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
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Season 5
Episode 1: The Year Stealth Games Got Serious
Air Date: January 9th, 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 2: Roguelikes, Persistency, and Progression
Air Date: January 29th, 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 3: Making Games Better for Players with Cognitive Disabilities
Air Date: February 8th, 2019
Summary: Video games are for everyone. But those with disabilities can be left out if developers don’t consider their needs.
Episode 4: The Making of Hitman 2's Miami Level
Air Date: February 19th, 2019
Summary: Stealth games are known for their open-ended and realistic levels. And no franchise does this quite like Hitman. In this video, I chat to IO Interactive’s Jakob Mikkelsen and Eskil Mohl about the making of the Miami level in Hitman 2
Episode 5: Why Synergies are the Secret to Slay the Spire’s Fun
Air Date: March 5th, 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 6: How Games Get Balanced
Air Date: April 12nd, 2019
Summary: Balancing a game is one of the most complex pursuits in game development - especially when you’re dealing with a cast of completely distinct and diverse characters. So how do devs do it?
Episode 7: The Tragedy of Halo 3 - ODST
Air Date: April 26th, 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 8: The Challenge of Cameras
Air Date: May 9th, 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 9: How to Make an Indie Game Trailer
Air Date: May 18th, 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 10: Why Metro Exodus is so Immersive
Air Date: June 27th, 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 11: How to Make Your First Super Mario Maker 2 Level
Air Date: July 3rd, 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 12: Can We Make Talking as Much Fun as Shooting?
Air Date: July 18th, 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 13: Why Does Celeste Feel So Good to Play?
Air Date: August 1st, 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 14: The Best Games from GMTK Game Jam 2019
Air Date: August 21st, 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 15: How Space Invaders Kickstarted Japan's Game Industry
Air Date: September 6th, 2019
Summary: Design Icons is a new series from Game Maker's Toolkit, charting the history of game design through influential and important games. Starting with an invasion from space...
Episode 16: Clockwork Games and Time Loops
Air Date: October 4th, 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 17: What Pac-Man Brought to Game Design
Air Date: October 17th, 2019
Summary: While a nascent games industry was laser focused on emulating the success of Taito’s Space Invaders, one designer tried to make something completely different - and ended up creating our second design icon - Pac-Man.
Episode 18: How Accessible Were 2019’s Biggest Games?
Air Date: November 23rd, 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 19: How Baba Is You Works
Air Date: December 10th, 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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