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Stagione 7
Data di messa in onda
Gen 28, 2021
The Nemesis System in Middle-Earth: Shadow of Mordor is a unique villain generator. But in the sequel, Shadow of War, it's a full on story generator. Here's how it makes narratives that are interesting, meaningful, and memorable.
The Nemesis System in Middle-Earth: Shadow of Mordor is a unique villain generator. But in the sequel, Shadow of War, it's a full on story generator. Here's how it makes narratives that are interesting, meaningful, and memorable.
Data di messa in onda
Feb 26, 2021
I love games that make movement into a primary game mechanic. From the parkour thrills of Mirror's Edge to chaining moves in Mario Odyssey to dive-bombing in a wingsuit in Just Cause.
.. show full overview
I love games that make movement into a primary game mechanic. From the parkour thrills of Mirror's Edge to chaining moves in Mario Odyssey to dive-bombing in a wingsuit in Just Cause. How do developers come up with amazing movement systems? Let's find out.
Data di messa in onda
Mar 22, 2021
If you watch GMTK, you might be inspired to turn your passion for game design into an actual career. In this video, I've gathered advice from dozens of designers from around the world to help you land a job in the games industry.
If you watch GMTK, you might be inspired to turn your passion for game design into an actual career. In this video, I've gathered advice from dozens of designers from around the world to help you land a job in the games industry.
Data di messa in onda
Apr 29, 2021
The heads-up display can change how a game works, feels, looks, and is made. Let's find out how.
The heads-up display can change how a game works, feels, looks, and is made. Let's find out how.
Data di messa in onda
Mag 12, 2021
In the first episode of On the Level, I speak to Chris McEntee about the awesome desert world in Ori and the Will of the Wisps.
In the first episode of On the Level, I speak to Chris McEntee about the awesome desert world in Ori and the Will of the Wisps.
Data di messa in onda
Mag 31, 2021
Games in complex genres, like strategy and simulation, can be really hard to learn. So are there ways to make the tutorials for these games more enjoyable and more effective?
Games in complex genres, like strategy and simulation, can be really hard to learn. So are there ways to make the tutorials for these games more enjoyable and more effective?
Data di messa in onda
Giu 22, 2021
The GMTK Game Jam for 2021 was - once again! - our biggest yet. In this video, Mark runs down his 20 favourite games.
The GMTK Game Jam for 2021 was - once again! - our biggest yet. In this video, Mark runs down his 20 favourite games.
Data di messa in onda
Lug 16, 2021
In this episode of On the Level, I speak to Arkane designers Dana Nightingale and David Di Giacomo about the shape-shifting Clockwork Mansion in Dishonored 2.
In this episode of On the Level, I speak to Arkane designers Dana Nightingale and David Di Giacomo about the shape-shifting Clockwork Mansion in Dishonored 2.
Data di messa in onda
Set 23, 2021
In this episode of On the Level, I speak to Hazelight designer Oliver Granlund about creating co-op conundrums in It Takes Two.
In this episode of On the Level, I speak to Hazelight designer Oliver Granlund about creating co-op conundrums in It Takes Two.
Data di messa in onda
Dic 10, 2021
Every year, I like to take a moment to check in with the games biz, and see how things are going in terms of accessibility. I check out 25 blockbuster games, and countless indie titles, to gauge the current state of the industry.
Every year, I like to take a moment to check in with the games biz, and see how things are going in terms of accessibility. I check out 25 blockbuster games, and countless indie titles, to gauge the current state of the industry.
7x11
Ultimo episodio della stagione
How The Forgotten City Works
Episode overview
Data di messa in onda
Dic 21, 2021
Every year I break down the design and development of one of the year's most innovative games. This time: it's the time-travelling, day-looping, crime-solving, remake of a Skyrim mod, The Forgotten City. How was this remarkable game made?
Every year I break down the design and development of one of the year's most innovative games. This time: it's the time-travelling, day-looping, crime-solving, remake of a Skyrim mod, The Forgotten City. How was this remarkable game made?
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