
Dualsense Haptics
A downloadable game
Dualsense Haptics
- Test and experiment with the unique ways the PS5 Dualsense Haptic Feedback can be implemented into different genres of games.
- Shooting Range - Test different guns and feel how the haptics change in a First Person Shooter.
- Horror Level - Experience the intense and anxiety inducing feedback that can be produced from the Dualsense in a First Person Horror game.
- Action Level - Feel how the vibrations can improve hit feedback and reactions in a Third Person Melee Combat game.
Dualsense Haptics ZIP - This link will take you to the drive location where you can download the project as it exceeds the 1gb limit on Itch. Project is 1.3gb.
Project Write Up
Hi my name is Humza and I am a Game Designer and for this project I am specialising in Technical Design with a particular focus on making backend systems that improve the user experience / gameplay. I developed a multiple haptic feedback systems that are showcased in different gameplay settings for example a first person shooter, A horror game and a third person melee action game.
I chose to develop this project based on the brief which was to create a gameplay mechanic / systems etc. that would move the industry forward in some way. I specifically chose haptic feedback for the Dualsense controller as it is an innovative piece of technology that is scarcely used in the industry. Astro Bot 2024 won game of the year and one of the main reason critics and audiences loved the game was because of the variety of ways it could use the Dualsense technology however one year later, it is still very rare to see developers even incorporate a single unique feature of the Dualsense.
My Initial plan for the project was to just create two level which were the shooting range and the horror test area. However the scope was expanded so each of these levels had additional features like the shooting range have a health system where you could feel the vibrations of the heartbeat of the character go faster and faster depending on how much health they had left.
Furthermore I decided to expand the scope even farther by creating a melee action level where all the functionality was made using C++. I chose C++ instead of Blueprints because many job listings required a Technical Designer to be "familiar with C++" so this was a chance to build on my knowledge and showcase it. On top of showcasing my C++ skills, the third person melee action gameplay settings provides a different aspects in which I added haptic feedback. The philosophy for the haptics in this level was that instead of immersion they added onto the gameplay feel specifically in terms of Hit feedback and and unique movement actions.
However, early into the project I discovered that as a solo dev I would not be able to delve into all the technology the Dualsense controller offers because to access some of the unique stuff, a developer needs to be a Sony PlayStation partner in which the developer receives nan Dev Kit and technical documentation for the Dualsense.
So some of the unique vibration patterns i wanted to implement like when its raining the motors inside the controller would replicate a 'pitter patter' feel would not have been possible. However some other vibration like walking on water i circumvented by layering different vibration on top of each other to create a 'Rippling' effect.
As I worked, I had several ideas that were more effective in presenting haptic features. An example of this was in the shooting range level, in the fire area where the player can lose health originally the only Dualsense feature was that the controller LED would change colour to represent the amount of health the player has left. But later I improved on this idea by making the controller vibrate in a heartbeat rhythm in which there are three phases, 60 BPM, 100BPM, and 140BPM. The vibration of the heartbeat would speed up to the next phase depending on how much health the player has left.
I wanted to create a specialized horror level scenario where they could've a been a level where the player investigates a abandoned area and the would have to record evidences of horrific events, and the haptics of this area would be opening and closing the flash light and taking pictures of evidences. Also the haptic vibrations would change depending on the surface you would be walking on.
Overall I am very pleased with how the Shooting Range and Melee Action levels turned out because they represent two very different ways haptics can be used to improve either or both gameplay feel and immersion.
This project has allowed me to be more comfortable with using C++ and creating modular systems sop that other designers could utilize so they can tweak and improve their vision for the project.
Having worked on this project, I believe there is a great opportunity for me to apply haptic and general vibrations in other projects such as my next project which will be a combat focused game. Furthermore by expanding my knowledge in C++ it has given me a greater understanding of the backend systems that make Unreal Engine run as well as how to create more modular and more readable code which is vital for working in larger group projects.
Third Party Assets Credits:
Rafael Valoto - Controller Support
PaleFace - Indoor Shooting Range
Treety - First-Person Movement Template V1
CraftbridgeTeam - Desert Castle
Disclaimer and Trademarks
"PlayStation", "PlayStation Family Mark", "PS5 logo", "PS5", "Dualsense" and "DUALSHOCK" are registered trademarks or trademarks of Sony Interactive Entertainment Inc. "SONY" is a registered trademark of Sony Corporation. "Windows" is a registered trademark of Microsoft Corporation.
I am not affiliated, associated, authorized, endorsed by, or in any way officially connected with Sony Interactive Entertainment Inc.
The exe is called Sunset_Ecstasy because I was developing this game on the wrong project file and it was too late to change.











