Lens #1: The Lens of Emotion

The first article of my game design diary, probably not daily. If you have recommendations or ideas you want to share let me know in the comments section below.

I look through the first lens of the book The Art of Game Design: A Book of Lenses written by Jesse Schell on our game, the emotion lens. There are three questions

  • What emotion shall my player experience?
  • What emotion do they have now?
  • How can I bridge the gap between these emotions?

The player should experience a powerful feeling using the guns, it’s a gun porn game and everything should be around these guns and ammo. The better the experience of these guns the better.
Cute characters should provide a playful experience.
As well it should have a badass experience with those badass comments.

When I play the game using the guns is already very nice, the kickback (camera and player), shell ejection, and also the sound is nicely put together and it feels really good to fire the weapons. As well the enemies are easy to kill which makes the feel of powerful guns even stronger. I have to be care full not to rush to the more powerful guns as this is the trophy of finishing levels. I probably need a lot of guns
I need to add more cuteness to it, the heart emoji is just one that needs to be improved. I like the minion’s way of speaking, so I want to add more of that to improve that "it is cute" emotion.

To improve it I have the following points on my list

  • Add more bass
  • Improve the flashlight
  • Add more weapons
  • Design the levels that I can use the weapons a lot
  • Add badass comments
  • Add more cute sound and animations if we accomplished something.

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