Game Feel A Game Designer’s Guide to Virtual Sensation 1st edition by Steve Swink – Ebook PDF Instant Download/Delivery: 1498717717 , 9781498717717
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Product details:
ISBN 10: 1498717717
ISBN 13: 9781498717717
Author: Steve Swink
“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 music (time signatures, chord progressions, verse) – no matter the instruments, style or time period – these building blocks come into play. Feel and sensation are similar building blocks whe
Game Feel A Game Designer’s Guide to Virtual Sensation 1st Table of contents:
1. Defining Game Feel
The Three Building Blocks of Game Feel
Real-Time Control
Simulated Space
Polish
Examples
Experiences of Game Feel
The Aesthetic Sensation of Control
The Pleasure of Learning, Practicing and Mastering a Skill
Extension of the Senses
Extension of Identity
Interaction with a Unique Physical Reality within the Game
The Experiences of Game Feel
Creating Game Feel
Game Feel as the Aesthetic Sensation of Control
Game Feel as Skill
Challenge Alters the Sensation of Control
Game Feel Changes Depending on the Skill of the Player
Intuitive Controls
Game Feel as an Extension of the Senses
Game Feel and Proprioception
Game Feel as an Extension of the Player’s Identity
Game Feel as a Unique Physical Reality
Summary
2. Game Feel and Human Perception
When and How Does Real-Time Control Exist?
Correction Cycles and Game Feel
The Computer Side of Things
The Impression of Motion
Instantaneous Response
Continuity
Some Implications of Perception for Game Feel
Perception Requires Action
Perception Is Skill
Perception Includes Thoughts, Dreams, Generalizations and Misconceptions
Perception Is a Whole-Body Experience
Tools Become Extensions of Our Bodies
Summary
3. The Game Feel Model of Interactivity
The Human Processor
Muscles
Input Device
The Computer
The Game World
Output Devices
The Senses
The Player’s Intent
Summary
4. Mechanics of Game Feel
Mechanics: Game Feel Atoms
Applying the Criteria
Street Fighter II
Prince of Persia
Guitar Hero
Kirby: Canvas Curse
Summary
5. Beyond Intuition: Metrics for Game Feel
Why Measure Game Feel?
Soft Metrics vs. Hard Metrics
What’s Important to Measure
Input
Response
Context
Polish
Metaphor
Rules
Summary
6. Input Metrics
Micro Level: Individual Inputs
Input Measurement Examples
Standard Button
Trigger Button
Paddle
Thumbstick
Mouse
Macro Level: The Input Device as a Whole
Tactile Level: The Importance of Physical Design
Weight
Materials
Button Quality
Summary
7. Response Metrics
Attack, Decay, Sustain and Release
Simulation
State Changes
Filtering
Relationships
Input and Response Sensitivity
Summary
8. Context Metrics
High-Level Context:The Impression of Space
Impressions of Speed and Motion
The Impression of Size
Medium-Level Context
Low-Level Context
Summary
9. Polish Metrics
The Feel of Everyday Things
Types of Polish
Animation
Visual Effects
Sound Effects
Cinematic Effects
Tactile Effects
Gears of War
Castlevania:Dawn of Sorrow
Summary
10. Metaphor Metrics
Real, Iconic and Abstract
Summary
11. Rules Metrics
High-Level Rules
Medium-Level Rules
Low-Level Rules
Summary
12. Asteroids
The Feel of Asteroids
Input
Response
Simulation
Context
Polish
Metaphor
Rules
Summary
13. Super Mario Brothers
Input
Response
A Recipe for Mario
Horizontal Movement
Vertical Movement
Collision and Interaction
States
Context
Polish
Visual Effects
Sound Effects
Metaphor
Rules
Summary
14. Bionic Commando
Input
Response
Horizontal Movement
Collision
Camera
Context
Polish
Metaphor
Rules
Summary
15. Super Mario 64
What’s Important?
Input
Response
Recipe and Simulation
Running Speed and Direction
Modulating Upward Velocity
Switches to Ducking or Sliding States
Triggering Attack Moves
Lakitu the Cameraman
Control Ambiguities
Context
Polish
Animation
Visual Effects
Sound Effects
Cinematic Effects
Metaphor
Rules
Summary
16. Raptor Safari
Game Overview
Input
Response
Simulation
The Tow Chain
Context
Polish
Metaphor
Rules
Summary
17. Principles of Game Feel
Predictable Results
Control Ambiguity
State Overwhelm
Staging
Instantaneous Response
Easy but Deep
Novelty
Appealing Response
Organic Motion
Harmony
Ownership
Summary
18. Games I Want to Make
1,000 Marios
Window on the World
Spatial Relationships and Intimacy
The Touch
Invisible Avatars
Tune
Summary
19. The Future of Game Feel
The Future of Input
The Wiimote
Haptic Devices
The Future of Response
The Evolution of Response in Mario
Interpretation and Simulation
Interpretation
Simulation
Physical Control over Complex Objects
The Future of Context
The Future of Polish
The Future of Metaphor
The Future of Rules
Summary
Index
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Tags: Steve Swink, Game Feel, Game Designer’s, Virtual Sensation


