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CS4455: Game Feel Intro Blair MacIntyre blair@cc.gatech.edu CS4455.

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Presentation on theme: "CS4455: Game Feel Intro Blair MacIntyre blair@cc.gatech.edu CS4455."— Presentation transcript:

1 CS4455: Game Feel Intro Blair MacIntyre CS4455

2 Text: Game Feel Steve Swink
Focused on how to create experiences that feel good to play CS 4455

3 Game Feel CS 4455

4 What is Game Feel? What does it mean for a game character to feel
Floaty? Heavy? Loose? Twitchy? Three parts Real-Time Control Simulated Space Polish CS 4455

5 What is Game Feel? A definition
“Real time control of virtual objects in a simulated space, with interactions emphasized by polish.” CS 4455

6 (activity) CS 4455

7 Experiences of Game Feel
Aesthetic Sensation of Control Pleasure of Learning, Practicing, Mastering Extension of the senses Extension of identity Interaction w/ unique phys reality CS 4455

8 CS 4455

9 Human Perception and Interactivity
Ch2 is essentially asking Can we be more precise about what real-time control means from a people and computer side? CS 4455

10 CS 4455

11 Understanding People 3 parts, from HCI
Model-Human Processor: how people perceive and react to the world Correction Cycle: what this means in practice for building reactive systems Fitts’ Law: a remarkably resilient model that combines target size & distance to predict how long it takes to touch something CS 4455

12 Model-Human Processor
CS 4455

13 CS 4455

14 CS 4455

15 Correction Cycle Perceive Pe-plan Execute Repeat! CS 4455

16 Fitts’ Law Predict how fast you can move to select a target
Ballistic motion w/ correction cycle Physical motion; mouse; touch screen; etc. CS 4455

17 Meanwhile, on the Computer Side …
Must respond to human input before next perceptual cycle < 100ms Smooth motion requires 10fps anyway, so need to run that fast 30 or more better CS 4455

18 Implications Perception requires action Perception is skill
Perception includes previous life experience Perception is a whole-body experience Tools become extensions of our bodies CS 4455

19 A Model of Interaction CS 4455

20 P1: Same game structure, two different feels
Simple side-view, orthographic “platformer” Avatar can jump between a few platforms Simple avatar circle + rectangle coordinated movement Two different feels Heavy, powerful, on earth Light, quick, on moon CS 4455


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