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Game Feel: A Game Designer's Guide to Virtual Sensation
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Game Feel: A Game Designer's Guide to Virtual Sensation

3.90  ·  Rating details ·  216 ratings  ·  13 reviews
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 where game design is concerned. They ...more
Paperback, 358 pages
Published October 1st 2008 by CRC Press
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3.90  · 
Rating details
 ·  216 ratings  ·  13 reviews

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Stacey Mason
Feb 13, 2013 rated it really liked it
Recommends it for: game designers
Shelves: research
Game Feel is an interesting look at the phenomenon of controls in video games having "feel," whether they feel "floaty", "heavy", etc. Swink discusses at length what each of these descriptors means and how they are achieved. By examining these phenomena and illustrating his points with several case studies of popular games, Swink is able to construct metrics for defining game feel and ideas for how game designers can best use it to create their desired user experience. The book is filled with in ...more
Jordi de Paco
Feb 25, 2015 rated it it was amazing
Game Feel explains very important things, it's been a very useful read. However, it would have been even better if it had half the amount of pages. The author repeats itself over and over again leaving you with a constant feeling of "OK, OK, I GET IT". - Besides that, I recommend this book to whoever wants to improve the pleasure, feedback and control of his games. Swink details a series of principles for game feel that work as wonderful metrics for any design.
Feb 06, 2019 rated it liked it
The book was good it described one of important element in game designing .
Sometimes while reading i felt board because of the same thing repeating and so much of unnecessary stuffs and i either felt confused or difficult to understand because the vocabulary was difficult it was more of a research vocabulary not common for any readers.
But overall was good and had good points.
Paul Yan
Aug 10, 2011 rated it it was amazing
Shelves: design, games
A deep analysis of what makes the sensation of virtual tactility feel good laced with a manifesto for making future games deeper and more satisfying using high level rules. Great read
Barret Gaylor
Jul 09, 2015 rated it it was amazing  ·  review of another edition

This is a book on a particular aspect of game design that people don't really talk about much, but it is really worth your time to read.
Jan 31, 2019 rated it liked it
This book shares some essential concepts about game design and the many diagrams and pictures made it a pleasurable read.

Unfortunately, there are some severe quality issues:

Firstly my hard copy of the book has two blank pages that were not supposed to be empty.

Secondly the other introduces the book as half-theory, half-practical - telling you to play with the practical examples when prompted by the book because that's how you'll learn the most. However, 90% of these examples are no longer workin
Nick Carraway
Nov 26, 2015 rated it liked it
1) "In each [game], a device overwrites one of my senses. The screen becomes vision, speakers hearing and rumble motors the sense of touch. The feedback from these devices enables me to experience things in a game as if they were objects in my immediate physical reality. I have the sense of moving around a physical space, touching and interacting with objects. The screen, speakers and controller have become an extension of my senses into the game world. The game world becomes real because the se ...more
Ivan Savić
Jan 13, 2019 rated it liked it
There is nothing eye opening or something you as a gamer didn't know previously. Everyone knows about it but noone talks about it, as the author himself said. And that is why this book is good, it breaks down what makes a game feel, and although you know most of that, it just makes you to think more of those aspects of games.
Wesley Machiela
Jul 24, 2018 rated it liked it
I didn't end up reading the entire book. I was more interested in looking at how game design can change the motivation of the player through out a game. There were some great details here that I could see myself using in a classroom setting with students!
Barclays Connect
Aug 01, 2017 rated it really liked it
Really good incite into what makes a game feel good. Lots to think about in my own projects. Will probably reread this at a later date. If you are a game designer or in the industry at all its worth a read.
Justin Liew
Apr 25, 2013 rated it liked it
This book covers a topic that no other game design book I've read covers, and this is both to its detriment and benefit.

Pros: covers game feel from the input device up through to the metaphor and rules of the game.
Cons: there's a lot of tedium in this sort of treatment. Describing input devices, dead zones, and the like, and analyzing multiple games from these angles became a bit redundant.

I think the book could be shorter: the first and last sections were interesting to read while the metric s
Jacinto Quesnel
Oct 26, 2010 is currently reading it
A must read for game artists, programmers and game designers at large.
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