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 Telemetry-First Prototyping: How Small Teams Use Mass Automated Playtests to Iterate Like Live Services Yoo plus 2026-01-14 0 Telemetry-First Prototyping is a practical approach that lets small teams run mass automated playtests, surface real failure... Read More Read more about Telemetry-First Prototyping: How Small Teams Use Mass Automated Playtests to Iterate Like Live Services