| name | game-feel-feedback-camera-and-haptics |
| description | Use when tuning a game action through anticipation, response, impact, timing, animation, VFX, audio-visual coordination, camera, hit-stop, particles, haptics, reduced-motion, sensory alternatives, or intensity settings. Use micro-interactions-and-feedback for ordinary UI controls. |
| metadata | {"portable":true,"category":"15-game-visual-experience","compatible_with":["claude-code","codex"]} |
Game Feel, Feedback, Motion, Camera, and Haptics
Make player actions legible, responsive and satisfying through tunable, truthful feedback that preserves control, comfort and performance.
Use When
- A movement, combat, traversal, interaction, puzzle or learning verb feels weak, unclear, delayed or overwhelming.
- Animation, VFX, audio, camera, time effects, particles and haptics must coordinate around player action and consequence.
- Camera motion, shake, zoom, hit-stop, aim assist feedback or sensory-intensity settings need a system.
Do Not Use When
- The task is ordinary button/toggle feedback in a non-game UI; use
micro-interactions-and-feedback.
- The task is product-wide non-game transition law; use
motion-design.
- The task is HUD/menu information architecture; use
game-ui-hud-and-diegetic-interfaces.
- The task is static visual pillars/assets; use
game-art-direction-and-visual-development.
- The task is physics, animation, camera or VFX code; route the approved spec to software specialists.
Required Inputs
| Artefact or context | Source | Required? | Why |
|---|
| Verb, input, state machine, authority, timing and failure model | Game design/engineering | yes | Prevents feedback from lying |
| Camera, animation, VFX, audio, haptic and performance constraints | Discipline owners | yes | Defines available channels and budgets |
| Cohorts, access needs, sensory risks and intensity policy | Product/accessibility | yes | Governs alternatives and comfort |
| Versioned prototype/build and target devices | Engineering/QA | required for tuning claims | Makes latency, frame and sensory evidence observable |
Workflow
- Select one verb and map anticipation, input recognition, start, continuous state, contact/commit, result, recovery, cancel and failure. Stop if the underlying rule or authority is ambiguous.
- State the response target and feedback purpose for each phase: control confirmation, trajectory, danger, timing, impact, reward, error, recovery or learning explanation.
- Allocate channels—pose/animation, VFX, world deformation, UI, audio, camera, time and haptic—by consequence. Keep at least one non-colour, non-audio and non-haptic path where meaning is critical.
- Specify parameters rather than adjectives: delay, duration, curve, amplitude, frequency, falloff, radius, camera axis, shake envelope, time scale, particle count and cancel/recovery behaviour.
- Provide intensity tiers and alternatives: off/reduced/default where appropriate, reduced motion, flash safety, stable horizon/reticle, camera-shake control, haptic-off, audio-caption and non-spatial feedback.
- Test latency, control preservation, camera visibility, frame pacing, interruption, repeated exposure and interaction with HUD, narrative, learning, saving and stopping states on target devices.
- Tune one variable set at a time, retain before/after build identity and failed variants, and use player-observed evidence for “satisfying,” “clear,” “comfortable,” or “fair” claims.
Decision Rules
| Condition | Action | Wrong-choice failure |
|---|
| Feedback begins before authoritative result | Signal input/attempt, not success | The game lies about state or reward |
| Camera effect obscures aim, threat, landing or horizon | Reduce, relocate, stabilise or disable by setting | Spectacle removes control or causes discomfort |
| Many channels fire at once | Rank by gameplay consequence and remove redundant noise | Impact becomes sensory clutter |
| Meaning depends on motion, colour, sound or haptic alone | Add an equivalent channel and setting | Players miss critical state or cannot opt out |
| Build/device/player evidence is absent | Return a parameterised hypothesis and test plan | Taste is reported as measured game feel |
Capability Contract
Read access to verb/state, build, device, access and discipline contracts is required. Editing is limited to authorised design/tuning artefacts. A runnable build and target-device capture are required for response/performance claims; participant testing, implementation and production mutation need separate authority.
Degraded Mode
Without a build, provide a channel-and-parameter specification marked unverified. Without stable frame pacing or authority semantics, disable timing-sensitive polish and use clear immediate state cues. Without sensory evidence, default to lower intensity and preserve off/reduced controls.
Anti-Patterns
- “Juice everything.” Fix: spend sensory intensity according to gameplay consequence and player choice.
- Camera shake as universal impact. Fix: protect targeting, horizon, navigation and an off/reduced setting.
- Success haptic or flourish before authority. Fix: distinguish attempt, pending, confirmed and rejected states.
- Hit-stop that steals control or breaks online authority. Fix: define scope, ownership, cancel and network-safe behaviour.
- Motion, colour, sound or haptic as the only critical cue. Fix: create redundant, configurable feedback.
- Tuning from memory across unlabelled builds. Fix: retain parameter sets, captures, devices, failures and player evidence.
Outputs
| Artefact | Consumer | Evidence and acceptance condition |
|---|
| Verb feedback and channel map | Animation, VFX, audio, camera, UI and engineering | Each phase has truthful purpose, owner, priority and alternative |
| Parameter/intensity specification | Implementers and accessibility | Default, reduced/off, interruption, recovery and budget values are testable |
| Tuning evidence log | QA, product and SRS | Build/device, parameters, captures, player observations, failures and residual risk are retained |
Examples
examples/paddle-impact-feedback-spec.md — a worked action-feedback specification with camera, VFX, audio, haptic, reduced-intensity and evidence decisions.
References
references/game-feel-tuning-contract.md — verb phases, channel priority, parameter schema and evidence method.
../../08-motion-and-interaction/motion-design/SKILL.md, ../../08-motion-and-interaction/micro-interactions-and-feedback/SKILL.md, and ../../07-mobile-ios-android-cross-platform/touch-gesture-and-haptics/SKILL.md — shared motion, feedback and haptic doctrine.
../../../doctrine/references/wcag-2.2-criteria.md — motion/flash/accessibility floor.