Game Maker's Toolkit

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6x1
Two Types of Random
Episode overview
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 .. show full overview
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Shovel Knight's Signature Moves
Episode overview
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, .. show full overview
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How Level Design Can Tell a Story
Episode overview
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. .. show full overview
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The Genius of Prey's Gloo Cannon
Episode overview
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.
6x5
How Stealth Game Guards See and Hear | School of Stealth
Episode overview
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?
6x6
How To Edit a Video Essay - Part 1 (Basics)
Episode overview
This is the first part of a series of videos on editing for YouTube.
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The 4 "P"s of DOOM's Amazing Combat
Episode overview
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 .. show full overview
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The Five Types of Stealth Game Gadget | School of Stealth Part 2
Episode overview
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.
6x9
Should Game Designers Listen to Negative Player Feedback?
Episode overview
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 .. show full overview
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How do Stealth Games Deal with Detection? | School of Stealth Part 3
Episode overview
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 .. show full overview
6x11
Commanding Shepard
Episode overview
Original Title: Mass Effect Analysis - The Shared Ownership of Commander Shepard When Mass Effect launched in 2007, the heroes of western RPGs were typically blank-slate nobodies. But .. show full overview
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The Birth of the Japanese RPG | Design Icons
Episode overview
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.
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The Best Games from GMTK Game Jam 2020
Episode overview
The GMTK Game Jam for 2020 was our biggest one yet. In this video, Mark runs down his 20 favourite games.
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Last of Us Part II Designer Shows How a Level is Made
Episode overview
Original Title: How a Last of Us Part II Level is Made // This video focuses on one of Ellie's level in the chapter "Seattle: Day 1", and does not contain any major story spoilers .. show full overview
6x15
The Games That Designed Themselves
Episode overview
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 .. show full overview
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This Psychological Trick Makes Rewards Backfire
Episode overview
Original Title: The Psychological Trick That Can Make Rewards Backfire Goals and rewards can be a great way to motivate players to learn, try out features, and play longer - but in .. show full overview
6x17
The Rise and Fall of Britain's Bedroom Coders | Design Icons
Episode overview
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.
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Are Lives Outdated Game Design?
Episode overview
Are lives an outdated relic of the arcade era, or are they still relevant to game design in 2020?
6x19
Who Gets to be Awesome in Games?
Episode overview
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.
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How Accessible Were This Year's Games?
Episode overview
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 .. show full overview
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How Watch Dogs: Legion Works | GMTK Most Innovative 2020
Episode overview
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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