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Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 2013

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Further reading 1

Caption notes

At INDIGO Classes in 2013, Jan Willem Nijman uses a shooter prototype to explain feedback. In his account, a hit animation tells players what their attack changed, while spent casings or traces of combat can show what happened earlier. He also distinguishes presentation effects from changes to play: recoil affects movement, giving players a reason to release the fire button at times. In the Q&A, he says the team added an option to turn off screen shake after some players felt nauseated. He recommends testing with other people because developers get used to effects and can learn to work around problems. This guide draws on his design explanations and experience. The screen, sound effects and playtest results were not independently checked.

Archived captions (transcription method unspecified) ↗
Original passages · 2
you communicate the changes the player put into the game
Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 2013 · ▶ 12:15–12:22
disable the screen Shake because some people were getting really nauseous
Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 2013 · ▶ 32:21–32:27

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