GDC Festival of Gaming is part of the Informa Festivals Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

March 9-13, 2026
Moscone CenterSan Francisco, CA

Agenda

'Battlefield 6': Game Feel is the Message

Jac Carlsson  (Game Designer, EA DICE)
Location: Room 2005, West Hall
Date: Monday, March 9
Time: 10:30 am - 11:30 am
Pass Type: Festival Pass, Game Changer Pass - Get your pass now!
Audience Level: All
Track: Design, Game & Production Technology
Format: Lecture
Vault Recording: Video
Audience Level: All

What makes a first-person shooter game actually feel great? Join Jac Carlsson, 3C and Game Feel designer on Battlefield's latest title as well as lifelong professional dancer/choreographer, for a dynamic exploration of the art and science of "game feel". This session places special emphasis on the responsive, kinetic sensation of "gun feel" at the core of Battlefield 6's first-person combat.


Game feel isn't a feature you print on the back of the box, it's that elusive experience when player intent and the qualitative aspect of the game's response meld seamlessly. Drawing on his background in movement, Jac delves into how the body and perception is surprisingly central to every moment of play, and why input as a physical mechanic sets games apart as a medium.


This lecture reframes game feel theory: why aligning perception and gameplay, technically and audio-visually, is at the heart of the medium, unlocking new creative thinking in design. Jac demystifies practical game feel design in combat mechanics and procedural animation, breaking down how the team crafted a responsive, tactile, and satisfying experience. He also explores how "perceived latency" and the "behavioral quality" in visuals and audio is just as critical as technical performance.


Game feel is a multidisciplinary field. Whether you're an engineer, designer, animator, artist, or sound designer, you'll gain insight into what makes great FPS game feel emerge by design.

Takeaway

Attendees will leave with actionable insights on how to think about, recognize, analyze, and directly improve game feel in their own projects. The lecture will deepen their creative understanding of game feel theoretically as well as practically, and why it's the beating heart of modern games. If you care about making responsive, memorable, and meaningful experiences, this talk will change how you see, and design game feel.

Intended Audience

This session is for designers, animators, engineers and largely any creative in game development interested in game feel, gunplay, and audio-visually satisfying interaction in games with emphasis on first person shooter combat. Attendees should have a basic understanding of first person shooter mechanics, but no deep technical expertise is required, just curiosity about the craft of game feel.