
Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 2013
About this video
Vlambeer's Jan Willem Nijman shows how to make an action game feel great by stacking small effects like screenshake, recoil and particles onto a basic shooter. It was presented at INDIGO Classes 2013.
Why it appears in the archive
A perennial recommendation for anyone learning game feel and juice, praised for showing concrete steps that turn a bland prototype into a satisfying game.
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From the Hacker News discussion
> vlambeer, if anyone knows them I absolutely love their "art of screenshake" lecture. [VIDEO] It really shows how there's a very high ceiling for polish and _feel_ when it comes to interactions. "Screenshake" is something that I'm sure a lot of people might look at and say: "oh, that would take 15 minutes to add", and if you're just talking about shaking the screen a bit, absolutely! But if you want to make the screenshake _really_ communicate a feeling and an emotion, there's so much more you can do.
Read original comment ↗Ultimately pretty shallow. This is more an exploration of how it feels to make a "sticky" game rather than how to actually make a sticky game. I certainly don't have any expertise or deep insight but I will say that one of the best videos I've seen on this is "The art of screenshake" by J. Nijman of Vlambeer [0]. There, he walks through what's a very basic 2d sidescroller shooter and adds in effects until it looks like an actual fun game. The idea being that layering feedback and effects so that every aspect of the game becomes more fun to play. It sounds like this podcast was focusing more on Hearthstone and Marvel Snap, both games which I haven't played but are more strategy and luck oriented than the kind of games Vlambeer makes. I think one of the insights there is that there's a non-commutative aspect of the game that allows for different strategies based on context. For example, A > B, B > C but C > A, like in rock paper scissors, or some of its generalizations [1]. I think this is what Magic the Gathering did with each of the colors. Maybe the keyword here is "mixed strategies"? Nijman's video highlights, to me, the importance of polish and how we basically understand that many core mechanics are fun and so don't need to be innovative if you add in enough polish or support around it. One other thing I'll mention is that A. Bruce who developed Antichamber had a GDC talk about his process of development [2]. One of the interesting points he made was that he got it in fro
Read original comment ↗For me, the "owl" was all the polish and game feel. "The art of screenshake" by Jan Nijman of Vlambeer [0] was what helped fill in the steps to "making the owl". I think most people with reasonable know-how can make a basic game, whether it's asteroids, flappy bird, breakout, etc. For me, I never understood how to get past the "finished the tutorial" to "looks like an actual game". Screenshake, aka game feel/polish/production effects, was what made it gel. [0] [VIDEO]
Read original comment ↗Once I gave this sometime I actually enjoyed the concept quite a bit. I think it's a novel twist on the bullet hell genre, and I'm a sucker for single button/input style games. I'm playing on a mouse, specifically a Logitech G502 that I can "unlock" the screen wheel to be almost frictionless, which to me feels like the right meta for a game like this. Couple constructive criticisms: - Is there a pause button that I'm missing? If not, add one, I want to actually play this more but I need to be able to take breaks - The beginning is too easy. I'm biased as I like difficult games that encourage mastery, but I found myself dying early on runs because I was getting impatient with how slow the early progression is - I haven't played enough yet to know whether monsters eventually come from the top, but eventually they should, it would greatly increase the difficulty curve - Hitboxes feel a little meh, and don't seem to match the sprites - If there's sound, it wasn't working for me, which leads to... - Pump up the juice. You've got a great core loop, but you need the juice. One of my favorite game dev talks of all time would be perfect for you to watch and iterate with ( [VIDEO] ) - Monster diversity. Again, maybe I didn't play long enough yet to get to newer monsters, but from what I can tell the only diversity is their looks, health, and approach angle. Monsters that are faster and incentivize different movement, or that shoot back at you, or blow up after shooting so you have to a
Read original comment ↗Great games! Great start! Here's a talk you might be interested in from one of the guys who made "Ridiculous Fishing" on the Art of Screenshake: [VIDEO] Basically, it's a bunch of interesting points on how to make action games feel more responsive and fun.
Read original comment ↗I love these interactive demos of game dev techniques. Another great one is this Aztez post on fighting game effects - [LINK] - and Vlambeer's demo in their 'art of screenshake' talk [VIDEO]
Read original comment ↗Here's Ryan Clark (Crypt of the NecroDancer) writing about what makes a game commercially viable: [LINK] Here's Jan Willem Nijman of Vlambeer discussing a large number of small improvements that make games feel good: [VIDEO] Here's Rami Ismail, also of Vlambeer, explaining how making a game a week helps you develop an intuition for some parts of game making: [LINK] Here's a talk by Sid Meier (Civilization) about Interesting Decisions: [LINK]
Read original comment ↗The core essence of a video game is the game feel (which not everyone likes, because it's ill-defined). How does a player interact with a game? Via game mechanics. No amount of polish is going to make up for horrible game mechanics. Jan Willem (of Vlambeer), who hates the phrase "game feel", talks about it through a simple iterative process of improving game mechanics. See: [VIDEO]
Read original comment ↗