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.