Game Maker's Toolkit

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How the Nemesis System Creates Stories
Episode overview
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.
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How to Turn Movement into a Game Mechanic
Episode 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. .. show full overview
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How to Become a Game Designer
Episode overview
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.
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The Power of Video Game HUDs
Episode overview
The heads-up display can change how a game works, feels, looks, and is made. Let's find out how.
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Ori Designer Breaks Down the Awesome Sand Level
Episode overview
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.
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Can We Make Better Tutorials for Complex Games?
Episode overview
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?
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The Best Games from GMTK Game Jam 2021
Episode overview
The GMTK Game Jam for 2021 was - once again! - our biggest yet. In this video, Mark runs down his 20 favourite games.
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Dishonored 2 Devs Explain the Clockwork Mansion
Episode overview
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.
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‘It Takes Two’ - Co-op level design
Episode overview
In this episode of On the Level, I speak to Hazelight designer Oliver Granlund about creating co-op conundrums in It Takes Two.
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How Accessible Were This Year's Games?
Episode overview
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.
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How The Forgotten City Works
Episode overview
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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