Game Maker's Toolkit

  • Classificação #
  • Estreou: Nov 2014
  • Episódios: 176
  • Seguidores: 0
  • Em exibição
  • YouTube
  • às 12
  • Documentary

Temporadas:

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Temporada 4
4x1
How Games Use Feedback
Episode overview
Exibido em:
Jan 09, 2018
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 .. show full overview
4x2
Breaking Down the Best World in Rayman Legends
Episode overview
Exibido em:
Jan 30, 2018
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.
4x3
The Rise of the Systemic Game
Episode overview
Exibido em:
Fev 14, 2018
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?
4x4
What Makes Celeste's Assist Mode Special
Episode overview
Exibido em:
Fev 21, 2018
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.
4x5
What Makes a Good Puzzle?
Episode overview
Exibido em:
Mar 14, 2018
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.
4x6
How to keep players engaged (without being evil)
Episode overview
Exibido em:
Abr 06, 2018
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)
4x7
What Makes a Good Combat System?
Episode overview
Exibido em:
Mai 27, 2018
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.
4x8
Are Score Systems Still Relevant?
Episode overview
Exibido em:
Jun 08, 2018
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!
4x9
Forging God of War's Leviathan Axe
Episode overview
Exibido em:
Jun 19, 2018
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 .. show full overview
4x10
Making Games Better for the Deaf and Hard of Hearing
Episode overview
Exibido em:
Jul 16, 2018
Video games are for everyone. But disabled people can be left out if developers don’t consider their needs.
4x11
Making Games Better for Gamers with Colourblindness & Low Vision
Episode overview
Exibido em:
Ago 22, 2018
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 .. show full overview
4x12
Playing Past Your Mistakes
Episode overview
Exibido em:
Set 11, 2018
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?
4x13
The Best Games from GMTK Game Jam 2018
Episode overview
Exibido em:
Set 14, 2018
Let’s look at my favourite games from the second GMTK Game Jam.
4x14 Final da Temporada
How Overcooked’s Kitchens Force You to Communicate
Episode overview
Exibido em:
Set 21, 2018
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.
4x15
Does Spidey's Web-Swinging 'Make You Feel Like Spider-Man'?
Episode overview
Exibido em:
Out 03, 2018
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?
4x16
Making Games Better for Players with Motor Disabilities
Episode overview
Exibido em:
Out 11, 2018
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 .. show full overview
4x17
How Mega Man 11's Levels Do More With Less
Episode overview
Exibido em:
Out 24, 2018
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.
4x18
Building Better Skill Trees
Episode overview
Exibido em:
Nov 27, 2018
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.
4x19 Final da Temporada
How Return of the Obra Dinn Works
Episode overview
Exibido em:
Dez 14, 2018
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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