Art Theory

Jan Willem Nijman – Vlambeer – "The art of screenshake"



Dutch Game Garden

INDIGO Classes 2013: Jan Willem Nijman is 50% of indie power house Vlambeer. He talks about ‘The Art of Screenshake’. Why is it that one game plays great and another, similar game feels terrible?

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36 thoughts on “Jan Willem Nijman – Vlambeer – "The art of screenshake"
  1. When my mom arrives with a specific perfume on my side, I remember gunbound at his best time. So, I think you can apply smells to games.

  2. Always remember to repent of your sins (sin is transgression of YAHUAH’S LAW: Genesis, Exodus, Leviticus, Numbers, & Deuteronomy) And Have Belief On YAHUSHA HAMASHYACH. HE Died and Rose Again On The Third Day So that you can be forgiven of your sins!

    HE Loves you! Come to HIM!🙂🙂🙂

  3. List of game feel additions mentioned by JW:

    7:24 shitty platform shooter
    8:28 basic animations and sound
    9:03 lower enemy hp
    9:28 higher rate of fire
    9:45 more enemies
    10:13 bigger bullets
    10:39 muzzle flash
    10:58 faster bullets
    11:19 less accuracy
    11:46 impact effects (when bullets collide, add an effect)
    12:10 hit animation
    12:42 enemy knockback
    13:18 permanence
    14:49 camera lerp
    15:27 camera position
    16:36 screen shake
    17:15 player knockback
    18:06 sleep (momentary pause when hitting enemy)
    19:52 gun delay (animation)
    20:01 gun kickback (animation)
    20:23 strafing
    20:36 little shells
    21:43 more bass
    23:16 super machine gun
    23:54 random explosion
    23:59 faster enemies
    24:40 more enemies
    25:09 even higher rate of fire, camera kick (move camera in opposite direction of shooting)
    26:47 bigger explosions
    27:54 even more permanence (smoke in explosion)
    29:04 meaning (player can die), death animation
    31:00 game balancing

  4. There's some good tips there on aesthetics and "juice", delivered by someone who seems to be under the influence of some substance or the other. They made some successful games, sure. I just value humility above arrogance so the video did not appeal to me that much and I felt I was wincing more than feeling enlightened by it.

  5. Jan: I put a sleep(20) when every enemy dies
    Also Jan: Put more enemies and more bullets because it's more fun
    Me playing Nuclear Throne: Why does it freeze when lots of enemies dies at once? wtf This is a powerful computer

  6. I think with regards to screenshakes (related to one of the questions at 32:30) most of the recent games have them as configurable and even can be disabled.
    Adding details with game feel is great, but allowing the player to customize his game feel is even better.
    If screenshake or any other visual detail is part of your wanted game feel, have it less (or not) customizable.

  7. This helped me to loose my sense and attitude to stick to realistic small bullets and being logical… Games are for fun … not to learn something new other than what actual world is teaching us … so put as much nonsense as possible to make it fun …. Thanks A lot ….. am developing a game will try to use everything I learned here …

  8. The reason why the camera lerp and the gun lag feel good is because it makes both of those objects act like they're physical objects with inertia.

  9. Jeez his pretendious way of acting stupid and like he doesn't know about anything is so cringy and annoying.. Otherwhise good thinks to keep in minds when developing a game

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