Secrets of Game Feel and Juice | Game Maker's Toolkit
Secrets of Game Feel and Juice | Game Maker's Toolkit
Secrets of Game Feel and Juice | Game Maker's Toolkit
00:05:19Смотреть онлайн
Some game designers use words like "game feel" and "juice" to describe the abstract and often invisible factors that make the best action games surge with life and energy. In this episode of Game Maker's Toolkit, we try to figure out what those words mean, and how you can capitalise on them to make your game feel more fun and satisfying.Follow me on Twitter - https://twitter.com/britishgamingSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkitJan Willem Nijman (Vlambeer)'
The Secret of Mario's Jump (and other Versatile Verbs) | Game Maker's Toolkit
In this video, I look at "versatile verbs" - player actions that can have multiple uses, depending on how you perform them - in a number of excelle...
The Rise of the Systemic Game | Game Maker's Toolkit
The Rise of the Systemic Game | Game Maker's Toolkit
The Rise of the Systemic Game | Game Maker's Toolkit
00:12:50Смотреть онлайн
Half-Life 2's Invisible Tutorial | Game Maker's Toolkit
Half-Life 2's Invisible Tutorial | Game Maker's Toolkit
Half-Life 2's Invisible Tutorial | Game Maker's Toolkit
00:06:36Смотреть онлайн
Where some game makers beat you over the head with explanations and tutorials, Valve took a subtle approach with Half-Life 2 and taught you its rules without you even knowing.Follow me on Twitter - https://twitter.com/britishgamingSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkitGames shown in this episode (in order of appearance):Dead Space (Visceral Games, 2008)Half-Life 2 (Valve Corporation, 2004)Half-Life 2: Episode Two (Valve Corporation, 2007)Half-Life 2: Ep
Возвращение погружаемых симуляторов | Game Maker's Toolkit (rus vo)
Перевёл и озвучил: Никита ПлющёвМой паблик: vk.com/sovplyushfilmВ последние дни к нам возвращаются старые франшизы System Shock, Ultima Underworld и Deus Ex, тем самым ознаменовав возвращение умного типа игр "immersive sim" (рус. погружаемый симулятор). Но что это за тип игр и почему нас должно волновать их триумфальное возвращение нам расскажет Марк Браун в новом эпизоде "Инструментария игродела". https://vk.com/video-26004418_456239044?list=b76eed34c4ebaa76a6В последние дни к нам возвращаются стары
How Cuphead's Bosses (Try to) Kill You | Game Maker's Toolkit
Cuphead is a master class in boss attacks. Let's look at the game’s patterns, phases, telegraphing, predictability, and more. This video shows of...
The Mechanics of Movement | Game Maker's Toolkit
The Mechanics of Movement | Game Maker's Toolkit
The Mechanics of Movement | Game Maker's Toolkit
00:08:38Смотреть онлайн
Crystal Dynamics has made Tomb Raider more streamlined and accessible - but have we lost something in the transition from clunky climbing to effortless traversal? Let's look at some games, from Grow Home to GIRP, that do something more interesting with movement.Follow me on Twitter - https://twitter.com/britishgamingFollow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.comHelp support me and Game Maker's Toolkit - https://www.patreon.com/GameMakersToolkitWired UK - "QWOP and GIRP designer Bennett Foddy on the 'neurological magic' of games" http://www.wired.co.uk/news/archive/2011-03/29/qwop-and-girp-designer-bennett-foddy
Game Maker's Toolkit - Depth, Mastery, and Vanquish
Game Maker's Toolkit - Depth, Mastery, and Vanquish
Game Maker's Toolkit - Depth, Mastery, and Vanquish
00:09:00Смотреть онлайн
Cover-based shooter Vanquish comes from PlatinumGames - a developer best known for beat 'em ups like Bayonetta and MadWorld. In this video I look at how Vanquish borrowed the best elements of Platinum's brawlers to make a shooter with an extraordinary amount of depth and opportunity for mastery.Follow me on Twitter - https://twitter.com/britishgamingFollow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.comSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToo
Game Maker's Toolkit - Why Nathan Drake Doesn't Need a Compass
How does Naughty Dog let you explore the worlds of Uncharted and The Last of Us without the clunky navigational aids found in other linear games? The answer: Through smart use of composition, eye-catching design, and in-world waypoints. Let's dig in.Follow me on Twitter - https://twitter.com/britishgamingFollow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.comSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkitSources:GDC Vault: "Uncharted 2 Art D
Super Mario 3D World's 4 Step Level Design | Game Maker's Toolkit
Super Mario 3D World is a game with creativity in abundance. But Nintendo has developed a reusable level design structure that allows for ideas to be properly taught and established, in about five minutes flat. We break down this four-step philosophy, and chart its history from Super Mario Galaxy to Captain Toad: Treasure Tracker.Follow me on Twitter - https://twitter.com/britishgamingSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkitGamasutra: "Learning from Super Mari
What Made Psychonauts Special | Game Maker's Toolkit
What Made Psychonauts Special | Game Maker's Toolkit
What Made Psychonauts Special | Game Maker's Toolkit
00:09:25Смотреть онлайн
Let's look at how Double Fine weaved characterisation into level design, in the 2005 cult classic Psychonauts.Follow me on Twitter - https://twitter.com/britishgamingFollow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.comSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToo...Recommended viewing:Psychonauts Retrospective // The Color of the Sky in Your World https://www.youtube.com/watch?v=oVizZ...Games shown in this episode (in order of appearance):Psychonauts (Double Fine Productions, 2005)Grim Fandango (LucasArts, 1998)Day of the Tentacle (LucasArts, 1993)Full Throttle (LucasArts, 1995)Banjo Kazooie (Rare, 1998)BioShock (Irrational Games, 2007)Portal (Valve Corporation, 2007)The Last Guardian (genDesign, 2016)Music used in this episode:00:00 - Runaway (animeistrash)02:15 - Hotel Administration (animeistrash)04:08 - Deep Rut (animeistrash)05:35
Redesigning Death | Game Maker's Toolkit
Redesigning Death | Game Maker's Toolkit
Redesigning Death | Game Maker's Toolkit
00:05:32Смотреть онлайн
Getting killed is getting boring. So, inspired by Bloodborne's clever twist on MMO corpse-running, let's look at some games that do more interesting things with player death - from expendable marines in Aliens to reconstructed level layouts in Spelunky.Follow me on Twitter - https://twitter.com/britishgamingSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkitGames shown in this episode (in order of appearance):Bloodborne (From Software, 2015)Sonic the Hedgehog (Sonic T
The Comeback of the Immersive Sim | Game Maker's Toolkit
New games in the System Shock, Ultima Underworld, and Deus Ex franchises are here, marking the surprise comeback of the "immersive sim". But what are these games, and why should we care that they're making a triumphant return?Follow me on Twitter - https://twitter.com/britishgamingFollow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.comSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkitQuote CreditsRock Paper Shotgun: "Dark Futures: Clint Hocking"
5 Game Design Innovations from 2016 | Game Maker's Toolkit
In order to recognise the most creative games of 2016, this video highlights five innovative ideas - from full game concepts to clever features that other developers will be pinching in a few years time. Games shown in this episode (in order of appearance):Uncharted 4: A Thief's End (Naughty Dog, 2016)Titanfall 2 (Respawn Entertainment, 2016)DOOM (id Software, 2016)The Witness (Thekla, Inc, 2016)Inside (Playdead, 2016)Dishonored 2 (Arkane Studios, 2016)Firewatch (Campo Santo, 2016)Hue (Fiddlesticks Games, 2016)Hyper Light Drifter (Heart Machine, 2016)Virginia (Variable State, 2016)Furi (The Game Bakers, 2016)Call of Duty: Infinite Warfare (Infinity Ward, 2016)Overwatch (Blizzard Entertainment, 2016)XCOM 2 (Firaxis, 2016)Pokemon Red (Game Freak, 1996)Darkest Dungeon (Red Hook Studios, 2016)Deus Ex: Mankind Divided (Eidos Montreal, 2016)The Walking Dead: Season One (Telltale Games, 2012)Oxenfree (Night School Studio, 2016)
Адаптируемый саундтрек | Game Maker's Toolkit (rus vo)
Большинство современных видеоигр имеют динамичную музыку, которую обычно используют когда игрок попадает в перестрелку. Но как ещё можно использовать звук в играх сегодня расскажет Марк Браун.Этот эпизод рекомендуется смотреть в наушниках.Перевёл и озвучил: Никита ПлющёвМой Паблик: vk.com/sovplyushfilmСписок игр в эпизоде (в порядке их появления):Deus Ex: Human Revolution (Eidos Montreal, 2011)Far Cry 3 (Ubisoft Montreal, 2012)Red Dead Redemption (Rockstar San Diego, 2010)Uncharted: Drake's Fort
Темы и механики Far Cry 2 и Far Cry 4 | Game Maker's Toolkit (rus vo)
Перевёл и озвучил: Никита ПлющёвМой паблик: vk.com/sovplyushfilmВ кино режиссёры могут изменить сюжет, диалоги, картинку, освещение, звук и музыку чтобы сменить тон истории.Также и у разработчиков игр есть множество деталей, изменяя которые может дать игроку совершенно разный игровой опыт.В этом эпизоде "Инструментария игродела" Марк Браун приведёт пример, сравнивая Far Cry 2 и Far Cry 4. Как эти игры оставляют совершенно разное впечатление,хотя по сути они обе всего лишь про отстрел бандитов в джунг
Getting Lost in Axiom Verge | Game Maker's Toolkit
Getting Lost in Axiom Verge | Game Maker's Toolkit
Getting Lost in Axiom Verge | Game Maker's Toolkit
00:07:05Смотреть онлайн
http://app2top.ru/game_development/biblioteka-razrabotchika-pochemu-vazhno-dat-igroku-zabludit-sya-90332.htmlA new Metroidvania called Axiom Verge has perfected the lost art of getting lost.In this video we look at techniques used in this game, and Super Metroid, to let players off the leash - while secretly helping them figure out exactly where to go.Follow me on Twitter - https://twitter.com/britishgamingSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkitGames shown in this episode (in order of appearance):Super Metroid (Nintendo, 1994)Ghost Song (Old Moon, Unreleased)
How Games Do Health | Game Maker's Toolkit
How Games Do Health | Game Maker's Toolkit
How Games Do Health | Game Maker's Toolkit
00:07:37Смотреть онлайн
You get shot. The screen goes black and white. You hide behind a block of concrete until your bullet wounds are magically healed. It’s the default way of handling health in modern action games - but is it the best?Follow me on Twitter - https://twitter.com/britishgamingFollow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.comSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkitGames shown in this episode (in order of appearance):DOOM (id Software, 20
What Makes a Good Puzzle? | Game Maker's Toolkit
What Makes a Good Puzzle? | Game Maker's Toolkit
What Makes a Good Puzzle? | Game Maker's Toolkit
00:17:42Смотреть онлайн
How Game Designers Protect Players From Themselves | Game Maker's Toolkit
A designer’s job often involves making sure players are experiencing the game in the most fun or interesting way. In this video, I look at exampl...
Do We Need a Soulslike Genre? | Game Maker's Toolkit
Do We Need a Soulslike Genre? | Game Maker's Toolkit
Do We Need a Soulslike Genre? | Game Maker's Toolkit
00:13:53Смотреть онлайн
Что мы можем узнать из Doom | Game Maker's Toolkit (rus vo)
Прошло 20 лет, а демонический шутер от первого лица Doom остаётся самым влиятельным во всём мире. Но почему он остаётся самым значимым и что из этой древней, архетипичной игры могут почерпнуть для себя современные разработчики игр?Перевод и субтитры: Никита ПлющёвМой паблик: http://vk.com/sovplyushfilmПомощь с озвучкой: W-Men https://www.youtube.com/user/russangamerРекомендуется к просмотру и к чтению:RetroAhoy: "Doom" в русской озвучке от OkayLetsPlay:www.youtube.com/playlist?list=PLFJPhgZ36nPIss
Why We Remember Bioshock's Fort Frolic | Game Maker's Toolkit
The level "Fort Frolic" is often cited as one of the best parts of the original Bioshock - if not the entire Bioshock series. In this episode I return to the domain of Sander Cohen with a critical eye, to figure out what made this part of the game so interesting and beloved.Follow me on Twitter - https://twitter.com/britishgamingFollow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.comSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkitGames shown in t
Adaptive Soundtracks | Game Maker's Toolkit
Adaptive Soundtracks | Game Maker's Toolkit
Adaptive Soundtracks | Game Maker's Toolkit
00:09:25Смотреть онлайн
Many video games these days boast having a dynamic soundtrack, but that usually just means the score kicks into a high tempo beat when you start shooting. Mark Brown (@britishgaming) shares some more inventive uses of adaptive audio.This episode is best watched while wearing headphones. This is the pilot episode of Game Maker's Toolkit - a YouTube series about interesting snippets of game design that perhaps aren't widely used, known about, discussed, or appreciated.
Преграды, сломанные Toki Tori 2 | Game Maker's Toolkit (rus vo)
Преграды, сломанные Toki Tori 2 | Game Maker's Toolkit (rus vo)Toki Tori 2 - продолжение ремейка платформера/головоломки с Game Boy Advance в своё время прошла незамеченной. Но это уникальная находка игрового дизайна - Метроидвания, в которой вам не нужны новые способности или оружие чтобы открывать путь вперёд. Вы можете в любой момент начать полностью исследовать карту, не используя глюки или читы, если вы заранее узнаете как работает экосистема в игре. О ней сегодня расскажет Марк Браун в выпуске "Инст
Game Maker's Toolkit - Morality in the Mechanics
Game Maker's Toolkit - Morality in the Mechanics
Game Maker's Toolkit - Morality in the Mechanics
00:08:59Смотреть онлайн
Games have been messing with morality for ages - but are karma systems and binary choices the best we can do? Inspired by Darkest Dungeon's neat twist on video game villainy, lets look at some indie games that make morality a central component of their design.Follow me on Twitter - https://twitter.com/britishgamingFollow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.comSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkitReferenced this episode:The
Game Maker's Toolkit - Theme and Mechanics in Far Cry 2 and Far Cry 4
How do you make an audience feel a certain way? In cinema, directors can change the plot, dialogue, visual design, lighting, sound, and music to change the tone. But game makers have an extra tool to change the player's emotional response to the game.I'll explain all in this episode of the Game Maker's Toolkit by looking at how Far Cry 2 and Far Cry 4 offer dramatically different experiences, despite the two games being about shooting loads of dudes in a jungle.Follow me on Twitter - https://twitter.c
3 Lessons from a Real-time, Turn-based Game | Game Maker's Toolkit
Nova-111 is an innovative mash-up of both real-time and turn-based tactics. It's far from perfect, but offers up some interesting takeaways for those interested in game design.(Note: this video contains some flashing images)Follow me on Twitter - https://twitter.com/britishgamingSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToo...Nova-111 is available on:Steam - http://store.steampowered.com/app/325370PlayStation Store - https://store.playstation.com/#!/en-g...Xbox Live - https://store.xbox.com/en-GB/Xbox-One...Games shown in this episode (in order of appearance):Life is Strange (Dontnod Entertainment, 2015)The Legend of Zelda: Majora's Mask (Nintendo, 2000)The Talos Principle (Croteam, 2014)Superhot (SUPERHOT Team, 2013)Nova-111 (Funktronic Labs, 2015)Advance Wars (Intelligent Systems, 2001)Company of Heroes 2 (Relic Entertainment, 2013)Plants vs. Zombies (PopCap Games, 2009)
Game Maker's Toolkit - What We Can Learn From Doom
Game Maker's Toolkit - What We Can Learn From Doom
Game Maker's Toolkit - What We Can Learn From Doom
00:07:59Смотреть онлайн
20 years on, and id Software's demonic first person shooter Doom remains massively influential. But can modern designers still learn lessons from this ancient, archetypal game?Follow me on Twitter - https://twitter.com/britishgamingFollow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.comSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkitRecommended reading / viewing:GDC Vault: "Meaningful Choice in Game Level Design, Matthias Worch" https://www.yo
Donkey Kong Country: Tropical Freeze - Mario's Level Design, Evolved | Game Maker's Toolkit - YouTube
Donkey Kong Country: Tropical Freeze is platforming level design at its best. By taking Nintendo’s level design philosophy to the next level, Ret...
What Makes a Good Combat System? | Game Maker's Toolkit
What Makes a Good Combat System? | Game Maker's Toolkit
What Makes a Good Combat System? | Game Maker's Toolkit
00:17:25Смотреть онлайн
One of my most requested video topics is combat systems. So let’s look at everything from Bayonetta and Yakuza, to Batman and God of War, to break ...
The Last Guardian and the Language of Games | Game Maker's Toolkit
The Last Guardian depicts a bond between a boy and his beast. In this video, I look at the ways Fumito Ueda explores and draws this relationship th...
Game Maker's Toolkit - Sequence Breaking with Toki Tori 2
PC and Wii U puzzler Toki Tori 2 has gone under the radar, but it's a bold piece of game design - a Metroidvania where you aren't locked off by abilities or weapons, but just knowledge of how the game works.This means you can break off from the main path and explore the game on your own terms, if you manage to figure out how the game's complicated ecosystem works.Basically, it's sequence breaking - the way industrious players use cheats and glitches to bypass bits of game - but made official by the deve
Game Maker's Toolkit - Is The Swindle the first great heist game?
The Swindle makes smart use of systems and structure to turn you into a master burglar. Let's break down the ways it encourages you to get greedy and take big risks - which can lead to some fabulous player-driven stories.Follow me on Twitter - https://twitter.com/britishgamingSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkitGames shown in this episode (in order of appearance):Uncharted 3: Drake's Deception (Naughty Dog, 2011)Payday 2 (Overkill Software, 2013)Monaco
Темы и механики в Far Cry 2 и Far Cry 4 - Game Maker's Toolkit [Перевод]
Перевёл и озвучил: Никита Плющёв Мой паблик: vk.com/sovplyushfilm В кино режиссёры могут изменить сюжет, диалоги, картинку, освещение, звук и музыку чтобы сменить тон истории. Также и у разработчиков игр есть...
Following the Little Dotted Line | Game Maker's Toolkit
Following the Little Dotted Line | Game Maker's Toolkit
Following the Little Dotted Line | Game Maker's Toolkit
00:08:00Смотреть онлайн
Getting around non-linear games and open worlds is easy: just follow the little dotted line. But is that always the best way to encourage explorati...
Anatomy of a Side Quest: Beyond the Beef | Game Maker's Toolkit
Role-playing games are, funnily enough, about playing a role. The best games offer many opportunities to support the character you've built - wheth...
The Design of Dead Space - Part 1 | Game Maker's Toolkit
In this three part episode of Game Maker's Toolkit, I will be looking at the shifting design of the three major Dead Space games. A new episode wil...
How Event[0] Works | Game Maker's Toolkit
How Event[0] Works | Game Maker's Toolkit
How Event[0] Works | Game Maker's Toolkit
00:09:20Смотреть онлайн
Event[0] is perhaps the most innovative game of 2016: a sci-fi adventure game where you chat with an artificial intelligence. In this episode of Ga...
Game Maker's Toolkit - Is Until Dawn a Good Horror Movie?
There's a nasty conflict at the beating heart of Supermassive's interactive horror flick Until Dawn. Let's tear it out, and tear it down.(Note: this video contains some light spoilers for Until Dawn, but largely the consequences to choices which may never happen in your game. Also has spoilers for the movie Halloween, and plenty of graphic violence).Follow me on Twitter - https://twitter.com/britishgamingSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkitGames shown in
Telling Stories with Systems | Game Maker's Toolkit
Telling Stories with Systems | Game Maker's Toolkit
Telling Stories with Systems | Game Maker's Toolkit
00:07:23Смотреть онлайн
When you think of "interactive stories", you might think about games with branching narratives, like The Walking Dead. But a new wave of games is u...
Legend of Zelda: Breath of the Wild - An Open World Adventure | Game Maker's Toolkit
So, The Legend of Zelda: Breath of the Wild is an open world game. In this video, I look at how Nintendo used and ignored different bits of open wo...
What Makes Good AI? | Game Maker's Toolkit
What Makes Good AI? | Game Maker's Toolkit
What Makes Good AI? | Game Maker's Toolkit
00:15:42Смотреть онлайн
When we talk about good AI, we often think about highly efficient and aggressive enemies in shooters like FEAR and Halo. But surely there's more to...
How Games Use Feedback Loops | Game Maker’s Toolkit
How Games Use Feedback Loops | Game Maker’s Toolkit
How Games Use Feedback Loops | Game Maker’s Toolkit
00:13:11Смотреть онлайн
Playing Pyre over Christmas got me thinking about feedback loops: the reward structures in games that can reinforce or balance out winners and lose...
Playing Past Your Mistakes | Game Maker's Toolkit
Playing Past Your Mistakes | Game Maker's Toolkit
Playing Past Your Mistakes | Game Maker's Toolkit
00:10:11Смотреть онлайн
In the manual for Elder Scrolls 2, Bethesda encouraged players to avoid reloading a save game after making mistakes. So why should gamers follow th...
What Makes a Good Detective Game? | Game Maker's Toolkit
Note! This video contains puzzle spoilers for Life is Strange, The Shivah, and Discworld Noir.Detective video games promise to turn us into Sherl...
The Design Behind Super Mario Odyssey | Game Maker's Toolkit
Super Mario Odyssey’s success can be traced back to the design philosophies we’ve discussed on earlier episodes of Game Maker’s Toolkit. Let’s look...
What Makes Celeste's Assist Mode Special | Game Maker's Toolkit
Developer intention can often come at the expense of accessibility and player preference. In this video, I look at some recent games that have foun...
5 Amazing Levels from 2017 | Game Maker's Toolkit
5 Amazing Levels from 2017 | Game Maker's Toolkit
5 Amazing Levels from 2017 | Game Maker's Toolkit
00:20:03Смотреть онлайн
2017 saw an abundance of great levels, chapters, maps, areas, and sequences. Let's recap the year, by looking at the best stages from the past 12 m...
Forging God of War's Leviathan Axe | Game Maker's Toolkit
Kratos has used the same type of weapon for the last six God of War games. Now he’s using something completely different: the versatile, tactical, ...
Deus Ex: Mankind Divided's Amazing Open World | Game Maker's Toolkit
In previous episodes of Game Maker's Toolkit, I've talked about the need for games with smaller open worlds, and the joy of exploring without hand-...
Should Dark Souls Have an Easy Mode? | Game Maker's Toolkit
It's the question that comes up every time FromSoftware releases a new action RPG - should Dark Souls come with an easy mode? To answer this questi...
Arkham Knight and the Scourge of Scale | Game Maker's Toolkit
Rocksteady's Arkham games have gotten bigger and bigger, from the corridors of Arkham Asylum to the streets of Gotham City. But has the Dark Knight...
How Jonathan Blow Designs a Puzzle | Game Maker's Toolkit
For Jonathan Blow, a puzzle is never just a puzzle - it's a communication from the designer to the player about the game's universe. In this episod...
Deconstructing Ori and the Blind Forest's Best Bit | Game Maker's Toolkit
Everyone who has played Ori and the Blind Forest will remember the Ginso Tree. In this video, I break the level down - beat by beat - to show you w...
Does Spidey's Web-Swinging 'Make You Feel Like Spider-Man'? | Game Maker's Toolkit
The new Spider-Man game on PS4 is being praised for making you feel like Spider-Man. But what does that actually mean, and what does it mean for we...
What Capcom Didn't Tell You About Resident Evil 4 | Game Maker's Toolkit
Resident Evil 4 did something really clever with its difficulty level. But what's even smarter is that developer Capcom never told gamers what it w...
Puzzle Solving... or Problem Solving? | Game Maker's Toolkit
Most puzzle games are about discovering the one, designer-intended answer to a conundrum. Let's look at a different take on the puzzle genre, which...
Downwell's Dual Purpose Design | Game Maker's Toolkit
Downwell's Dual Purpose Design | Game Maker's Toolkit
Downwell's Dual Purpose Design | Game Maker's Toolkit
00:06:07Смотреть онлайн
In this video, I'll explain why I think Downwell is one of the most elegant games made in a long time.
Breaking Down the Best World in Rayman Legends | Game Maker’s Toolkit
Let’s take a break from Nintendo’s level design - and look at how Ubisoft explored a single mechanic through an entire world’s worth of levels in R...
How Snake Pass Works | Game Maker's Toolkit
How Snake Pass Works | Game Maker's Toolkit
How Snake Pass Works | Game Maker's Toolkit
00:10:38Смотреть онлайн
This year’s most inventive game was Snake Pass - a squirmy interactive toy that came together thanks to some smart design decisions, and a dash o...
How AM2R and Samus Returns remade Metroid 2 | Game Maker's Toolkit
Game Boy classic Metroid 2 has been completely remade by two different teams. So how did AM2R and Samus Return update the gameplay of this retro ti...
The Design of Dead Space - Part 3 | Game Maker's Toolkit
In the final part of this series, we look at the final game in the Dead Space saga, and look at the reasons why this series shifted so far towards ...
The Design of Dead Space - Part 2 | Game Maker's Toolkit
In part two, we look at Dead Space's major sequel and how Redwood Shores (now named Visceral Games) started to shift the focus of the franchise awa...
Shovel Knight and Nailing Nostalgia | Game Maker's Toolkit
Some games are all about nostalgia - a reminder of how games used to be. No game nails this sensation quite like Shovel Knight, which expertly picks and chooses the right bits to emulate from old games. Here's how Yacht Club Games pulled it off.Follow me on Twitter - https://twitter.com/britishgamingFollow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.comSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkitRecommended reading / viewing:Gamasutra: "B
How (and Why) Spelunky Makes its Own Levels | Game Maker's Toolkit
Spelunky will always keep you guessing, by making a fresh set of 16 levels every time you play. In this episode we look at how creator Derek Yu strikes a balance between random and authored levels to make stages that always feel fun and fair - and why it's important that this game never gives you the same level twice.
Game Maker's Toolkit - Analysing Mario to Master Super Mario Maker
It turns out that playing loads of video games doesn't necessarily make you a good designer. Who'd have thought it? So, scuppered by Super Mario Maker, I decided to analyse the four Mario games featured within and see what I could learn. (Note: early Super Mario Maker code provided by Nintendo for review purpose only. Also: how do you like these longer episodes? Let me know in the comments below!)Follow me on Twitter - https://twitter.com/britishgamingSupport Game Maker's Toolkit on Patreon - https://w
Game Maker's Toolkit - Point and click puzzle design
Game Maker's Toolkit - Point and click puzzle design
Game Maker's Toolkit - Point and click puzzle design
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Point and click adventures get a bad rap. Their loopy logic puzzles often come under fire for being incomprehensible and unfair. So lets look at how adventures can employ more responsible design - to stop you racing towards GameFAQs.A.k.a.: let's talk about how brilliant Day of the Tentacle is for 10 minutes. (Including some potential puzzle spoilers, if you haven't played it).Follow me on Twitter - https://twitter.com/britishgamingSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameM
What Mirror's Edge Catalyst Should Have Learned From Burnout Paradise | Game Maker's Toolkit
Mirror's Edge finally got a sequel in Mirror's Edge Catalyst, but the addition of an open world has polarised fans of the first game. Let's dive deep into the City of Glass, and look at some games that did a better job at open world racing.Follow me on Twitter - https://twitter.com/britishgamingFollow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.comSupport Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkitRecommended reading / viewing:Gamasutra: "How Ba
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