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Games are about emotions.

Anton Slashcev

Games arenโ€™t just about mechanics.

Theyโ€™re about emotions.

Hereโ€™s how to design games that evoke emotions:

๐ŸŽฎ ๐—š๐—”๐— ๐—˜๐—ฃ๐—Ÿ๐—”๐—ฌ
โ€ข Systems: Mechanics, core loop, difficulty
โ€ข Emotions: Fun, curiosity, and mastery

๐Ÿ“ˆ ๐—ฃ๐—ฅ๐—ข๐—š๐—ฅ๐—˜๐—ฆ๐—ฆ๐—œ๐—ข๐—ก
โ€ข Systems: Unlocks, skill trees, rewards
โ€ข Emotions: Anticipation, joy, and the drive to push forward

๐ŸŽจ ๐—”๐—ฅ๐—ง & ๐——๐—˜๐—ฆ๐—œ๐—š๐—ก
โ€ข Systems: Cohesive style, animations, characters
โ€ข Emotions: Immersion, exploration, and game feel

๐Ÿ–ฅ ๐—จ๐—œ & ๐—จ๐—ซ
โ€ข Systems: Screens, user flow, icons
โ€ข Emotions: Intuitive understanding and smooth navigation

๐Ÿ“š ๐—ง๐—จ๐—ง๐—ข๐—ฅ๐—œ๐—”๐—Ÿ๐—ฆ
โ€ข Systems: Soft & hard tutorials, visual hints
โ€ข Emotions: Competence and those satisfying โ€œahaโ€ moments

๐Ÿ’ฐ ๐— ๐—ข๐—ก๐—˜๐—ง๐—œ๐—ญ๐—”๐—ง๐—œ๐—ข๐—ก
โ€ข Systems: Offers, ads, in-game currency
โ€ข Emotions: Balancing “pain” with fairness and value

๐—Ÿ๐—œ๐—ฉ๐—˜ ๐—ข๐—ฃ๐—ฆ
โ€ข Systems: Events, leaderboards, challenges
โ€ข Emotions: FOMO, excitement, and social engagement

Donโ€™t just build game systems.
Build experiences players will feel.

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