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Game Feel and Juice Print

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Why actions feel good.

WHAT GAME FEEL IS

The tactile sensation of controlling something.

WHAT PRODUCES IT

Immediate response to input Animation communicating weight and force Sound reinforcing impact Camera movement responding to action Particles and effects marking events

WHAT INPUT LATENCY DOES

Anything beyond a few frames feels sluggish, even if players cannot name why.

WHAT TO MINIMISE

The delay between input and visible response.

WHAT ANTICIPATION AND FOLLOW-THROUGH PROVIDE

Actions that read clearly and feel weighted.

WHAT SCREEN SHAKE DOES

Conveys impact, in small amounts.

WHAT IT DOES IN LARGE AMOUNTS

Causes discomfort and obscures the action.

WHAT HIT PAUSE IS

A brief freeze on impact.

WHY IT WORKS

It emphasises the moment and lets the player register it.

WHAT AUDIO CONTRIBUTES

More than most developers expect. Muting a game reveals how much.

WHAT TO ADD CAREFULLY

Effects layered until the action reads well, then stopping.

WHAT OVER-APPLICATION PRODUCES

Visual noise that hides what matters.

WHAT TO TEST

Whether the action still reads at speed, with everything happening.

WHAT TO ALWAYS PROVIDE

Options to reduce shake and effects, for players who need them.


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