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 3
Episode 1: The Last Guardian and the Language of Games
Air Date: January 10th, 2017
Episode 2: Finding the Fun in FPS Campaigns
Air Date: January 31st, 2017
Episode 3: The Magic of the First Legend of Zelda
Air Date: February 21st, 2017
Episode 4: The Secret of Mario's Jump (and other Versatile Verbs)
Air Date: February 28th, 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 5: Legend of Zelda - Breath of the Wild - An Open World Adventure
Air Date: March 21st, 2017
Episode 6: Bonus - The music of Breath of the Wild | Downloadable Comment
Air Date: March 24th, 2017
Episode 7: What Made Psychonauts Special
Air Date: April 8th, 2017
Episode 8: The Design of Dead Space - Part 1
Air Date: April 25th, 2017
Summary: 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 will be available each week.
Episode 9: The Design of Dead Space - Part 2
Air Date: May 2nd, 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 10: The Design of Dead Space - Part 3
Air Date: May 9th, 2017
Summary: 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 being an action-heavy shooter.
Episode 11: What Makes Good AI?
Air Date: June 1st, 2017
Episode 12: Donkey Kong Country - Tropical Freeze - Mario's Level Design, Evolved
Air Date: June 17th, 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 13: Do We Need a Soulslike Genre?
Air Date: July 13rd, 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 14: The best games from GMTK GameJam 2017
Air Date: July 28th, 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 15: Deconstructing Ori and the Blind Forest's Best Bit
Air Date: August 1st, 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 16: What Makes a Good Detective Game?
Air Date: September 5th, 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 17: How AM2R and Samus Returns remade Metroid 2
Air Date: September 29th, 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 18: How Game Designers Protect Players From Themselves
Air Date: October 11st, 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 19: Three Other Approaches to Turn Timers | GMTK Extra
Air Date: October 13rd, 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 20: How Cuphead's Bosses (Try to) Kill You
Air Date: October 20th, 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 21: The Design Behind Super Mario Odyssey
Air Date: November 9th, 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 22: 5 Amazing Levels from 2017
Air Date: December 6th, 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 23: How Snake Pass Works
Air Date: December 15th, 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.
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