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CDT

Emotional Director

Surface Labels

Emotional pacing Scene craft Message-first Controlled immersion Delivery bar
CDT character

Emotional Director

A game is a medium for emotion and meaning; what players feel is the final product.

Core Traits

CDT defines a game as "what players feel, and what they remember". They place rules and content along the emotional line, and control experience density through scenes and pacing.
They know the same system becomes a different game depending on order, context, and the timing of feedback, and they design that difference intentionally. In short, CDT is strongest when they define message and emotional arc first and then deliver controlled immersion through scene craft and pacing.

From a psychology angle, the Peak-End Rule helps explain why players remember experiences by the most intense moment and the ending, not the average. CDT translates that into pacing: deciding where to build tension, where to release, and what to make the climax.
That's why CDT can turn the same content into something far more memorable.

In practice, CDT isn't blind to budget and schedule risk. They judge less by "is the presentation too much" and more by "does it achieve the goal".
They cut unnecessary flash, but they push the full mix of scenes, UI, sound, and animation that is required to hit the emotional target (tension, release, guilt, achievement, fear, tenderness). Teams with CDT often see scattered features bind into a single experience, and players are more likely to say why they played the game.

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Core Values

North Star

A game is a medium for emotion and meaning; what players feel is the final product.

Situational Behavior

  • When requirements are vague, you lock the emotional goal in one sentence, then place systems, content, and presentation to support that goal.
  • In technical trade-offs, you weigh how instability, stutter, or latency breaks pacing and undermines emotional delivery.
  • Under schedule pressure, you protect the spine: keep the critical scenes and simplify the rest rather than bloating content.
  • When feedback conflicts, you separate intended message from actual player feeling and adjust framing, pacing, or feedback to close the gap.

Operational Style

  • You tune difficulty, rewards, and information density in service of the emotional arc, not just numerical fairness.
  • You iterate via playtests because the combined effect of dialogue, camera, UI, sound, and timing cannot be reasoned about on paper.
  • In live ops, you prefer episodic/seasonal delivery that preserves the core experience; you avoid reactive changes that fracture the arc.
  • Your release gate is delivery: if the experience reads wrong, the build is not shippable even if features exist.
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Strengths

  • Align the team's goals. You share not only what to build but why (emotion/message), which speeds up decision-making.
  • Bind scattered elements into a single experience. Through scene composition and pacing, you design player attention and create memorable moments.
  • Shines in: Vertical Slice, narrative/quest design, Polishing, and pushing experiential quality right before gold master.

Trade-offs

  • Replay variety can decrease. The stronger the controlled experience, the more freedom and emergent fun can weaken.
  • Cost/schedule risk can rise. Presentation has cascading costs even for small changes, so scope and the quality bar need continuous readjustment.

Team Chemistry

Needs Alignment: Meta Gardener (SEM)

Meta Gardener (SEM) tends to prioritize the opposite direction, so friction appears early unless goals, success criteria, and decision order are aligned first.

Representative Games

The Last of Us Part I

The Last of Us Part I

Life is Strange

Life is Strange

Detroit: Become Human

Detroit: Become Human

God of War

God of War

A Plague Tale: Requiem

A Plague Tale: Requiem

Cyberpunk 2077

Cyberpunk 2077

References

Work Link
Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. https://aaai.org/papers/ws04-04-001-mda-a-formal-approach-to-game-design-and-game-research/
Juul, J. (2002). The Open and the Closed: Games of Emergence and Games of Progression. https://www.jesperjuul.net/text/openandtheclosed.html
Juul (DiGRA DOI record) https://dl.digra.org/index.php/dl/article/view/214
Pacini, R., & Epstein, S. (1999). The relation of rational and experiential information processing styles to personality, basic beliefs, and the ratio-bias phenomenon. https://doi.org/10.1037/0022-3514.76.6.972
Denisova, A., et al. (2024). Towards Democratisation of Games User Research. https://doi.org/10.1145/3677108
Isbister, K., & Hodent, C. (Eds.). (2018). Game Usability: Advice from the Experts for Advancing UX Strategy and Practice in Videogames. https://global.oup.com/academic/product/game-usability-9780198794844