Game Maker's Toolkit
Game Maker's Toolkit
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Game Maker's Toolkit on IMDB
First Aired: November 6th, 2014
Status: Continuing
Network: YouTube
Summary: How does Half-Life teach without tutorials? Why didn't Capcom tell you about Resident Evil 4's adaptive difficulty? How are Nintendo's level designers inspired by Chinese poetry? Find out, in Game Maker's Toolkit.
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Episode Statistics:
# of Episodes: 204
# of Episodes I watched: 0
# of Episodes I haven't watched: 204
Last Episode I watched: -
Episode Summaries
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Season 1
Episode 1: Adaptive Soundtracks
Air Date: November 7th, 2014
Summary: 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 shares some more inventive uses of adaptive audio.
Episode 2: Sequence Breaking with Toki Tori 2
Air Date: December 23rd, 2014
Episode 3: Theme and Mechanics in Far Cry 2 and Far Cry 4
Air Date: January 6th, 2015
Episode 4: Half-Life 2's Invisible Tutorial
Air Date: January 27th, 2015
Episode 5: Secrets of Game Feel and Juice
Air Date: February 18th, 2015
Episode 6: Super Mario 3D World's 4 Step Level Design
Air Date: March 17th, 2015
Episode 7: Redesigning Death
Air Date: March 31st, 2015
Episode 8: Getting Lost in Axiom Verge
Air Date: April 22nd, 2015
Episode 9: Telling Stories with Systems
Air Date: May 13rd, 2015
Episode 10: What Capcom Didn't Tell You About Resident Evil 4
Air Date: June 3rd, 2015
Episode 11: Puzzle Solving... or Problem Solving?
Air Date: June 19th, 2015
Episode 12: Arkham Knight and the Scourge of Scale
Air Date: July 10th, 2015
Episode 13: Is The Swindle the First Great Heist Game?
Air Date: July 29th, 2015
Episode 14: Point and Click Puzzle Design
Air Date: August 13rd, 2015
Episode 15: Analysing Mario to Master Super Mario Maker
Air Date: August 26th, 2015
Episode 16: 3 Lessons from a Real-time, Turn-based Game
Air Date: September 8th, 2015
Episode 17: Is Until Dawn a Good Horror Movie?
Air Date: September 15th, 2015
Episode 18: A Super Mario Maker Super Spin-Off Episode
Air Date: September 26th, 2015
Episode 19: Ico, and Design by Subtraction
Air Date: October 6th, 2015
Episode 20: Why Nathan Drake Doesn't Need a Compass
Air Date: October 27th, 2015
Episode 21: Following the Little Dotted Line
Air Date: November 18th, 2015
Episode 22: The Mechanics of Movement
Air Date: December 1st, 2015
Episode 23: 5 Bits of Good Game Design from 2015
Air Date: December 15th, 2015
Episode 24: How Her Story Works
Air Date: December 23rd, 2015
Episode 25: Anatomy of a Side Quest - Beyond the Beef
Air Date: January 12nd, 2016
Episode 26: What We Can Learn From Doom
Air Date: January 26th, 2016
Episode 27: Morality in the Mechanics
Air Date: February 23rd, 2016
Episode 28: How Jonathan Blow Designs a Puzzle
Air Date: March 9th, 2016
Episode 29: Depth, Mastery, and Vanquish
Air Date: March 28th, 2016
Episode 30: How (and Why) Spelunky Makes its Own Levels
Air Date: April 12nd, 2016
Episode 31: Should Dark Souls Have an Easy Mode?
Air Date: April 25th, 2016
Episode 32: Controllers Control Everything
Air Date: May 10th, 2016
Episode 33: A Deep Dive into Star Fox Zero's Controls
Air Date: May 23rd, 2016
Episode 34: Hitman, and the Art of Repetition
Air Date: June 1st, 2016
Episode 35: What Mirror's Edge Catalyst Should Have Learned From Burnout Paradise
Air Date: June 21st, 2016
Episode 36: Downwell's Dual Purpose Design
Air Date: July 16th, 2016
Episode 37: How Games Do Health
Air Date: August 1st, 2016
Episode 38: The Comeback of the Immersive Sim
Air Date: August 18th, 2016
Episode 39: Shovel Knight and Nailing Nostalgia
Air Date: August 31st, 2016
Episode 40: Deus Ex - Mankind Divided's Amazing Open World
Air Date: September 19th, 2016
Episode 41: Why We Remember Bioshock's Fort Frolic
Air Date: October 10th, 2016
Episode 42: Nintendo - Putting Play First
Air Date: November 11st, 2016
Episode 43: 5 Game Design Innovations from 2016
Air Date: December 12nd, 2016
Episode 44: How Event[0] Works
Air Date: December 26th, 2016
Episode 45: The Last Guardian and the Language of Games
Air Date: January 9th, 2017
Episode 46: Finding the Fun in FPS Campaigns
Air Date: January 30th, 2017
Episode 47: The Magic of the First Legend of Zelda
Air Date: February 20th, 2017
Episode 48: The Secret of Mario's Jump (and other Versatile Verbs)
Air Date: February 27th, 2017
Summary: 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 excellent games.
Episode 49: Legend of Zelda - Breath of the Wild - An Open World Adventure
Air Date: March 20th, 2017
Episode 50: Bonus - The music of Breath of the Wild | Downloadable Comment
Air Date: March 23rd, 2017
Episode 51: What Made Psychonauts Special
Air Date: April 7th, 2017
Episode 52: The Design of Dead Space - Part 1
Air Date: April 24th, 2017
Episode 53: The Design of Dead Space - Part 2
Air Date: May 1st, 2017
Summary: 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 away from horror - and towards action.
Episode 54: The Design of Dead Space - Part 3
Air Date: May 8th, 2017
Episode 55: What Makes Good AI?
Air Date: May 31st, 2017
Episode 56: Donkey Kong Country - Tropical Freeze - Mario's Level Design, Evolved
Air Date: June 16th, 2017
Summary: Donkey Kong Country - Tropical Freeze is platforming level design at its best. By taking Nintendo’s level design philosophy to the next level, Retro Studios made a handful of incredible stages that all modern platformers should be judged against.
Episode 57: Do We Need a Soulslike Genre?
Air Date: July 12nd, 2017
Summary: The rise of games inspired by Dark Souls has led some to suggest that Dark Souls invented a whole new genre of games. In this video, lets look at the ramifications of turning a game into a genre.
Episode 58: The best games from GMTK GameJam 2017
Air Date: July 27th, 2017
Summary: Check out all the games here - https -//itch.io/jam/gmtk-jam/entries Links to the top 20 - Roaring Streets https -//cottontrek.itch.io/roaring-st... Vintage Flashlight https -//dylsdestiny.itch.io/vintage-f... A Slime’s Quest for Freedom https -//hrgames.itch.io/a-slimes-ques... AAAAA!!! https -//bynine.itch.io/aaaaa Geflect https -//gaziter.itch.io/geflectgame Magnetic https -//prodigalson.itch.io/magnetic Orbital Punch https -//indepth-gaming.itch.io/orbita... _Barrage_ https -//kano-stuff.itch.io/-barrage- Delta https -//culturebosh.itch.io/delta Plover Parent https -//albatrosssoup.itch.io/plover-... Oeufwakening https -//quentindelvallet.itch.io/oeuf... Stuck Recoil https -//matheuscunegato.itch.io/stuck... ODA https -//sicerat.itch.io/oda Void https -//nicmagnier.itch.io/void HOPSHOT https -//bearishmushroom.itch.io/hopshot A Tale of Wind and Sea https -//tobiasbruch.itch.io/a-tale-of... powerCore https -//sanjeev.itch.io/powercore Lockstep https -//aioob.itch.io/lockstep Resize https -//zorro-svardendahl.itch.io/resize SuperFunkyLightShow https -//ostsenior.itch.io/superfunkyl...
Episode 59: Deconstructing Ori and the Blind Forest's Best Bit
Air Date: July 31st, 2017
Summary: 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 why it's so special.
Episode 60: What Makes a Good Detective Game?
Air Date: September 4th, 2017
Summary: Detective video games promise to turn us into Sherlock Holmes - but why do so many of them bungle the execution? In this video I mine ancient DOS games, forgotten mobile apps, quirky indie titles, and games that aren’t even about solving crimes, for good murder mystery mechanics.
Episode 61: How AM2R and Samus Returns remade Metroid 2
Air Date: September 28th, 2017
Summary: 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 title, and how did they capture that original game’s tone?
Episode 62: How Game Designers Protect Players From Themselves
Air Date: October 10th, 2017
Summary: 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 examples of games that have tried to achieve this - sometimes with success, and sometimes with controversy.
Episode 63: Three Other Approaches to Turn Timers | GMTK Extra
Air Date: October 12nd, 2017
Summary: In my last video, I talk about how XCOM 2 encouraged players to speed up, by using turn timers. Here's three games that take a different approach to the same topic.
Episode 64: How Cuphead's Bosses (Try to) Kill You
Air Date: October 19th, 2017
Summary: Cuphead is a master class in boss attacks. Let's look at the game’s patterns, phases, telegraphing, predictability, and more. This video shows off bosses from the game’s first three areas.
Episode 65: The Design Behind Super Mario Odyssey
Air Date: November 8th, 2017
Summary: 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 at how these different ideas have been put into practice, in Mario’s latest game.
Episode 66: 5 Amazing Levels from 2017
Air Date: December 5th, 2017
Summary: 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 months.
Episode 67: How Snake Pass Works
Air Date: December 14th, 2017
Summary: 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 of good luck.
Episode 68: How Games Use Feedback
Air Date: January 9th, 2018
Summary: Playing Pyre over Christmas got me thinking about feedback loops - the reward structures in games that can reinforce or balance out winners and losers. In this episode I’ll explain what this all means, and talk about the design of Pyre’s positive and negative loops.
Episode 69: Breaking Down the Best World in Rayman Legends
Air Date: January 30th, 2018
Summary: 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 Rayman Legends.
Episode 70: The Rise of the Systemic Game
Air Date: February 14th, 2018
Summary: From Breath of the Wild to Watch Dogs 2, we’re seeing a boom in so-called “systemic games”. What does that mean, how do they work, and what makes them tick?
Episode 71: What Makes Celeste's Assist Mode Special
Air Date: February 21st, 2018
Summary: Developer intention can often come at the expense of accessibility and player preference. In this video, I look at some recent games that have found a middle ground.
Episode 72: What Makes a Good Puzzle?
Air Date: March 14th, 2018
Summary: Puzzles can be one of the most complex things in game design. In this video, I break down some great conundrums from favourite games, and share some knowledge from sharp puzzle designers, to find out what makes a good puzzle.
Episode 73: How to keep players engaged (without being evil)
Air Date: April 6th, 2018
Summary: Why do some games keep us rapt and entertained until the closing credits, while others fizzle out and end up on our pile of shame? Let’s look at some key ways developers can keep players interested (without being evil about it)
Episode 74: What Makes a Good Combat System?
Air Date: May 27th, 2018
Summary: 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 down the essential elements of a good melee combat system.
Episode 75: Are Score Systems Still Relevant?
Air Date: June 8th, 2018
Summary: Arcade classics were all about high scores and personal bests - but can scores still be relevant when mixed with more modern game design? Let’s find out!
Episode 76: Forging God of War's Leviathan Axe
Air Date: June 19th, 2018
Summary: 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, satisfying, and enjoyable new Leviathan Axe. In this video I look at what makes this weapon interesting, and how Sony Santa Monica came to design it.
Episode 77: Playing Past Your Mistakes
Air Date: September 11st, 2018
Summary: In the manual for Elder Scrolls 2, Bethesda encouraged players to avoid reloading a save game after making mistakes. So why should gamers follow this advice, and how can designers help them play past their screw ups?
Episode 78: Does Spidey's Web-Swinging 'Make You Feel Like Spider-Man'?
Air Date: October 3rd, 2018
Summary: 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 web-swinging?
Episode 79: Making Games Better for Players with Motor Disabilities
Air Date: October 11st, 2018
Summary: Video games are for everyone. But disabled people can be left out if developers don’t consider their needs. In this series of videos, I’ll be sharing guidelines and best practices for making games more accessible to a wide range of disabilities. This time, I’m looking at design choices and menu options that will affect those who have motor, mobility, or physical disabilities.
Episode 80: How Mega Man 11's Levels Do More With Less
Air Date: October 24th, 2018
Summary: After looking at level design in Mario, Donkey Kong, and Rayman, it’s time to see how the blue bomber’s stages work - by taking a look at the levels in Mega Man 11.
Episode 81: Building Better Skill Trees
Air Date: November 27th, 2018
Summary: Skill trees, upgrade systems, ability trees - call them what you want, they have become an integral part of modern day game design. So let’s look at how these things work, where they fall down, and what we can do to build better skill trees.
Episode 82: How Return of the Obra Dinn Works
Air Date: December 14th, 2018
Summary: The most fascinating game of 2018 looks like a relic from the early days of Mac gaming, comes from the dude who made Papers, Please, and is the best detective game I’ve played so far.
Episode 83: The Year Stealth Games Got Serious
Air Date: January 8th, 2019
Summary: Stealth games were few and far between for much of gaming’s history - until the year 1998 when three huge stealth games came out in the same year. In this video, I’ll explore the conventions that these games established, and ask why ’98 was the year stealth games got serious.
Episode 84: Roguelikes, Persistency, and Progression
Air Date: January 28th, 2019
Summary: One of the biggest decisions for any developer making a roguelike, is whether or not to add persistent upgrades. Should every run be the same, like Spelunky? Or should your character get more powerful over time, like Rogue Legacy? Let’s look at the pros and cons of both approaches.
Episode 85: Making Games Better for Players with Cognitive Disabilities
Air Date: February 7th, 2019
Episode 86: The Making of Hitman 2's Miami Level
Air Date: February 18th, 2019
Episode 87: Why Synergies are the Secret to Slay the Spire’s Fun
Air Date: March 4th, 2019
Summary: I have been obsessed with a card battling roguelike called Slay the Spire. And a big reason for that is how the game uses synergies. What are they, and why are they so cool? Let’s find out.
Episode 88: How Games Get Balanced
Air Date: April 11st, 2019
Episode 89: The Tragedy of Halo 3 - ODST
Air Date: April 25th, 2019
Summary: Halo 3 - ODST was a bold move for Bungie. A non-linear and open world Halo game, with a melancholic vibe and without Master Chief. In some ways it was wonderfully clever, in other ways it fell on its face. Let’s explore the highs and lows of this forgotten game.
Episode 90: The Challenge of Cameras
Air Date: May 8th, 2019
Summary: Choosing a camera for a 3D game is a huge challenge, because cameras can serve gameplay and aesthetic goals at the same time. What happens when these goals clash?
Episode 91: How to Make an Indie Game Trailer
Air Date: May 17th, 2019
Summary: Making a strong trailer for your game can be a huge challenge, so I’ve collected a bunch of tips and best practices from the industry’s top trailer makers.
Episode 92: Why Metro Exodus is 2019's Most Immersive Open World Game
Air Date: June 26th, 2019
Summary: 2019 has already seen the release of four post apocalyptic open world games - but 4A's Metro Exodus is by far the most immersive. So what does that phrase actually mean, and what design decisions help create that feeling?
Episode 93: How to Make Your First Super Mario Maker 2 Level
Air Date: July 2nd, 2019
Summary: Making your very first Super Mario Maker 2 stage is a daunting prospect. What parts should you use? How should you lay them out? How do you pace your level, and make a fair challenge? To help you clear this hurdle, here are ten steps you can follow to get your first level made, published, and open for feedback.
Episode 94: Can We Make Talking as Much Fun as Shooting?
Air Date: July 17th, 2019
Summary: Certain RPGs make the tantalising promise that you can skip combat altogether, by talking your way past the bad guys. But how can we turn this into genuinely interesting gameplay? Warning - This video contains story spoilers for Mass Effect (1) and Life is Strange (Episode 2), and also features content related to suicide.
Episode 95: Why Does Celeste Feel So Good to Play?
Air Date: July 31st, 2019
Summary: Celeste is one of the most satisfying platformers released in recent memory. And a big part of that is due to the tight and responsive controls of the game’s main character - Madeline. In this video, let’s look at how designers Matt Thorson and Noel Berry made the hero of Celeste feel so good to play.
Episode 96: The Best Games from GMTK Game Jam 2019
Air Date: August 20th, 2019
Summary: The third GMTK Game Jam has come to a close. In this video, I look at my favourite games from among the 2,600 projects that were uploaded.
Episode 97: Clockwork Games and Time Loops
Air Date: October 3rd, 2019
Summary: There’s a handful of games where time is taken very seriously. In this video, I look at the design, challenges, and opportunities of what we might call “clockwork games”.
Episode 98: Game Maker's Toolkit Turns 5
Air Date: November 6th, 2019
Summary: It's been 5 years since I started Game Maker's Toolkit. Let's take a moment to look back at what's happened in the last half decade...
Episode 99: How Accessible Were This Year's Games?
Air Date: November 22nd, 2019
Summary: One year on from my “Designing for Disability” series, let’s take a look at 50 of the year’s biggest games to see how the industry is tackling accessibility in 2019.
Episode 100: How Baba Is You Works
Air Date: December 9th, 2019
Summary: Every year, I celebrate one game that went above and beyond in terms of innovation, invention, and imagination. From Her Story to Snake Pass to Return of the Obra Dinn, these games have stunned us with their unique ideas and excellent execution. This year, the award goes to...
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