"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 create the meta-sensation of involvement with a game. The
understanding of how game designers create feel and affect feel are only partially understood
by most in the field and tends to be overlooked as a method or course of study yet a game's
feel is central to a game's success. This book brings the subject of feel to light by
consolidating existing theories into a cohesive book. The book covers topics like the role of
sound ancillary indicators the importance of metaphor how people perceive things and a
brief history of feel in games.The associated web site contains a playset with ready-made tools
to design feel in games six key components to creating virtual sensation. There's a play
palette too so the desiger can first experience the importance of that component by altering
variables and feeling the results. The playset allows the reader to experience each of the
sensations described in the book and then allows them to apply them to their own projects.
Creating game feel without having to program essentially. The final version of the playset
will have enough flexibility that the reader will be able to use it as a companion to the
exercises in the book working through each one to create the feel described.