Game feel is the most overlooked aspect of digital game design. The feel of control can make or break a game, causing players to love or hate it. It is the tactile, physical sensation that exists in the space between player and game and is rarely explored in detail by creators of digital games. It's taken for granted, copied from other games, or created using brilliance and intuition. It is an invisible art, similar to cinematography in film. In a clear, non-technical style intended to be accessible to professionals, players, and aspiring designers alike, independent game designer, instructor, and lecturer Steve Swink investigates game feel as experienced by players, crafted by game designers, and measured by psychologists, giving reader the tools to measure, master, and create games that feel good. Level: All levels of game designers. Features: A companion website, www.game-feel.com, including fully playable examples that allow the reader to experience first-hand the ways Game Feel can be shaped and molded. Includes in-depth examination of many classic games from a fresh angle. Interviews with leading game designers such as Jenova Chen and Kellee Santiago (flOw, Flower), Chaim Gingold (Spore), and Jonathan Blow (Braid). --