Talk at OXO, Video Game Museum – Kinesthesia

Hi, my gamedev pals!

Last week I was invited to OXO, Video Game Museum, in Madrid, to talk about Game Design. I decided to talk about the importance of Kinesthesia in video games, a concept that even nowadays is a bit ignored and it’s one of the most importance elements to improve the game feel.

This talk target was current professionals in the sector.

In this talk we learned how Kinesthesia can affect Game Feel, and how to use it as a tool to improve players immersion:

  • Hardware
    • Custom controllers ➜ Guitar Hero, PlayStation Move
    • VR & AR ➜ Body Movement and Screen Distance
    • Camera ➜ Just Dance, EyeToy
  • Software
    • Camera Movement
    • Animation Principles
    • Input Layers
    • Visual Effects

  • Camera Movement
    • Headbob
    • Sway
    • Shakes
    • Shaders & Other Effects
    • FOV
  • Styles
    • Less is More ➜ Devil May Cry 5, 2XKO
    • More is More ➜ God Of War, Tekken
    • Shooter examples
      • Guns ➜ Weapon Sway, Close Collisions, Sight
    • Fighting examples
      • Paused Games ➜ More camera movement
        • Tekken
        • Dead or Alive
      • Dynamic Games ➜ Less camera movement
        • 2XKO
        • Guilty Gear
    • Other
      • Hack & Slash, RPG, etc.

I am very happy for this opportunity and sharing a bit of my knowledge with the current developers. I will try to be there a few more times in the coming years 💪.

Best wishes! 🤗