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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Episode Summaries
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Season 6
Episode 1: Two Types of Random
Air Date: January 15th, 2020
Summary: From critical hits to random encounters, and from loot boxes to procedural generation, video games are stuffed to bursting with randomness. In this episode, I look at the way randomness is used in games - and why some forms are more contentious than others.
Episode 2: Shovel Knight's Signature Moves
Air Date: February 4th, 2020
Summary: Making a signature move for your platforming hero is hard work - just ask developer Yacht Club Games, who has had to make four of them for Shovel Knight, Plague Knight, Specter Knight, and King Knight. In this video, I talk to Yacht Club about the design decisions behind these iconic platforming actions.
Episode 3: How Level Design Can Tell a Story
Air Date: February 29th, 2020
Summary: Can a video game level tell a story? In this video I look at a bunch of examples and best practices for embedding narrative elements into the very spaces and places we visit in games. We’ll tackle environmental storytelling, evocative architecture, and contextualising player identity.
Episode 4: The Genius of Prey's Gloo Cannon
Air Date: March 13rd, 2020
Summary: You know I love a good multipurpose game mechanic. Prey’s Gloo Cannon is one of the best. Let my tell you why. There are no major spoilers for Prey in this video, so please do watch it if you've yet to try the game.
Episode 5: How Stealth Game Guards See and Hear | School of Stealth
Air Date: March 26th, 2020
Summary: Welcome to the School of Stealth, a GMTK miniseries on how stealth games work. In episode one, I’m going to tackle guard perception and awareness. How do guards see and hear, and how do different solutions lead to different game experiences?
Episode 6: How To Edit a Video Essay - Part 1 (Basics)
Air Date: March 27th, 2020
Summary: This is the first part of a series of videos on editing for YouTube.
Episode 7: The 4 "P"s of DOOM's Amazing Combat
Air Date: April 9th, 2020
Summary: A DOOM Eternal combat encounter might only last five minutes, but they’re five, utterly intense minutes - filled with quick movement, smart decision making, and more. In this episode of GMTK, I’m going to break down just one fight in the game to see how it works, and how it makes players act.
Episode 8: The Five Types of Stealth Game Gadget | School of Stealth Part 2
Air Date: April 21st, 2020
Summary: Welcome back to the School of Stealth, a GMTK miniseries on how stealth games work. In episode two, let’s look at stealth game gadgets. From optic fibre cameras to camouflage outfits to the trusty silenced pistol.
Episode 9: Should Game Designers Listen to Negative Player Feedback?
Air Date: May 8th, 2020
Summary: Players certainly aren't shy about sharing their thoughts on video games. So what should developers do when players tell them they hate a certain game mechanic, character, or level? This video will explore some tips for responding to feedback and criticism.
Episode 10: How do Stealth Games Deal with Detection? | School of Stealth Part 3
Air Date: May 20th, 2020
Summary: Welcome back to the School of Stealth, a GMTK miniseries on how stealth games work. In episode three, it's time to tackle the biggest challenge of stealth game design - detection. In a genre that's all about staying hidden, what should designers do when the player is found?
Episode 11: Mass Effect Analysis - The Shared Ownership of Commander Shepard
Air Date: June 16th, 2020
Summary: When Mass Effect launched in 2007, the heroes of western RPGs were typically blank-slate nobodies. But Commander Shepard is different. What does it mean to have a character whose personality and identity is shared between the player and the character?
Episode 12: The Birth of the Japanese RPG | Design Icons
Air Date: July 9th, 2020
Summary: There's only one genre that we divide down strict geographical lines - the RPG. But western RPGs and Japanese RPGs have way more in common than you might first realise.
Episode 13: The Best Games from GMTK Game Jam 2020
Air Date: July 24th, 2020
Summary: The GMTK Game Jam for 2020 was our biggest one yet. In this video, Mark runs down his 20 favourite games.
Episode 14: How a Last of Us Part II Level is Made
Air Date: August 4th, 2020
Summary: // This video focuses on one of Ellie's level in the chapter "Seattle - Day 1", and does not contain any major story spoilers // In this episode of Game Maker's Toolkit, I chat to The Last of Us Part II designer Evan Hill about the creation of the game's best level.
Episode 15: The Games That Designed Themselves
Air Date: August 18th, 2020
Summary: It's easy to assume that amazing indie games like Gunpoint, Crypt of the Necrodancer, Ape Out, and Into the Breach were designed in a flash of inspiration. But that's not true - find out how these games came to be in this episode of Game Maker's Toolkit.
Episode 16: The Psychological Trick That Can Make Rewards Backfire
Air Date: September 14th, 2020
Summary: Goals and rewards can be a great way to motivate players to learn, try out features, and play longer - but in certain circumstances, they can actually backfire on you. To find out more, let's jump into the psychology of motivation.
Episode 17: The Rise and Fall of Britain's Bedroom Coders | Design Icons
Air Date: October 1st, 2020
Summary: GMTK's game history series Design Icons takes a trip to the UK, to see how the early British games business started as a cottage industry of bedroom coders.
Episode 18: Are Lives Outdated Game Design?
Air Date: October 16th, 2020
Summary: Are lives an outdated relic of the arcade era, or are they still relevant to game design in 2020?
Episode 19: Who Gets to be Awesome in Games?
Air Date: October 30th, 2020
Summary: Many games come with the promise of letting the player live out some kind of awesome, aspirational fantasy. But the game's design will dictate who gets to live the fantasy, and who might get left behind.
Episode 20: How Zelda's Puzzle Box Dungeons Work
Air Date: November 21st, 2020
Summary: My favourite Zelda dungeons are the ones that move, turn, change, and travel through time. After much research, I return from the depths of Hyrule with some Boss Keys and plenty of design details on how these puzzle box dungeons work.
Episode 21: How Accessible Were This Year's Games?
Air Date: December 12nd, 2020
Summary: It's time for my annual investigation into the accessibility of the year's biggest games. From Cyberpunk to Demon's Souls, and from Miles Morales to Valhalla, let's look at how these games do in terms of controller remapping, subtitles, colourblind settings, and more.
Episode 22: How Watch Dogs - Legion Works | GMTK Most Innovative 2020
Air Date: December 19th, 2020
Summary: Every year I break down the design and development of the year's most innovative game system. This time - it's Watch Dogs Legion's "Play as Anyone" concept. How does it work - and is it any good?
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