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Video: Is your game 'juicy' enough?

[Note: To access chapter selection, click the fullscreen button or check out the video on the GDC Vault website]
August 23, 2013 | By Staff

August 23, 2013 | By Staff
More: Indie, Design, Video, GDC

According to independent developers Martin Jonasson and Petri Purho (Jesus vs. Dinosaurs), the best way to make a satisfying game is to make it "juicy" -- the "juicier" your game is, the more fun it will be to play.

Now what exactly does that mean? "Juicy things are things that wobble, squirt, bounce around, and make little cute noises; it's sort of a catch-all phrase for things that make a game more satisfying to interact with," Jonasson explained during a presentation at this year's GDC Europe. "Juice is typically auditory or visual, but it doesn't really need to be…it's about maximum output for minimum input."

Purho, who also created the 2009 hit Crayon Physics Deluxe, added, "If a game's juicy, it's way more fun to interact with it and it feels more professional. It doesn't matter if the graphics are crappy, but if it lacks that interactivity, it feels off."

Using a simple Breakout clone as an example, the pair demonstrated how developers can tween, stretch, or squeeze in-game objects to give their titles a sense of life. All of their tips are very simple to implement, and Jonasson and Purho believe that these final touches can turn a good game into something truly special.

Throughout their GDC Europe presentation, the pair offered even more tips for making "juicier" games, and you can check out their full talk in the above GDC Vault video.

About the GDC Vault

In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC and GDC Europe already have full access to GDC Vault, and interested parties can apply for the individual subscription Beta via a GDC Vault inquiry form.

Be sure to keep an eye on GDC Vault for even more new content, as GDC organizers will also archive videos, audio, and slides from other events like GDC Online, GDC China, and GDC 2013. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS.

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Alex Kolakowski
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On the topic of "You can never have too many particle effects..." This may be true for programmer art games but when you have an artist, or team of artists, you might want to settle with a responsible amount of particle effects so as not to completely cover up the hard work of those animators and artists.

Ian Snyder
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Awesome talk, I love how you made the game to show how it works.