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 4
Episode 1: How Games Use Feedback
Air Date: January 10th, 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 2: Breaking Down the Best World in Rayman Legends
Air Date: January 31st, 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 3: The Rise of the Systemic Game
Air Date: February 15th, 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 4: What Makes Celeste's Assist Mode Special
Air Date: February 22nd, 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 5: What Makes a Good Puzzle?
Air Date: March 15th, 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 6: How to keep players engaged (without being evil)
Air Date: April 7th, 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 7: What Makes a Good Combat System?
Air Date: May 28th, 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 8: Are Score Systems Still Relevant?
Air Date: June 9th, 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 9: Forging God of War's Leviathan Axe
Air Date: June 20th, 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 10: Making Games Better for the Deaf and Hard of Hearing
Air Date: July 17th, 2018
Summary: Video games are for everyone. But disabled people can be left out if developers don’t consider their needs.
Episode 11: Making Games Better for Gamers with Colourblindness & Low Vision
Air Date: August 23rd, 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 are colourblind or have low vision.
Episode 12: Playing Past Your Mistakes
Air Date: September 12nd, 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 13: The Best Games from GMTK Game Jam 2018
Air Date: September 15th, 2018
Summary: Let’s look at my favourite games from the second GMTK Game Jam.
Episode 14: How Overcooked’s Kitchens Force You to Communicate
Air Date: September 22nd, 2018
Summary: Overcooked is one of the best co-op games I’ve played, because it seems to force players to not only work with each other - but talk to each other. In this video, I’ll explain how the kitchens themselves encourage this behaviour.
Episode 15: Does Spidey's Web-Swinging 'Make You Feel Like Spider-Man'?
Air Date: October 4th, 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 16: Making Games Better for Players with Motor Disabilities
Air Date: October 12nd, 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 17: How Mega Man 11's Levels Do More With Less
Air Date: October 25th, 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 18: Building Better Skill Trees
Air Date: November 28th, 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 19: How Return of the Obra Dinn Works
Air Date: December 15th, 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.
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