I set out to build an emotion-coaching controller. The research said the opposite of my assumption — so I reframed stress from a problem to fix into a signal to design around.
A controller that detects stress and tells the player to calm down. Emotional feedback as the feature.
Mid-game alerts felt like a backseat driver. Nobody would pause. They wanted a performance edge, not a therapist.
Read state silently → adjust visuals, HUD, audio, loadouts, mode access. Stress becomes a metric that drives the experience.