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

386K views · 12 years ago · talk · evergreen

Jan Willem Nijman of Vlambeer takes a plain shooter prototype and adds many small tweaks one after another, such as screenshake, recoil, bigger effects and sound. Each tweak changes how the game feels, so the talk shows how polish works in practice.

HN considers it one of the best game dev talks on game feel and juice, the one that shows how much room there is for polish in interactions.

“It really shows how there's a very high ceiling for polish and _feel_ when it comes to interactions.”

16 comments from Hacker News

a
@auto2025 · in “DOOMscrolling: The Game”
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 (▶ this 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 avoid, etc. I'll stop there, don't want an absolute laundry list. Keep at it, you've got a unique foundation, it'd be a shame not to polish it up!
Strongly recommendsView on HN
a
@abetusk2025 · in “Starting game development in JavaScript with no experience”
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] ▶ this video
Strongly recommendsView on HN
m
@modernerd2025 · in “Ask HN: Recommend resources that helped your game dev journey?”
I don't think books and tutorials help that much. Playing and making games — a lot of games — might help you grow more as a designer than reading and watching YouTube. 1. Do master studies. Take a tiny environment or mechanic of a game you love and reproduce it for education, knowing you'll throw it away. Do this often. Get faster at it. 2. Ask people what their favourite game is. Play it. If it's fun to you, why? If it doesn't resonate with you, why? 3. Internalise the idea that ideas don't matter that much, execution is what matters. Good game designers can make otherwise boring games feel fun to play. (See "the art of screenshake" below.) 4. Make a lot of games. Make them small enough to finish. You don't have to release them all, but you should watch other people play them sometimes. 5. Don't listen to people who tell you not to watch YouTube for game design ideas, there are plenty of great videos out there that have positively changed how I think about game design: The art of screenshake (starts a little slow, but stick with it!): ▶ this video Designing to reveal the nature of the universe: link Game design is a search algorithm: link
Strongly recommendsView on HN
n
@ncallaway2022 · in “Twitter suspends pg's account [fixed]”
> vlambeer, if anyone knows them I absolutely love their "art of screenshake" lecture. ▶ this 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.
Strongly recommendsView on HN
d
@doomlaser2023 · in “Juice”
I believe the term comes from the game development sphere originally. Martin Jonasson & Petri Purho (creator of Noita and Crayon Physics Deluxe) gave a famous talk about it in 2010, Juice it or lose it: link Another classic talk on the same topic comes from Jan Willem Nijman in 2013, The art of screenshake: ▶ this video It's nice to see these terms being adopted by the wider software development industry, though I doubt we'll be seeing much screenshake on websites or utility apps any time soon.
RecommendsView on HN
a
@abetusk2022 · in “In-browser retro-futuristic tank game, open source”
Almost completely unrelated but I have long wanted an in-browser/real-time/javascript/FOSS 'synthwave screensaver' in the style that you sometimes see on YouTube [0]. Maybe I'll use your code as a baseline for it if I get the motivation. In terms of actual feedback, the game itself has a lot going for it. I would, at the very least, add some 'juice' to it, which would probably add a lot. There are many videos on it but the most enlightening one I found was from Nijman of Vlambeer [1]. You might need to take care with literal screenshake as it's 3d but there are many other suggestions that are relevant (kick back from firing, enemy blood/armor splatter, detritus persistence, small variations in bullet direction, etc.). [0] link [1] ▶ this video
RecommendsView on HN
y
@yetihehe2022 · in “Ask HN: How do I get started to game devevelopment/design?”
> I don't consider myself a person that good at writing stories (or anything other than programming) Read a book link > often find my games bland and boring pretty fast. Art of screenshake ▶ this video
RecommendsView on HN
y
@yetihehe2021 · in “Making Games on Your Own as an Engineer”
I would like to add one more, The art of screen shake: ▶ this video
RecommendsView on HN
t
@tripzilch2017 · in “The art of screenshake (2013) [video]”
Submitted the video to Hacker News.
RecommendsView on HN
p
@polm232016 · in “I Have Created 50 Games in 2014”
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: ▶ this 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
RecommendsView on HN
V
@Vermeulen2014 · in “Game Mechanic Explorer – examples for game mechanics, algorithms, and effects”
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 ▶ this video
RecommendsView on HN
d
@drhayes92014 · in “Ask HN: I'm building one HTML5 game per week, need feedback”
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: ▶ this video Basically, it's a bunch of interesting points on how to make action games feel more responsive and fun.
RecommendsView on HN