Game Maker's Toolkit

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The Year Stealth Games Got Serious
Episode overview
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 .. show full overview
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Roguelikes, Persistency, and Progression
Episode overview
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 .. show full overview
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Making Games Better for Players with Cognitive Disabilities
Episode overview
Video games are for everyone. But those with disabilities can be left out if developers don’t consider their needs.
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The Making of Hitman 2's Miami Level
Episode overview
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
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Why Synergies are the Secret to Slay the Spire’s Fun
Episode overview
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.
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How Games Get Balanced
Episode overview
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?
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The Tragedy of Halo 3: ODST
Episode overview
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 .. show full overview
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The Challenge of Cameras
Episode overview
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?
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How to Make an Indie Game Trailer
Episode overview
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.
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Why Metro Exodus is so Immersive
Episode overview
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?
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How to Make Your First Super Mario Maker 2 Level
Episode overview
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 .. show full overview
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Can We Make Talking as Much Fun as Shooting?
Episode overview
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 .. show full overview
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Why Does Celeste Feel So Good to Play?
Episode overview
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 .. show full overview
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The Best Games from GMTK Game Jam 2019
Episode overview
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.
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How Space Invaders Kickstarted Japan's Game Industry
Episode overview
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...
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Clockwork Games and Time Loops
Episode overview
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”.
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What Pac-Man Brought to Game Design
Episode overview
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.
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How Accessible Were 2019’s Biggest Games?
Episode overview
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.
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How Baba Is You Works
Episode overview
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 .. show full overview

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