Gaming Pulse-Controlled Difficulty: Using Low-Cost Biofeedback to Sculpt Player Emotion in Indie Games Yoo plus 2026-01-27 0 Pulse-Controlled Difficulty is an approachable design pattern that uses low-cost biofeedback—most commonly heart-rate and skin-conductance sensors—to adapt... Read More Read more about Pulse-Controlled Difficulty: Using Low-Cost Biofeedback to Sculpt Player Emotion in Indie Games
Gaming Playtest Like a Conductor: Turning Live Telemetry into Adaptive Difficulty and Narrative Beats Yoo plus 2026-01-17 0 The phrase “Playtest Like a Conductor” captures the idea of using live telemetry to orchestrate adaptive difficulty... Read More Read more about Playtest Like a Conductor: Turning Live Telemetry into Adaptive Difficulty and Narrative Beats