon. Over the spring 2012 semester our project team developed 10 games with a focus on meaning and expression.
In this presentation we discuss the origins of our project, the 10 games we developed, and what we learned from our experiences about creating meaningful, expressive games.
Visit our website at mindfulxp.com!
Introduzione alla realizzazione di videogiochi - MeccanichePier Luca Lanzi
Slide del corso "Introduzione alla realizzazione di videogiochi" tenuto per gli studenti delle scuole superiori presso la sede di Cremona del Politecnico di Milano.
A short primer I did for MAGFest 8.5 - a smaller MAGFest event - to introduce two specialists in educational gaming. I discussed how games can represent reality in different ways, primarily for educational purposes.
JTEL2012 emotion and games in technology-enhanced learningKostas Karpouzis
"Emotion and games in technology-enhanced learning" presentation at the 2012 Joint European Summer School on Technology Enhanced Learning in Estoril, Portugal
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Hi there, this is a PowerPoint presentation on Gaming technology. Feel free to use it for education and presentation purposes. Follow me on Instagram.
Id:thunderbird_boy99
Mr. Warhol presents a survey of 'life simulation' games created through the years, with a focus on overall structure; similarities; differences; and unique features.
The spirit of digital place - game worlds and architectural phenomenologyChristopher Totten
In this presentation from 2021, I discuss an approach to making and understanding game worlds based on Christian Norberg-Schulz's conception of architectural phenomenology.
How the Heck do you Teach Level Design? Educating in the StudioChristopher Totten
Ask anyone who has trained a new level designer or taught level design students, and they will tell you that a major challenge is balancing training for the technical aspects of the job while also teaching them "good" level design. In the studio environment, you also have to teach communication, documentation, designing for specific types of gameplay, or the elements of your studio's "style." How can we effectively mentor newcomers without taking time away from other ongoing design work?
This talk by a level designer and educator with 13+ years of experience examines processes that studios can use to onboard new designers in productive and accessible ways. It does so through topics such as setting "learning goals", assigning quick-but-usable level design exercises, incorporating "style" into task specifications, and how to structure feedback. This talk incorporates both on-the-job knowledge and examples collected from education to build a roadmap for effective mentorship.
Meaningful Play 2022 presentation: Art, Play and Winsor McCay - the Critical ...Christopher Totten
In this presentation from the 2022 Meaningful Play conference, I discuss how we are using the art direction and animation of the indie game Little Nemo and the Nightmare Fiends as a critical tool for understanding an important work of comics history with the hope of helping others use art more meaningfully in games.
Art, Play, and Winsor McCay - The Critical Art of Little Nemo and the Nightma...Christopher Totten
My presentation on my indie game Little Nemo and the Nightmare Fiends, and how its art process is being used to critically examine the work of Winsor McCay. Presented at the Workshop on Animation in Games on 6/10/22.
In this presentation, I describe the creation of my Don Quixote-themed storytelling game, La Mancha. For this, we used methods from design outside of games themselves to turn La Mancha into a system that allowed players to deeply engage the story and literary analysis of The Quijote via social play.
In this lecture from my Game Prototyping class, I talk about the barriers I see for contextualizing games among the fine arts. I also talk about how to establish and work from an inventive art style and design tricks to help you broaden your influences beyond games and pop culture.
I have over 8 years of experience working with remote game development teams and over that time have developed a ton of strategies for making it work. In this presentation, I describe some tools and strategies that have worked for me when working with remote teams.
GDC Level Design Workshop 2018: An Architectural Approach to Level Design - C...Christopher Totten
In this talk from the 2018 Level Design Workshop at GDC, Chris Totten - author of An Architectural Approach to Level Design - describes his process for writing about and sharing his work. He also describes how to not violate NDA when talking about your work, how to deal with content creator's Imposter Syndrome, and how to choose the best way to publish.
GDC Education Summit 2018: "You Made a Game, Now What?" Industry Awareness in...Christopher Totten
In this GDC 2018 Education Summit talk, I describe ways to include topics like marketing games, social media, festival submissions, and so forth into the game development classroom. This talk highlights research we've done into what is and is not taught in game schools and some learning goals and exercises that can be added to current gamedev curriculum to fix the problems we've found.
"You Made a Game, Now What?" Week 5: Playtesting best practicesChristopher Totten
In this presentation, I give an overview of how to make the most of player testing of your games. Topics include how to set up your playtest space, how to best track bugs, and how to best take feedback.
"You Made a Game, Now What?" Week3 building your studio identityChristopher Totten
A set of slides about forming a game studio identity, including things to think about when choosing logos, a name, a slogan/identity statement, and putting together outreach materials.
GDC 2017 Education Soapbox: Game Academia's "Art Problem" Christopher Totten
In this soapbox presentation for the GDC 2017 Education Summit, I describe game academia's problems dealing with the arts and how this manifests in an over-emphasis on software teaching and game mechanic design-centric research. It also includes some general suggestions for steps to remedy this problem.
MAGFest 2015: Is game art art - game art's parallel's in art history. Christopher Totten
In this presentation for MAGFest 2015, I explore game art's current trends in relation to trends in the history of art. I then explore what opportunities lie in the breaking away of these styles for developing new visual interest in games.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
2. TOPICS
• What is “game feel” and what does it do?
• Elements of game feel
• Mechanics/emotion
• Perspectives on “juicing” mechanics
3. WHAT IS GAME FEEL?
• Game Feel – The intangible,
tactile sensation experienced
when playing video games
4. ELEMENTS OF GAME FEEL
• Elements of Game Feel
• Input
• Response
• Context
• Aesthetic
• Metaphor
• Rules
5. ELEMENTS OF GAME FEEL
• Input – the actual haptics of the
device you use to interact with
the game
• Inherently effects how you
perceive controlling the game
• Stickiness of the controller
• How “clicky” buttons are
• Ergonomics
6. ELEMENTS OF GAME FEEL
• Response – how the game
responds to player input
• Amount of delay
• How sensitive controls are
• Does the character start and stop
harshly or do their movements
blend into one another
• Inertia
7. ELEMENTS OF GAME FEEL
• Context – Environments provide
interesting places for input and
response to occur
• Level design properly created to
respond to the player character’s
abilities
• Player metrics – The movement
capabilities of the player character
translated into unit-based
measurements
• “Intimate space” – spaces
designed to best take advantage of
the movement capabilities of player
characters
• http://ubm.io/2x5iJCl
8. ELEMENTS OF GAME FEEL
• Aesthetic – Visual and auditory
amplifications of input/response
• How “big” the response from the
game is
• Screen shake
• Particle effects or other explosion
effect
• Over-the-top animation
• How animations blend with one
another
• Satisfying sound effects
• Big vs. little sound effects
9.
10. ELEMENTS OF GAME FEEL
• Metaphor – How much
mechanics relate to the game’s
theme
• Do mechanics match user
expectations
• Do the type of mechanics
available match the game’s fiction
or theme?
11. MECHANICS/EMOTION
“Talking about a videogame being tight
or crunchy or sluggish or sticky feels like it
is at odds with the hardcoded and
definitive code and programming logic
and on/off switches that videogames are
made out of. ”
~Brendan Keogh
12.
13. PERSPECTIVES ON “JUICE”
• “Juice” – Indie game developer
slang for “game feel”
• Popularly understood as the
“aesthetics” part of game feel
• Screen shake
• Particles
• Special effects
• Sounds
14. PERSPECTIVES ON “JUICE”
“A criticism of many of the above talks and books is that
they suggest a certain level of prescriptivism. There’s a
sense across them that ‘juice’ or ‘game feel’ is
something you add to a game. If your game isn’t good,
you just add more juice. There’s a risk here of
suggesting that more is always better which, in turn,
risks turning ‘game feel’ into as useless a concept as
‘gameplay’, where games are evaluated on how much
game feel they possess rather than on how they feel.”
~Brendan Keogh, again
15. THE NUANCES OF JUICE
• “How can I tune the juice of my
game so it is coherent?” ~Lisa
Brown, indie game developer
• “Juice is just an emphasis on what
the player should be feeling in a
particular moment” ~Lisa Brown
and Rami Ismail
16. THE NUANCES OF JUICE
• Things that Lissitzky’s Revenge
had to signify “powered up”
• A single-shot particle
• A sound
• A “tail” of particles
• DIDN’T WORK!
17. THE NUANCES OF JUICE
• Things that Lissitzky’s Revenge
playtesters suggested:
• Changing the shape of the wedge
to a rectangle or other object (the
work the game is based on is
specifically about a wedge)
• Having the red wedge turn another
color entirely (the work the game is
based on is specifically about a RED
wedge)
• DIDN’T EXPRESS THE IDEA!
18. THE NUANCES OF JUICE
• Things that Lissitzky’s Revenge
HAS AFTER PLAYTESTING to
signify “powered up”
• A bigger single-shot particle
• A louder sound
• A “tail” of particles
• Flashing shades of red-hued colors
• WORKS AND EXPRESSES THE
IDEA!
19. THE NUANCES OF JUICE
• Nuclear Throne – top down
procedural shooter
• Has “juice”
• Screenshake
• Special effects
• Particles
• The “juice” is very contextual
• Screenshake follows the direction
of the player’s shot and the
“intensity” of the weapon
20. THE NUANCES OF JUICE
• Imaginal – Zen game about
catching lightning bugs
• Subtle but emotive “feel” elements
• Lightning bugs flash
• Play tone
• Subtle particles on lightning
bugs when they flash
• Can be caught when lit, but only
when lit brightly
• Flashing light reveals the world and
is when you can execute the core
mechanic, so there’s an anticipation
• Longer light “window” and gentle
light dimming creates a calmer
game
21. THE NUANCES OF JUICE
• Dead Man’s Trail – zombie horror
adventure game
• “Reverse” game feel
• Shooting has small/subtle particles
• Muzzle flash
• Blood spurt
• Killing a zombie is temporary fun
• Satisfying death animation
• The rest of the horde probably steps over the
one you just killed
• Screenshake when the ZOMBIES HIT YOU
• Only exception is “fording the horde”
• Very juiced
• Still risky and full of fail states – shaking might
mean you are screwing up your vehicle
22. THE NUANCES OF JUICE
• What is your game about?
• What are players supposed to “feel”
during your game?
• Calm?
• Intensity?
• Powerful?
• Scared?
• What is your game supposed to
express?
• Story?
• Symbolism?
• Intellectual property?
• Think about how the “ingredients”
of juice can be used to express
these things