Creative teams have a plan for each part of their production. Each game sequence has a goal that leads to an emotional reaction, at least on paper. Then, narration and audio-visual assets become the tools that turn this emotion into reality. Narration, for example, is a key component on the Quantic Dream” game studio main licenses.

However, without a way to measure the player’s emotion in real-time, there is no way to assess the effectiveness of the tool or mean. Only the overall feelings are measurable, which means that statistically, the emotion felt the most by the players will become the reference that describes the content.

In cognitive perspective psychology, we know that the human learning process connects deeply with emotions. Emotions illustrate personality factors, and are the result of past life experiences. Each individual has his or her own way to react to a situation. In a few words, to make content memorable, the player has to feel emotions.

With OVOMIND’s technology, the emotional reactions are interactive, and the assessment with the game designer’s plan is live. For example, if one sequence of a game was designed to create joy, and no sign of joy is detected, the AI can propose more audio-visual events to reach this goal and make the sequence memorable not only for the majority, but for each individual player!

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