Cum on feel the game
Steve Swink (of IGF and dinosaurs fame) is gentleman and a scholar. As evidenced by the impending dropping of his first book, Game Feel: A Game Designer’s Guide To Virtual Sensations. The book is available for pre-order at Amazon.
But wait a minute… what does this have to do with kokoromi you ask? Not Much. Except i designed the freakin cover, that’s what.
Now that the cat’s out of the bag, i can share with you the joys and pains of game design textbook cover design. Me and Steve agreed that id crank out a few quick mock-ups to figure out what kind of direction we should go in. What follows is said mock-ups. In chronological order, no less.
But First, behold: the original cover, submitted to Steve by his publisher. GASP!

Im not even gonna make a joke here. It would be like making fun of a child who was born just a torso. You know what? Fuck you Torso Kid, you’re an abomination and an eye-sore. there.
Alright, on the the mocking-up then.

The first mock-up i sent to Steve was this trippy little number. He liked the idea of the hand from the rejected cover, and he showed me a couple of his own sketches, all involving hands. Feeling hands. And so i figured: let’s go with the hand. Steve’s first comment was that you couldn’t read shit. I disagreed. You just have to squint. But Steve wasnt for squinting, infact, he was down right against it.

Next up was a slight variation on the same theme of hands that feel. Here i went for a bit of Virtual Boy on drugs look. But Steve thought it just didn’t look gamey enough. The only game-like element was the polygonal look of the hand, which was a result of me just quickly free-handing the shape with the polygonal lasso. But he liked that, so much infact that when you buy your copy of the book, you’ll get to enjoy all the polygonal goodness that survived to the final version.

Then came along the first version of what would essentially make it to the printer. A hand that feels RAINBOWS.Because rainbows are gamey, right? The very first version featured flat, straight lines, to which i added weird ethereal non-drop shadows, and 45° angles, because as we know, 45° angles are synonymous with the future. Ive always associated rainbow-like arrays of colors with personal computers and the game i played on them. Remember back in the days when to be a real software company all you needed was to have some kind prism-like display of colors in your logo? I do. Every time it rains on a sunny day, i look up and see a Commodore 64 logo. Steve liked this version and encouraged me to keep going in that direction.

First little tweak was getting rid of the weird shadows and replacing them with a much more tactile layered-look. I thought the fact the rainbow seemed carved into the background would help communicate the idea of game feel, of the tactile and sensual feel of virtual objects. I also decided to try a more organic hand. I thought an organic hand touching a digital world would make more sense.

By then i had been starring at the same stupid hand and rainbow for about a month and was due for a completely different kind of hand and rainbow. A circular one! Allow me to explain the concept of this design. Videogame Information is represented by raibow. Player sees the rainbow, which enters his head, there, the information is analyzed and understood as something way sensual, which is then felt by the MIND HAND, which is also, the hand in the game. In any case, its not your real hand that feels, its your MIND HAND. I really fucking love this one. Its in rought mock-up shape here, but still, look at it!
A round that time, Steve had conducted a little poll to find out which cover his developer and academic friends preferred between the original abortion and the original rainbow hand. Rainbow hand closed into a rainbow fist and beat the shit out of the other one. The idea here was to gather enough data suggesting that the old cover sucks and the new is awesome to convince the publisher to let Steve sub-contract me. They only ended up agreeing something like 2 weeks ago.
So when the results came back, they did with a bit of feedback. The main issue was still that the graphic didn’t seem gamey enough, that the cover simply didnt suggest a videogame design book, despite having in it the word GAME twice.
Gamey Game Game Game: Let’s Make A Game! was suggested and promptly shot down. Another concern was that with its desaturated colors and beige background, the cover simply looked too retro. Which is bullshit. Retro is awesome.

And so then i told Steve, i told him: Listen, Steve! If it aint gonna be beige, it’s either gona be white or grey. In an attempt de de-retro-ize (modernize?) the design, the colors we’re replaced by a much more high-tech and current array of CMYGB, and AvantGarde was replaced by a standard 5×3 pixel font. Because you know… games, pixels. At the point i realized right-heavy layout and grey background somewhat reminded me of a NES cartridge, with its label on the side. A white hand option was also introduced, just because it worked well on the white BG. Oh and the text was moved out of the hand for absolutely no reason at all.
We were getting close! Steve ended up asking me to go with a grey background, and to go back to Avantgarde. And so i started work on the first non-mock-up, print-ready version to submit to the publisher.

Almost there now! The near-final version featured black hand, grey background and a much richer texture inside the rainbow. I ended up using a mix of the weird shadow and “slices” styles. The text was reverted to AvantGarde, and the word game was outlined. For some reason, i found outlined AvantGarde bold to be extremely gamey. I have no idea why.

And finally, the publisher disagreed with me on the subject of the gameyness of outlined AvantGarde bold, and switched it back to solid back and the hand was turned white (racial commentary?). Steve ended up tweaking the hand’s pose to make EVEN MORE FEELIER. And there you have it. The final cover. I personally prefer the retro color scheme (obviously i have a thing for retro graphic design), but that’s how things work when you for others, which im not all the used to. So hey! Learning experience yay!
Sadly, i don’t have a better resolution than this (that’s the amazon file) because when publishers make change to your work, they dont bother sending you back shit.
And THAT’s how you design a cover for Steve Swink’s GAME FEEL: A GAME DESIGNER’S GAME TO VIRTUAL SENSATION!!!











Comments 9
Very nice, Fish! It’s amazing to see your designer-mind work step-by-step.
I too like the retro one better (the first beige one with the black poly-hand and sharp-shadowed rainbow). I remember seeing books that looked like that when I was a kid. Some still lurk in the library stacks, or so I’m told.
Posted 16 Jun 2008 at 9:58 am ¶Yeah, the retro designs are wonderful! They bring back all sorts of warm memories of old programming textbooks and snowy PBS shows from the TV channel we barely received.
Posted 17 Jun 2008 at 6:11 pm ¶Hells yeah! I actually preferred the original retro beige one, but I’m happy with how the final turned out. With a little luck and a lot of caffeine, the book might live up to the cover.
Only time will tell.
Posted 17 Jun 2008 at 6:35 pm ¶Oh man, your first mock-up is my favorite. It looks awesome and hurts your eyes a bit. Fantastic.
Posted 18 Jun 2008 at 8:26 am ¶maybe they could sell the cover as a standalone, and sell the content as an “official companion” to the cover.
Posted 18 Jun 2008 at 10:01 am ¶Rainbows remind me of the old Activision logo, so I can understand your thinking.
Well, Ok, they usually make me think of rain, but sometimes, just sometimes, the Activision log.
Posted 18 Jun 2008 at 2:49 pm ¶please tell me you have a “bloopers” version where the hand is flipping everyone the finger!
Posted 18 Jun 2008 at 3:34 pm ¶there’s also a pop-up version inside that punches you righ in the ear.
Posted 18 Jun 2008 at 8:39 pm ¶Somehow the first cover looks like an awful pair of 1980’s swim shorts…
Really, the final design(s) are great! Nice effect on the rainbows contrasting with the flat solid shapes of the hand and text.
I’ve got a bookmark that has a pop-up which I use to pick my nose whilst reading.
Posted 02 Aug 2008 at 4:48 am ¶Trackbacks & Pingbacks 2
[…] Two years ago, independent game designer Steve Swink wrote an amazing, brilliant manifesto titled “Principles of Virtual Sensation.” In this design primer, Swink lists the tenets of movement and animation, and how these principles correspond to virtual sensation, which in turn makes for what Swink simply calls “good-feeling gameplay.” But what is virtual sensation? Swink explains: Driving a car, you have a very strong sense of the position of that car, the feel of steering and controlling it, of mastery. This is the ability that every person who’s ever learned to drive a car has: the ability to extend precise control over something outside your body. There is a great amount of pleasure in the learning and eventual mastery of such a motion translation. […] Many people also find this pleasure in video games, where it is both distilled to its essence and free of the constraints and dangers of more physical activities. You can change the turning radius of a car, but you can’t change gravity. This experience of control is derived from an artificial kinesthesia. This is the “feel” of the game, the thing that makes your mom lean left and right in her seat as she tries to play Rad Racer. If the manifesto leaves you wanting more, don’t worry! Steve Swink’s Game Feel: a Game Designer’s Guide to Virtual Sensation is over 300 pages of game design philosophy, with plenty of insights from Swink’s indie design peers. (Incidentally, Phil Fish of Fez designed Game Feel’s cover jacket.) […]
[…] The making of a book cover. (via Book Covers Blog) […]
Post a Comment