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2009, ISBN 0123743281, xvii, 358
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of... 
Design | Programming | Human-computer interaction | Computer games | Animation | Gaming | Games | Programming. Computer games | Design. Human-computer interaction
Book
The Spine Journal, ISSN 1529-9430, 10/2019
Journal Article
01/2008, ISBN 0080922422
Book Chapter
10/2008, ISBN 0123743281
"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of... 
eBook
10/2016
People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the... 
Journal Article
2009, ISBN 0123743281
As a component of a game feel system, metaphor has two aspects, representation and treatment. Representation is the idea of the thing, or what it appears to... 
Book Chapter
2009, ISBN 0123743281
The creators of these games did not follow a particular methodology. They noticed something that bothered them about the feel and tried different implemen­... 
Book Chapter
2009, ISBN 0123743281
If you look for games where the player controls more than the staple character or a camera there just isn't much out there. A few obscure mini-games, perhaps,... 
Book Chapter
2009, ISBN 0123743281
Book Chapter
2009, ISBN 0123743281
A quiet, unassuming man who is "very content" with his modest salary and seems genuinely bemused by his worldwide celebrity, Shigeru Miyamoto was an unlikely... 
Book Chapter
2009, ISBN 0123743281
The pianos (think input devices) of Ludwig Van Beethoven's day were flimsy, cheap things. In the course of his exuberant performances, he often broke 10 to 15... 
Book Chapter
2009, ISBN 0123743281
After exploring what game feel is and how to measure it, and stepping through a number of examples using our taxonomy of game feel-input, response, context,... 
Book Chapter
2009, ISBN 0123743281
The perceptual field is your constructed model of objective reality, of the "real" world around you. It provides the background for perception, whether in the... 
Book Chapter
2009, ISBN 0123743281
Today we have some great-feeling games. There are not as many as there might be, but as we've seen, the ones that manipulate human perception in a positive... 
Book Chapter
2009, ISBN 0123743281
To wrap up our section on defining game feel, let's apply all the ideas from Chapters 1, 2 and 3 to some specific games. To do this, we'll return to our... 
Book Chapter
2009, ISBN 0123743281
Understanding exactly how humans perceive the video game worlds we create is key to designing good game feel. We'll begin by examining our feedback loop model... 
Book Chapter
2009, ISBN 0123743281
Raptor Safari, a game by Flashbang Studios (Figure 16.1), provides a window into just how difficult, intricate and time-consuming it can be to create and to... 
Book Chapter
2009, ISBN 0123743281
There is no standard definition of game feel. As players and game designers, we have some beginnings of common language, but we have never collectively defined... 
Book Chapter
2009, ISBN 0123743281
Bionic Commando was released in December 1988 for the Nintendo Entertainment System. At the time, the notion of the "platformer" game had been so well... 
Book Chapter
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