GAME DESIGN

Game Design - Game Feel and Juice

Game feel (sometimes referred to as “game juice“) is the intangible, tactile sensation experienced when interacting with video games. The term was popularised by the book Game Feel: A Game Designer’s Guide to Virtual Sensation written by Steve Swink.

The term has no formal definition, but there are many defined ways to improve game feel. The different areas of a game that can be manipulated to improve game feel are: Input, Response, Context, Visual Aesthetics, Polish and Sounds.

The goal of good game feel is to immerse the player in an engaging and rewarding experience. A way to test game feel is to see if interacting with a game’s most basic mechanics feels satisfying. At minimum, the game should feel engaging to play even after the plot, points, level design, music, and graphics are removed; if it is not, then the game may suffer from poor game feel.

 

Things to Consider:

  • Input – the means by which a player can control the experience / game, is it fun to Move / Jump / Shoot?
  • Response / Feedback – how the game interprets and reacts to player input, actions, controls and the physics.
  • Context – Input and response in the environment that gives meaning to the player’s actions. Is it believable.
  • Visual Aesthetics – Visual aesthetics that add details to the game world that make it feel more vibrant and connected.
  • Polish – These are the extra details that influence the player’s senses.
  • Sounds – Audio emphasis on the the interactions between objects in the game. 
Splashy - Voodoo

Splashy!

Publisher: Voodoo
Shortcut Run - Voodoo
Brush Hit - Voodoo-1
 
Publisher: Voodoo
Roof Rails - Voodoo
 
Publisher: Voodoo
Dancing Line - Cheetah Mobile-3
Jumanji - Epic Run - Crazy Labs-1
 
Publisher: Crazy Labs
Sky Dancer - Topebox.co Ltd

Juice it or Lose It

Add Juice to any game