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Game Design Lessons: Presenting Perfect Puzzles
 
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For articles & videos all about game design, visit http://TheGameProdigy.com In this video we cover key to a good puzzle, avoiding a common mistake made by many designers. A more advanced Game Design article on puzzles can be found here: http://thegameprodigy.com/making-mind-blowing-puzzles-in-your-game/
Views: 19051 TheGameProdigyDotCom
Game Design 101: How to Make Choices that Matter | Game/Show | PBS Digital Studios
 
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Viewers like you help make PBS (Thank you 😃) . Support your local PBS Member Station here: https://to.pbs.org/DonateGAME This episode is brought to you by Squarespace: http://www.squarespace.com/gameshow The Game/Show team wants to hear your opinions. What kind of gaming videos do you want to see? What topics do you want discussed? ... Click on the link and take our survey so we can get to know you a little better! https://www.surveymonkey.com/r/PBSGameShow Subscribe to PBS Game/Show! http://bit.ly/1BPJ2VE Tweet at us! https://twitter.com/pbsgameshow ↓ More info and sources below ↓ Our second installment of Game Design 101 is all about presenting your players with a series of interesting decisions. You may not even realize it, but even the most visibly simplistic games present serious choices that serve to captivate the gamer. Choice give the player more control over the outcome of their gaming experience. They can feel more deserving of a flawless victory, but must also accept responsibility for crushing defeat. When these choices allow for a personalized play-style, a great game can be born. So let us know your favorite video game choices in the comments! ----------------------------------------­­­­­­­­­­­­­­­­­­­----------------------­-­- Follow us on Facebook https://www.facebook.com/gameshowpbs Email us! pbsgameshow [at] gmail [dot] com Follow us on Reddit http://www.reddit.com/r/pbsgameshow ----------------------------------------­­­­------------------------ ASSET LINKS: 2:08 Sid Meier: The Father of Civilization http://kotaku.com/the-father-of-civilization-584568276 4:38 Arkane's Harvey Smith on Dishonored and Empowering Players http://www.gamesindustry.biz/articles/2012-07-25-arkanes-harvey-smith-on-dishonored-and-empowering-players 5:35 Kasparov Chess Challenge https://www.youtube.com/watch?v=s7xCc3Qjfis 5:42 Principles of Corp Deckbuilding: Winning and Defending https://www.youtube.com/watch?v=02Jvb-q6DwU ----------------------------------------­­­­------------------------ MUSIC: ""Oh Damn!"" by CJVSO https://soundcloud.com/downpitched/cj... ""Digital Sonar"" by Brink ""Mindphuck"" by Known To Be Lethal https://www.youtube.com/watch?v=B-cyr... ""After Hours"" ""Lakes"" by Chooga https://www.youtube.com/watch?v=E8hns... ""Beautiful Days"" by Extan https://soundcloud.com/extandnb/beaut... ""Spectrum Subdiffusion Mix"" by Foniqz https://soundcloud.com/subdiffusion/f... ""Good Way Song"" by Electronic Rescue ""Alice y Bob"" by Javier Rubio and Parsec https://archive.org/details/escala19_... ""Sleet"" by Kubbi https://soundcloud.com/kubbi/kubbi-sleet ""Toaster"" by Kubbi https://soundcloud.com/kubbi/toaster ""Patriotic Songs of America"" by New York Military Band and the American Quartet http://freemusicarchive.org/music/New... ""Lets Go Back To The Rock"" by Outsider https://www.jamendo.com/en/artist/440... ""Run"" by Outsider https://www.jamendo.com/en/artist/440... ""Fame"" by Statue of Diveo https://www.jamendo.com/en/artist/352... ""Freedom Weekends"" by Statue of Diveo https://www.jamendo.com/en/artist/352... ----------------------------------------­­­------------------------ Hosted by Jamin Warren (@jaminwar) See more on games and culture on his site: http://www.killscreendaily.com Made by Kornhaber Brown (http://www.kornhaberbrown.com)
Views: 60203 PBS Game/Show
MIT Explains: How To Make a Video Game
 
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Video games are fun to play, but have you ever wondered how to make one? Carmelo, a grad student in the MIT Media Lab, shows how anyone can start learning how to create video games by talking to machines through programming languages. Start making at https://scratch.mit.edu! ---------- Find us online! Facebook: http://www.facebook.com/MITK12 Twitter: http://www.twitter.com/MITK12Videos http://k12videos.mit.edu ---------- made with love at MIT Creative Commons: CC BY-NC-SA, MIT http://k12videos.mit.edu/terms-and-conditions Written by: Elizabeth Choe ‘13 with Carmelo Presicce SM ‘17 Additional scripting: George Zaidan ‘08 Produced by: Elizabeth Choe ‘13 Director: George Zaidan ‘08 Editor: Per Hoel Special effects: Loren Sherman ‘16 Production assistant: Ceri Riley ‘16 Hosted by: Carmelo Presicce SM ‘17 Tetris image: http://habitry.com/blog/they-dont-want-results Minecraft image: http://www.gamespot.com/articles/minecraft-2-not-happening-anytime-soon/1100-6429533/ Angry Birds image: http://thedroidguy.com/2012/03/angry-birds-space-update-available-on-barnes-noble-nook-tablet-21384 Mad Max image: http://www.gameguyz.com/pictures/wallpaper/hd-mad-max-wallpapers.html Special thanks: Mitch Resnick and the Lifelong Kindergarten Group at the MIT Media Lab
Views: 191511 MITK12Videos
5 Bits of Good Game Design from 2015 | Game Maker's Toolkit
 
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2015 is coming to an end. To give the year a proper farewell, let's look at 5 good bits of game design from 5 awesome games, released in the last 12 months. I'll have one more, from my very favourite game of the year, towards the end of December. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Have Mark talk at your studio, university, or event - https://gamemakerstoolkit.tumblr.com Sources: IGN: "Breaking Down Bloodborne's Combat System" http://uk.ign.com/articles/2014/08/14/gamescom-2014-breaking-down-bloodbornes-combat-system Games shown in this episode (in order of appearance): Splatoon (Nintendo, 2015) Saints Row IV (Volition, 2013) Grim Fandango (LucasArts, 1998) Nova-111 (Funktronic Labs, 2015) The Swindle (Size Five Games, 2015) Grow Home (Ubisoft Reflections, 2015) Westerado: Double Barreled (Ostrich Banditos, 2015) Ori and the Blind Forest (Moon Studios, 2015) Bloodborne (From Software, 2015) Dark Souls II (From Software, 2014) Metal Gear Solid: Peace Walker (Kojima Productions, 2010) Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015) Deus Ex: Human Revolution (Eidos Montreal, 2011) Call of Duty: Advanced Warfare (Sledgehammer Games, 2014) Far Cry 2 (Ubisoft Montreal, 2008) Prince of Persia (Ubisoft Montreal, 2008) Fallout 4 (Bethesda Game Studios, 2015) Life is Strange (Dontnod Entertainment, 2015) Uncharted 2: Among Thieves (Naughty Dog, 2009) Rocket League (Psyonix, 2015) The Witcher 3: Wild Hunt (CD Projekt, 2015) Undertale (Toby Fox, 2015) Until Dawn (Supermassive Games, 2015) Invisible, Inc. (Klei Entertainment, 2015) Mad Max (Avalanche Studios, 2015) Lara Croft GO (Square Enix Montreal, 2015) Music used in this episode: 00:00 - Title Theme (Splatoon) © Nintendo 01:21 - Bloodborne (Bloodborne) © From Software 02:33 - You Can Call Me Ishmael (Metal Gear Solid V) © Konami 03:39 - Tutorial Theme (Splatoon) © Nintendo 04:43 - The Blinded Forest (Ori and the Blind Forest) © Moon Studios 05:59 - Out of Time, Track Two (Life is Strange) © Square Enix 06:25 - Out of Time, Track Three (Life is Strange) © Square Enix Other credits: "Metal Gear Solid: Peace Walker - Extra Ops 011 Fulton Recovery" - strideryoko https://www.youtube.com/watch?v=7WmmifPI75k "Prince of Persia (2008) playthrough [Part 1: Into The Storm]" - HellfirePlaythroughs https://www.youtube.com/watch?v=JSLSzUqeafU "Uncharted 2 Among Thieves PS4 - Walkthrough Part 8" - Shirrako https://www.youtube.com/watch?v=wTUgMAuMQ5E
Views: 286655 Game Maker's Toolkit
Common Stealth Level Design Mistakes - Bauer Design Solutions
 
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This is an animated video collecting my experiences working on several stealth focused games as a level designer, lead and director. Special thanks to: Matt West - Editor & Co-Writer David Szeto - Editor Mischa Hrziwnatzki - Adobe After Effects Advice Homepage with CV, portfolio, articles: www.benb-design.net
Views: 12876 BauerDesignSolutions
So You Want To Be a Producer - How to Lead a Development Team - Extra Credits
 
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The Producer is one of the least-appreciated roles in the game industry. Their job is to ensure that the game gets finished and shipped on time (not floating in development hell forever) by enabling everyone else to do their best work. Subscribe for new episodes every Wednesday! http://bit.ly/SubToEC (---More below) (Original air date: October 5, 2011) This week's guest art by LeeLee Scaldaferri! Check out her weekly webcomic, Name Game! http://www.escapistmagazine.com/articles/view/comics/namegame _______ Get your Extra Credits gear at the store! http://bit.ly/ExtraStore Play games with us on Extra Play! http://bit.ly/WatchEXP Watch more episodes from this season of Extra Credits! http://bit.ly/2n8QcIn Contribute community subtitles to Extra Credits: http://www.youtube.com/timedtext_cs_panel?c=UCCODtTcd5M1JavPCOr_Uydg&tab=2 Talk to us on Twitter (@ExtraCreditz): http://bit.ly/ECTweet Follow us on Facebook: http://bit.ly/ECFBPage Get our list of recommended games on Steam: http://bit.ly/ECCurator _________ Would you like James to speak at your school or organization? For info, contact us at: [email protected] _________ ♪ Intro Music: "Penguin Cap" by CarboHydroM http://bit.ly/1eIHTDS ♪ Outro Music: "Ska Buffet" by The OverClocked Plaid Muffins http://ocremix.org/remix/OCR02254/
Views: 291359 Extra Credits
The Design Philosophy of Famous Game Designers |  Sid Meier, Will Wright, Miyamoto and Kojima
 
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In this this Video, I Examine the Design Philosophy of Various Game Designers , and attempt to draw comparisons between their various perspectives. Although People as varied as Will Wright and Miyamoto may seem worlds apart, there are commonalities in the perspectives of game designers that suggests a united vision for the future of game design. Sid Meier's Interesting Decisions https://www.youtube.com/watch?v=WggIdtrqgKg Will Wrights Dynamics for Designers https://www.youtube.com/watch?v=JBcfiiulw-8&t=1s Jonathan Blow Dynamical Meaning https://www.youtube.com/watch?v=mGTV8qLbBWE&t=1s Jesper Juul The Pure Game https://www.youtube.com/watch?v=NwAuHhpbgfY Clint Hocking Ludonarrative Dissonance https://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html Ken Levine Radical Recognition https://www.youtube.com/watch?v=uHkZQBilEXk Warren Spector's Design https://www.gamesindustry.biz/articles/2013-09-04-warren-spectors-commandments-of-game-design Hideo Kojima http://www.metalgearsolid.net/features/hideo-kojima-at-the-movies-hitchcock-films HIdetaka Miyazaki https://www.theguardian.com/technology/2015/mar/31/bloodborne-dark-souls-creator-hidetaka-miyazaki-interview Fumito Ueda Design By Subtraction https://www.theguardian.com/technology/2005/aug/18/games.shopping David Jaffe https://www.youtube.com/watch?v=i060D2MzjSU Miyamoto https://www.youtube.com/watch?v=a9DlhDRZ0yA Tetsuya Miziguchi https://www.youtube.com/watch?v=ZtSaFsMKrkI Yoko Taro https://www.youtube.com/watch?v=OO_d3fwTNPo
Views: 6606 The Game Overanalyser
What Makes Good AI? | Game Maker's Toolkit
 
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When we talk about good AI, we often think about highly efficient and aggressive enemies in shooters like FEAR and Halo. But surely there's more to good artificial intelligence than this? Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Have Mark talk at your studio, university, or event - https://gamemakerstoolkit.tumblr.com Sources The Illusion of Intelligence | Bungie http://halo.bungie.org/misc/gdc.2002.haloai/talk.html New Doom's deceptively simple design | Gamasutra http://www.gamasutra.com/view/news/295254/Make_me_think_make_me_move_New_Dooms_deceptively_simple_design.php The Secrets Of Enemy AI In Uncharted 2 | Gamasutra http://www.gamasutra.com/view/feature/134566/the_secrets_of_enemy_ai_in_.php The Systemic AI of Far Cry | AI & Games https://youtu.be/Q7of5BPmiUs Arkham Intelligence | AI & Games https://youtu.be/Oz04rH542l8 The Artificial Intelligence of Halo 2 | HowStuffWorks http://electronics.howstuffworks.com/halo2-ai.htm [ZIP] Designing to Promote Intentional Play | Clint Hocking http://clicknothing.typepad.com/Design/hockingc_GDC06_Intentionality.zip The Perfect Organism: The AI of Alien: Isolation | AI & Games https://www.youtube.com/watch?v=Nt1XmiDwxhY [PDF] The AI Systems of Left 4 Dead | Valve http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf Toru Iwatani Interview | MameWorld http://www.mameworld.info/net/pacman/interview/interview1.html Uncharted 4 is not as scripted as you might think | GamesIndustry.biz http://www.gamesindustry.biz/articles/2016-11-04-uncharted-4-not-as-scripted-as-you-might-think Find Out More [PDF] Three States and a Plan | MIT Media Lab http://alumni.media.mit.edu/~jorkin/gdc2006_orkin_jeff_fear.pdf Managing Complexity in Halo 2 | GDC http://www.gdcvault.com/play/1020270/Managing-Complexity-in-the-Halo Modeling AI Perception and Awareness in Splinter Cell: Blacklist | GDC http://www.gdcvault.com/play/1020436/Modeling-AI-Perception-and-Awareness Understanding Pac-Man Ghost Behavior | GameInternals http://gameinternals.com/post/2072558330/understanding-pac-man-ghost-behavior Drivatar in Forza Motorsport | Microsoft Research https://web.archive.org/web/20160302162556/http://research.microsoft.com:80/en-us/projects/drivatar/forza.aspx MGS V Enemies Response System Guide | SegmentNext http://segmentnext.com/2015/09/05/mgsv-phantom-pain-enemies-response-system-defense-vehicles-guide/ How Prompto's AI-drive selfie system in Final Fantasy XV was built | Gamasutra http://www.gamasutra.com/view/news/292883/How_Promptos_AIdriven_selfie_system_in_Final_Fantasy_XV_was_built.php Further Reading / Viewing: Laments on Half-Life 2's AI and balance | Joe Wintergreen https://www.youtube.com/watch?v=OsDM7GKb0xU Game Development Myths: Players Want Smart Artificial Intelligence | Ask a Game Dev http://askagamedev.tumblr.com/post/76972636953/game-development-myths-players-want-smart Games shown in this episode (in order of appearance): F.E.A.R. (Monolith Productions, 2005) Halo 2 (Bungie, 2004) Half-Life (Valve Corporation, 1998) Halo: Combat Evolved (Bungie, 2001) DOOM (id Software, 2016) Alien: Isolation (The Creative Assembly, 2014) Batman: Arkham Asylum (Rocksteady Studios, 2009) Waking Mars (Tiger Style, 2012) Final Fantasy XV (Square Enix, 2016) The Legend of Zelda: Breath of the Wild (Nintendo, 2017) Splinter Cell: Blacklist (Ubisoft Toronto, 2013) Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015) The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011) Uncharted 2: Among Thieves (Naughty Dog, 2009) Far Cry 4 (Ubisoft Montreal, 2014) The Swindle (Size Five Games, 2015) Mark of the Ninja (Klei Entertainment, 2012) Pac-Man (Namco, 1980) Civilization V (Firaxis Games, 2010) Far Cry 2 (Ubisoft Montreal, 2008) Vanquish (PlatinumGames, 2010) Hitman (iO Interactive, 2016) Spelunky (Derek Yu, 2012) BioShock (Irrational Games, 2007) Prey (Arkane Studios, 2017) Middle-earth: Shadow of Mordor (Monolith Productions, 2014) Killer Instinct (Double Helix Games, 2013) Forza Motorsport 6 (Turn 10 Studios, 2015) Left 4 Dead (Turtle Rock / Valve, 2008) Rain World (Videocult, 2017) S.T.A.L.K.E.R.: Shadow of Chernobyl (GSC Game World, 2007) BioShock Infinite (Irrational Games, 2013) The Last Guardian (genDesign, 2016) Event[0] (Ocelot Society, 2016) Half-Life 2 (Valve Corporation, 2004) The Last of Us (Naughty Dog, 2013) Uncharted 4: A Thief's End (Naughty Dog, 2016) Music used in this episode: 00:00 - Into the Red (Waking Mars) 02:25 - Title Screen (Please, Don't Touch Anything) 03:20 - Screen OFF (Please, Don't Touch Anything) 05:35 - Black Hole (Please, Don't Touch Anything) 06:46 - Reverse (Please, Don't Touch Anything) 07:54 - Language (Please, Don't Touch Anything) 10:32 - Judegment (Please, Don't Touch Anything) 11:44 - Ruins (Please, Don't Touch Anything) 13:31 - Into the Red (Waking Mars)
Views: 1197500 Game Maker's Toolkit
Breaking Down Level Design in Celeste
 
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Celeste is a new 2D platformer on the Nintendo Switch. Let's break down the level design of Celeste and how it informs game mechanics. Your feedback is important to us! Like, subscribe, and leave a comment to let us know what you think. We hope you enjoyed this Celeste video essay on the title's good game design. You can find similar videos, podcasts, and articles on OKBeast.com. Follow OK Beast! Website: https://www.okbeast.com/ Twitter: https://twitter.com/OKBeastNow OK Beast Podcast: https://itunes.apple.com/us/podcast/ok-beast/id1119385603?mt=2 Pixel Pulse Radio: https://itunes.apple.com/us/podcast/pixel-pulse-radio/id1052395247?mt=2 A+ Anime Podcast: https://itunes.apple.com/us/podcast/a-anime/id1238028226?mt=2 Resources Used: Celeste - Madeline’s Grabbag OST: https://radicaldreamland.bandcamp.com/album/celeste-madelines-grab-bag Mark Brown - Donkey Kong Level Design: https://www.youtube.com/watch?v=JqHcE6B4OP4 https://youtu.be/a3cWccNtcKg https://www.youtube.com/watch?v=xAUun0qKlo4 https://www.youtube.com/watch?v=OE3ySucVVJU
Views: 27263 OK Beast
7 ways games use psychology to control you
 
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Every game tricks us into doing as we’re told. But what exactly are they doing? And why? Here are seven ways games use psychology to control us. As discussed in the video, here's Jamie Madigan’s incredible website: http://www.psychologyofgames.com And the specific articles we talk about: The Psychology of Immersion in Video Games http://www.psychologyofgames.com/2010/07/the-psychology-of-immersion-in-video-games/ Why Gone Home Is So Immersive http://www.psychologyofgames.com/2013/09/why-gone-home-is-so-immersive/ The Overjustification Effect and Game Achievements http://www.psychologyofgames.com/2016/10/the-overjustification-effect-and-game-achievements/ Why Do Color Coded Clues in Level Design Work? http://www.psychologyofgames.com/2013/09/why-do-color-coded-clues-in-level-design-work/ The Near Miss Effect and Game Rewards http://www.psychologyofgames.com/2016/09/the-near-miss-effect-and-game-rewards/ Newtonian Engagement and Metal Gear Solid V http://www.psychologyofgames.com/2016/02/newtonian-engagement-and-metal-gear-solid-v/ Zeigarnik Effect and Quest Logs http://www.psychologyofgames.com/2017/01/36 And from Gamasutra: No More Wrong Turns https://www.gamasutra.com/view/feature/132504/no_more_wrong_turns.php When you want to push the boundaries of play, Play Advanced with Logitech G. http://www.LogitechG.com http://www.twitter.com/logitechg http://www.facebook.com/logitechg http://www.instagram.com/Logitech_G
Views: 568356 Logitech G
Making Games Better for the Deaf and Hard of Hearing | Designing for Disability
 
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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 making games more accessible to a wide range of disabilities. Starting with auditory options, for the deaf and hard of hearing. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Sources How Ubisoft is Putting the Spotlight on Accessibility | Bungie https://news.ubisoft.com/article/how-ubisoft-is-putting-the-spotlight-on-accessibility Resources Game accessibility guidelines http://gameaccessibilityguidelines.com BBC Subtitle Guidelines http://bbc.github.io/subtitle-guidelines/ [PDF] Channel 4 Subtitle Guidelines http://www.channel4.com/media/documents/corporate/foi-docs/SG_FLP.pdf Netflix Subtitle Guidelines https://partnerhelp.netflixstudios.com/hc/en-us/articles/215758617-Timed-Text-Style-Guide-General-Requirements Deaf Game Reviews http://oneoddgamergirl.net AbleGamers http://www.ablegamers.org What Video Game Subtitling Got Wrong In 2017 | Max Deryagin https://www.md-subs.com/what-game-subs-got-wrong-in-2017 Games shown in this episode (in order of appearance) God of War (Santa Monica Studio, 2018) Fortnite (Epic Games, 2017) Half-Life 2: Episode One (Valve Corporation, 2006) Celeste (Matt Makes Games, 2018) Overwatch (Blizzard Entertainment, 2016) Assassin's Creed: Origins (Ubisoft Montreal, 2017) Uncharted 4: A Thief's End (Naughty Dog, 2016) inFamous First Light (Sucker Punch Productions, 2014) Mad Max (Avalanche Studios, 2015) Batman: Arkham Asylum (Rocksteady Studios, 2009) The Vanishing of Ethan Carter (The Astronauts, 2014) Borderlands 2 (Gearbox Software, 2012) Bayonetta (PlatinumGames, 2009) Call of Duty: Black Ops II (Treyarch, 2012) Rise of the Tomb Raider (Crystal Dynamics, 2015) Sleeping Dogs (United Front Games, 2012) Dishonored 2 (Arkane Studios, 2016) Horizon Zero Dawn (Guerrilla Games, 2017) Life Is Strange: Before the Storm (Deck Nine, 2017) Hitman (iO Interactive, 2016) Knack II (SIE Japan Studio, 2017) Detroit: Become Human (Quantic Dream, 2018) Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015) Darkest Dungeon (Red Hook Studios, 2016) The Spectrum Retreat (Dan Smith Studios, 2018) Yakuza 6: The Song of Life (Sega, 2016) Uncharted: The Lost Legacy (Naughty Dog, 2017) Prey (Arkane Studios, 2017) Hellblade: Senua's Sacrifice (Ninja Theory, 2017) The Witcher 3: Wild Hunt (CD Projekt, 2015) Deus Ex: Human Revolution (Eidos Montreal, 2011) Assassin's Creed Syndicate (Ubisoft Quebec, 2015) Binary Domain (Sega, 2012) Mirror's Edge (EA DICE, 2008) Wolfenstein II: The New Colossus (MachineGames, 2017) Minecraft (Mojang, 2011) Final Fantasy XIV (Square Enix, 2010) Call of Duty: WWII (Sledgehammer Games, 2017) The Witness (Thekla, Inc, 2016) Crypt of the NecroDancer (Brace Yourself Games, 2015) Undertale (Toby Fox, 2015) Ni no Kuni II: Revenant Kingdom (Level-5, 2018) Mortal Kombat X (NetherRealm Studios, 2015) Metal Gear Solid 3: Snake Eater (Konami, 2004) Bastion (Supergiant Games, 2011) Moss (Polyarc, 2018) Music used in this episode 00:00 - Puzzle Pieces, Lee Rosevere 00:58 - Substory Theme A (Yakuza 0) 02:13 - Free Roam Theme (Life is Strange: Farewell) 06:31 - Dynamic Theme Music (Life is Strange: Before the Storm) 09:19 - Zen 3 (Life is Strange: Farewell) 10:25 - Zen 5 (Life is Strange: Farewell) 11:36 - Substory Theme A (Yakuza 0) 12:22 - k. Part 2 - 01 untitled 1, animeistrash Other credits Zodiac © Paramount, Warner Bros WALL-E © Disney Memento © Newmarket Queer Eye © Netflix The Americans © FX
Views: 202638 Game Maker's Toolkit
ThursDev: Game Design Pillars - Better design through definition and restriction
 
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In this episode of ThursDev, Luke rolls back to Game Design 101 to talk a little bit about one of the most important core principles of game design, and the first and foremost step in the game design process, the establishment of design pillars in the creation of a game. Using a practical example to define pillars and go over how each and every mechanic should adhere to and be informed by them, Luke makes a case for the design pillar as not only a way to make a cohesive and well-designed game, but also to avoid some of the major pitfalls of game design in general. ThursDev is a weekly series where the NPCs talk about aspects of game development, teach about tools of the trade and offer tutorials in various game dev disciplines. Focused around development principles relevant to small-to-mid-sized developers, indies, hobbyists & hopefuls alike, the series includes basic tutorials, genre retrospectives, thoughts on relevant emerging trends in the games industry and game development theory, methodology and philosophy. The NPCs are: Luke Rideout (Project Manager at Hothead Games): Game Design & Production Jon Wood (Project Manager at Current Studios): Production, Sound, PR & Games Journalism Matt Goodmanson (Senior Artist at Silverback Games): 2D & 3D art All opinions and techniques stated in these videos are personal to the members of Level 0 NPCs. None of the opinions or views stated in this video represent the views or beliefs of Hothead Games, Current Studios or Silverback Games. Subscribe to Level 0 NPCs: https://www.youtube.com/channel/UCjYA48PcKo7T9S7VJb_jKVg?sub_confirmation=1 Subscribe to Level 0 Gamedev: https://www.youtube.com/channel/UCvwBi0mwtCqvxRRUVoQMhaw?sub_confirmation=1 Check us out on http://www.level0npcs.com
Views: 785 Level 0 Gamedev
5 Game Development Tips for the Nintendo Switch
 
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Here are 5 great tips on how to develop Video Games for the Nintendo Switch. This video reviews how to design, plan, code and develop, and finally submit games for the Nintendo Switch. ► A New Gamedev Video Every Thursday! Subscribe ► https://www.youtube.com/channel/UCd_lJ4zSp9wZDNyeKCWUstg/?sub_confirmation=1 The Nintendo Switch has taken the gaming world by storm - and not just mainstream gaming, indies are finding the Switch a place to call home as well. So how do you get your title on Nintendo Switch? We are Ask Gamedev and here are 5 tips on how to develop indie games for Nintendo Switch. ► About Ask Gamedev We're a group of game industry veterans that make videos on games, the game industry and more! We love everything about games - playing them, making them, looking at them, listening to them, collecting them... the list goes on. Working in videogames we get a lot of questions from friends, family, and people that are either curious about the industry, wanting to get started in the industry, or simply just love talking games. This channel is for anyone that's even the least bit interested in game development. ► Ask a Question We answer your #gamedev questions! If you’re curious about anything in the game development world, leave a comment or tweet us at @askgamedev ► Follow us Facebook: https://www.facebook.com/askgamedev/ Instagram: https://www.instagram.com/askgamedev/ Twitter: https://twitter.com/askgamedev Web: http://www.askgamedev.com Sources: http://www.gamesindustry.biz/articles/2017-09-11-nintendo-switch-versions-of-indie-games-outselling-others https://www.vg247.com/2017/09/15/several-indie-games-are-selling-much-better-on-switch-than-anywhere-else/ https://developer.nintendo.com/faq https://www.gamasutra.com/view/news/292788/Becoming_a_Nintendo_Switch_indie_dev_will_be_tough_early_on.php https://www.redbull.com/ca-en/nintendo-switch-indies-interview https://www.gamasutra.com/view/news/292125/Nintendo_Switch_dev_kits_could_run_as_low_as_440.php https://blogs.unity3d.com/2017/03/03/unity-devs-shine-on-switch/ https://www.unrealengine.com/en-US/blog/launch-your-game-on-the-nintendo-switch-with-unreal-engine-4-16 https://www.redbull.com/ca-en/nintendo-switch-indies-interview https://www.redbull.com/ca-en/nintendo-switch-indies-interview https://www.gamespot.com/articles/nintendo-switch-super-mario-odyssey-top-us-sales-c/1100-6455022/ http://comicbook.com/gaming/2017/11/17/nintendo-switch-named-one-of-times-best-inventions-of-2017/ http://www.gq-magazine.co.uk/article/super-mario-odyssey-review http://uk.businessinsider.com/nintendo-switch-vs-ps4-xbox-one-2017-11 https://www.engadget.com/2017/10/30/nintendo-switch-sales-q3-2107-earnings/ http://time.com/5027427/nintendo-switch-sales-2017/ https://theconcourse.deadspin.com/belated-nintendo-switch-review-the-nintendo-switch-rul-1797867916 http://www.gamerevolution.com/features/356835-nintendo-switch-best-console-launch-2017 Check out Ask Gamedev on Discord! Chat about game development in realtime. https://discord.gg/RuhjHzZ
Views: 17390 Ask Gamedev
The Three Pillars of Game Writing - Plot, Character, Lore - Extra Credits
 
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Let's examine the elements that make up "game writing." Plot, characters, and lore all have to be balanced depending on the type of game you're making--knowing what to cut from your story bible is just as important as knowing what to keep. Subscribe to Extra Credits for more episodes every Wednesday! http://bit.ly/SubToEC ___________ Get your Extra Credits gear at the store! http://bit.ly/ExtraStore Thanks for participating in this week's discussion! We want you to be aware of our community posting guidelines so that we can have high-quality conversations: https://goo.gl/HkzwQh Contribute community subtitles to Extra Credits: http://www.youtube.com/timedtext_cs_panel?c=UCCODtTcd5M1JavPCOr_Uydg&tab=2 Talk to us on Twitter (@ExtraCreditz): http://bit.ly/ECTweet Follow us on Facebook: http://bit.ly/ECFBPage Get our list of recommended games on Steam: http://bit.ly/ECCurator ___________ Would you like James to speak at your school or organization? For info, contact us at: [email protected] ___________ ♪ Intro Music: "Penguin Cap" by CarboHydroM http://bit.ly/1eIHTDS ♪ Outro Music: "Ruinous Ruins" by Ben Briggs, Phonetic Hero http://ocremix.org/remix/OCR03196
Views: 211531 Extra Credits
The History and Evolution of Videogame Design - The Game Design Extracts Episode 1
 
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In 1978, a game designer named Tomohiro Nishikado stumbled upon the central principle of videogame design. Things only got more interesting from there. This video examines how videogame design evolved over time, dividing that history into three eras: the arcade era (1978-1985) the composite era (1985-1998) and the set piece era (1998-present). Patreon: https://www.patreon.com/thegamedesignforum Website where you can find the books: http://thegamedesignforum.com Original Article: http://thegamedesignforum.com/features/GDH_1.html Works cited for this video: http://thegamedesignforum.com/gdhbib.html Games featured: Space Invaders (Taito, 1978) Speed Race (Taito, 1974) Gun Fight (Taito, 1975) Interceptor (Taito, 1975) Donkey Kong (Nintendo, 1981) Super Mario Bros (Nintendo, 1985) Super Mario Bros 3 (Nintendo, 1988) Super Mario World (Nintendo, 1990) Mega-Man (Capcom 1993) Mario Kart (Nintendo, 1992) Secret of Mana (Squaresoft, 1993) A Link to the Past (Nintendo, 1991) Starcraft (Blizzard, 1998) Braid (Number None, 2008) Ori and the Blind Forest (Moon Studios, 2015) Deus Ex: Human Revolution (Eidos Montreal, 2011) Fallout 4 (Bethesda, 2015) Portal (Valve, 2007) League of Legends (Riot Games, 2009) Smash Bros: Melee (Nintendo, 2001) Half-Life (Valve, 1998) Sonic the Hedgehog (Sega, 1991) Call of Duty (Activision, 2004) Halo: Combat Evolved (Bungie, 2001) Yoshi's Island (Nintendo, 1995) World of Warcraft (Blizzard, 2004) Grand Theft Auto: San Andreas (Rock Star, 2004) Final Fantasy 6 (Squaresoft, 1994) Icewind Dale (Black Isle, 2000) The Elder Scrolls: Skyrim (Bethesda, 2011) Stardew Valley (Chucklefish, 2017) Super Hexagon (Terry Cavanagh, 2012) Hotline Miami (Dennaton Games, 2012)
Views: 5945 Patrick Holleman
Open World Coop Level Design Guidelines - Bauer Design Solutions
 
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This is an animated video about Open World Level Design Guidelines with a special focus on Coop. Special thanks to: Matt West - Editor & Advise Mischa Hrziwnatzki - Adobe After Effects Advice Homepage with CV, portfolio, articles: www.benb-design.net
Views: 3830 BauerDesignSolutions
Animation, VFX or game design? | AskBloop #033
 
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Post your questions in the comments section, or email them to [email protected] /// Show links \\\ ------------------------------------------------------------------------------------------------ Website: http://www.bloopanimation.com/ Subscribe to stay updated: http://www.youtube.com/subscription_center?add_user=bloopanimation Facebook: https://www.facebook.com/bloopanimation ------------------------------------------------------------------------------------------------ The Key Frame brings you the latest news from the animation and VFX industry. Bloop Animation is a blog/YouTube channel about animation and filmmaking. We make: Video tutorials, awesome articles/interviews and guides, how to make an animated movie (a complete step by step series), books, courses, short films and more.
Views: 6744 Bloop Animation
Top 5 Most Respected Video Game Developers
 
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Top 5 Most Respected Video Game Developers Subscribe: http://goo.gl/Q2kKrD // Have a Top 10 idea? Submit it to us here! http://watchmojo.com/my/suggest.php You’ve gotta develop a thick skin to be a video game developer - but these devs don’t seem to ever get any flack and can seem to do no wrong. Welcome to http://WatchMojo.com and today we’re counting down the Top 5 Most Respected Video Game Developers! #5: Naughty Dog #4: CD Projekt RED #3, #2 & #1: ??? Special thanks to our user “trtwatchmojo” for suggesting this topic using our interactive suggestion tool at http://WatchMojo.com/suggest Our Magazine!! Learn the inner workings of WatchMojo and meet the voices behind the videos, articles by our specialists from gaming, film, tv, anime and more. VIEW INSTANTLY: http://goo.gl/SivjcX WatchMojo's Social Media Pages http://www.Facebook.com/WatchMojo http://www.Twitter.com/WatchMojo http://instagram.com/watchmojo Get WatchMojo merchandise at shop.watchmojo.com WatchMojo’s ten thousand videos on Top 10 lists, Origins, Biographies, Tips, How To’s, Reviews, Commentary and more on Pop Culture, Celebrity, Movies, Music, TV, Film, Video Games, Politics, News, Comics, Superheroes. Your trusted authority on ranking Pop Culture.
Views: 188541 WatchMojo.com
Your brain on video games | Daphne Bavelier
 
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How do fast-paced video games affect the brain? Step into the lab with cognitive researcher Daphne Bavelier to hear surprising news about how video games, even action-packed shooter games, can help us learn, focus and, fascinatingly, multitask. TEDTalks is a daily video podcast of the best talks and performances from the TED Conference, where the world's leading thinkers and doers give the talk of their lives in 18 minutes (or less). Look for talks on Technology, Entertainment and Design -- plus science, business, global issues, the arts and much more. Find closed captions and translated subtitles in many languages at http://www.ted.com/translate Follow TED news on Twitter: http://www.twitter.com/tednews Like TED on Facebook: https://www.facebook.com/TED Subscribe to our channel: http://www.youtube.com/user/TEDtalksDirector
Views: 4648639 TED
Designing a Game Character!
 
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Take a look into the process I use for designing characters for video games! As always, instead of starting with the visuals, we're designing toward a purpose. This character is not "done", however! I'll be revisiting the character in future videos. Videos and articles everyday this month at Character Design Forge: http://characterdesignforge.com Signup to be notified when the Learn Character Design Course launches! http://learncharacterdesign.com On social media: http://twitter.com/bageldenizen http://instgram.com/bageldenizen
Bad game design VS BUGS?
 
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Apparently gamers don’t mind bugs and glitches so much as just poor game design, at least according to a new study. Is that true? Bethesda seem to trade on making games that people love so much, they’ll just look passed the bugs, while recent titles like Hellblade Senua’s Sacrifice have found critical acclaim, despite earning a 1/10 from one critic for a bug that wasn’t really a bug after all. Hosts: Jake Kulkowski and Gareth Evans Editor: Jake Kulkowski Sources Gamesindustry.biz - https://www.gamesindustry.biz/articles/2018-05-08-players-less-concerned-by-bugs-than-bad-game-design-study-finds Glitch Compilation - Tats TopVideos - https://www.youtube.com/watch?v=ker8gppRbdM More Videos Jake’s Fireside Chat - https://www.youtube.com/watch?v=RgVMjwNNUTI Fortnite Under Attack - https://www.youtube.com/watch?v=kqnBru-mXQk Sunday News Round-up - https://www.youtube.com/watch?v=kqnBru-mXQk Will Red Dead Redemption 2 be that good? - https://www.youtube.com/watch?v=a787NPXs9mI Beyond Good and Evil 2 - https://www.youtube.com/watch?v=Fr2QX04ZT70 SUPPORT US on Patreon: https://www.patreon.com/prettygoodgaming SUBSCRIBE: https://www.youtube.com/channel/UCodK-9eXEm_hWSDDfLr4QzA?sub_confirmation=1 Follow Pretty Good Gaming TWITCH: https://www.twitch.tv/prettygoodgamingyt FACEBOOK: https://www.facebook.com/PrettyGoodGamingPage/ TWITTER: https://twitter.com/PrettyBadTweets WEBSITE: http://www.prettygoodgaming.com Follow us Gareth - https://twitter.com/prettygoodgaz Mike - https://twitter.com/MikendrickW Jake - https://twitter.com/Theonlyjakeever Liam - https://twitter.com/Liam_Says_Hi
Views: 39513 Pretty Good Gaming
Game Design: Crash Course Games #19
 
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Good game design is essential for a positive player experience whether it’s a board games, video game, or even dice game. So today, we’re going to take some time to give you an introductory overview of the process of creating a game, and talk about some of the popular design strategies game creators take to ensure a fun experience for players. Now these are all theories, and there are plenty of games that break the common “rules” of good game design, but hopefully it’ll give you a better sense of how and why we love certain games so much. Want some Crash Course Games merch? Check out our beautiful Snake-inspired mugs! http://store.dftba.com/collections/cr... Also, Crash Course is on Patreon! You can support us directly by signing up athttp://www.patreon.com/crashcourse Thanks to the following Patrons for their generous monthly contributions that help keep Crash Course free for everyone forever: Alyssa Nolden, Mark, SR Foxley, Kristina Lavoie, Sandra Aft, Eric Kitchen, Simun Niclasen, Eric Knight, Ian Dundore, Brian Thomas Gossett, Nicholas Bury, Daniel Baulig, Jessica Wode, Moritz Schmidt, Caleb Weeks, Tim Curwick, Alex S, Brian Roberds, Mayumi Maeda, Jeffrey Thompson, Montather, Noora Althani, Steve Marshall, Kathy & Tim philip, Robert Kunz, Jason A Saslow, Jirat, Jacob Ash, Christy Huddleston, Chris Peters, and Sheikh Kori Rahman. Want to find Crash Course elsewhere on the internet? Facebook - http://www.facebook.com/YouTubeCrashC... Twitter - http://www.twitter.com/TheCrashCourse Tumblr - http://thecrashcourse.tumblr.com Support Crash Course on Patreon: http://patreon.com/crashcourse
Views: 217377 CrashCourse
Why Are Games So Hard To Balance?
 
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Support me on Patreon! https://www.patreon.com/ArchitectofGames Follow me on Twitter! https://twitter.com/Thefearalcarrot Balancing games is difficult. Really difficult. To make things worse, we don't understand a lot of the thought that goes into making games interesting to play and replay. Who better to tell you all about balance than world renowned Wrong About Videogames Person, The Architect? It turns out, the best way to balance a game, might not be to make it completely balanced to begin with. You Watched: Battle Chef Brigade (2017) Hearthstone (2014) Supreme Commander: Forged Alliance (2007) Overwatch (2016) Chess (about 500CE) Half Life 2 (2004) Magic the gathering Arena (2018) Rocket League (2015) Warhammer Total War 2 (2017) Minecraft (2009) Fortnite Battle Royale (2017) Metal Slug 3 (2000) Interesting Links A series of balance articles by David Sirlin in which he is right about a lot of things and wrong about MtG: http://www.sirlin.net/articles/balancing-multiplayer-games-part-1-definitions Magic the Gathering lead designer talks the ethics of Colour Pies, weird but interesting: https://magic.wizards.com/en/articles/archive/making-magic/pie-fights-2016-11-14 Gamasutra article on some of the challenges of making Battle Chef Brigade: https://www.gamasutra.com/view/news/312560/How_Trinket_found_the_right_recipe_while_designing_Battle_Chef_Brigade.php My apologies for some sliiight audio issues you can hear towards the end of the video, not sure what caused them but you probably didn't notice them until I pointed them out.
3 Minute Game Design: Episode 6 - Output Randomness
 
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This video discusses the differences between "input" and "output" randomness, and why game designers should avoid using the latter. For a more in-depth view, I have also written more about this in these articles: http://keithburgun.net/uncapped-look-ahead-and-the-information-horizon/ and http://keithburgun.net/uncapped-look-ahead-and-the-information-horizon/ As always, please consider supporting my work at my patreon page, at www.patreon.com/keithburgun. Thanks for watching!
Views: 14334 Keith Burgun
The Video Game Development Process
 
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This Video Will Teach You How Video Games Are Brought Into Your Lives. Sources: 1) www.gamecareerguide.com/features/422/making-a-video-game-from-start-to-.php?page=2 2) www.pearsonhighered.com/samplechapter/0672526922.pdf 3) http://www.ign.com/articles/2006/03/16/the-game-production-pipeline-concept-to-completion 4) https://www.youtube.com/watch?v=ztmo8lgg4mq 5) www.buzzle.com/articles/video-game-development-process.html 6) https://digitalworlds.wordpress.com/2008/04/10/the-process-of-game-creation-the-game-design-document/
Views: 4194 PixelatedCatMan
Why Do People Play Video Games? - Game Design Breakdown
 
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Welcome to the first episode of Game Design Breakdown! In this episode I wanted to cover something that is very basic, yet complex at the same time. Why do we like to play games? This is a common question that is not only good for video game developers to identify, but also for people that don't understand why people "waste their time" with video games. My goal in creating this video is to help non-gamers understand that video games aren't harmful, but actually something that is a benefit in moderation. The same question can be applied for anyone that would be thinking about developing a game, or is knee-deep in the game development world. The answer to this question could very well help you identify the direction you would like to take with a game of your own. Shout out to my brother, Matt, for creating the jingle at the beginning of the video! Go check out some of his other musical works: https://www.facebook.com/AnakalyptoSounds/ Another shout out to Joshua Olivieri for being a script editor for this video! Go check out some gaming/movie articles he has written: http://www.thegamer.com/author/j_olivieri/ Subscribe today and become a Wooty!! http://bit.ly/1T5ITHI Socialize with me on the Socials! Twitter: https://twitter.com/Nathan_Wooten
Views: 1413 Woots
Why Synergies are the Secret to Slay the Spire’s Fun | Game Maker’s Toolkit
 
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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. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Have Mark talk at your studio, university, or event - https://gamemakerstoolkit.tumblr.com Sources Lenticular Design | Magic the Gathering https://magic.wizards.com/en/articles/archive/making-magic/lenticular-design-2014-12-15 Games shown in this episode (in order of appearance) Slay the Spire (Mega Crit Games, 2019) Magic: The Gathering - Duels of the Planeswalkers 2012 (Stainless Games, 2011) Enter the Gungeon (Dodge Roll, 2016) The Binding of Isaac: Rebirth (Nicalis / Edmund McMillen, 2014) Dead Cells (Motion Twin, 2018) Into the Breach (Subset Games, 2018) Team Fortress 2 (Valve Corporation, 2007) Hearthstone (Blizzard Entertainment, 2014) Artifact (Valve Corporation, 2018) Music used in this episode Slay the Spire soundtrack - Clark Aboud (https://clarkaboudmusic.bandcamp.com/album/slay-the-spire-original-soundtrack) Into the Breach soundtrack - Ben Prunty (https://benprunty.bandcamp.com/album/into-the-breach-soundtrack)
Views: 167654 Game Maker's Toolkit
How Games Speak - Learn the Language of Design - Extra Credits
 
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Game design is a language and games speak to us in ways that we can understand. But how does that work? By understanding three simple ideas, we can both make better games and learn what makes the ones we play and love so special. Subscribe for more episodes every Wednesday! http://bit.ly/SubToEC ___________ Guest writer: Evan Hill http://www.ehilldesign.com/ Guest artist: Gem Williams http://gemwillyart.tumblr.com/ ___________ Get your Extra Credits gear at the store! http://bit.ly/ExtraStore Play games with us on Extra Play! http://bit.ly/WatchEXP Watch more episodes from this season of Extra Credits! https://www.youtube.com/watch?v=MzZ2IphdFGw&index=1&list=PLhyKYa0YJ_5Ab3f-7_XnNdtnplGxaF81D Thanks for participating in this week's discussion! We want you to be aware of our community posting guidelines so that we can have high-quality conversations: https://goo.gl/HkzwQh Contribute community subtitles to Extra Credits: http://www.youtube.com/timedtext_cs_panel?c=UCCODtTcd5M1JavPCOr_Uydg&tab=2 Talk to us on Twitter (@ExtraCreditz): http://bit.ly/ECTweet Follow us on Facebook: http://bit.ly/ECFBPage Get our list of recommended games on Steam: http://bit.ly/ECCurator ___________ Would you like James to speak at your school or organization? For info, contact us at: [email protected] ___________ ♪ Intro Music: "Penguin Cap" by CarboHydroM http://bit.ly/1eIHTDS ♪ Outro Music: “Once Upon a Time” by DJ Roborob https://tnywvs.bandcamp.com/album/straight-from-the-underground
Views: 212198 Extra Credits
How EQ Changes Game Audio | Video Game Sound Design
 
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Today I’d like to take a closer look at one of the most commonly used tools in video game sound design: the equalizer. Your feedback is important to us! Like, subscribe, and leave a comment to let us know what you think. We hope you enjoyed this video game sound design video. You can find similar videos, podcasts, and articles on OKBeast.com. Follow Alex on Twitter: https://twitter.com/itsVanAken Follow OK Beast! Website: https://www.okbeast.com/ Twitter: https://twitter.com/OKBeastNow OK Beast Podcast: https://itunes.apple.com/us/podcast/ok-beast/id1119385603?mt=2 Pixel Pulse Radio: https://itunes.apple.com/us/podcast/pixel-pulse-radio/id1052395247?mt=2 A+ Anime Podcast: https://itunes.apple.com/us/podcast/a-anime/id1238028226?mt=2
Views: 1936 OK Beast
Cadences: Finding the Voice of Any Level's Design - The Game Design Extracts Episode 2
 
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How do game designers decide what kind of content to put in their levels? This video examines the iterative strategy first used by Nintendo legends Shigeru Miyamoto and Takashi Tezuka, a technique I call "cadences." Want to see another video and two extra articles all about how cadence analysis works on different kinds of games? They're available to my Patreon backers. https://www.patreon.com/thegamedesignforum Books this series is based on: http://thegamedesignforum.com/books/books.html Twitter: https://twitter.com/tgdfweb Christopher Walken segment taken from "Pulp Fiction," directed by Quentin Tarantino (1994). Kevin Pollack interview taken from "Conan," (Dec. 5, 2012). MUSIC From Super Mario World: 2:19 Athletic BGM 4:16 Swimming BGM 6:00 Underground BGM 11:50 Overworld BGM
Views: 4382 Patrick Holleman
Nintendo - Putting Play First | Game Maker's Toolkit
 
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In this episode I talk about Nintendo's method of making games, which helps this Japanese developer stand out from most other studios. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Have Mark talk at your studio, university, or event - https://gamemakerstoolkit.tumblr.com Sources Miyamoto on core concepts, time, and ambition - http://shmuplations.com/mario64/ Gunpei Yokoi and replacing the character with a dot - http://shmuplations.com/yokoi/ A focus on jumping action - http://www.1up.com/news/super-mario-bros-25th-miyamoto Luigi's Mansion is a game about using the vacuum - http://uk.ign.com/articles/2013/04/02/toad-is-zelda-the-untold-story-of-luigis-mansion-2 Pikmin's simple basic action - http://techland.time.com/2013/06/18/shigeru-miyamoto-apologizes-for-wii-u-game-delays-says-the-best-is-nearly-here/ Why Nintendo won't make a new F-Zero game - http://www.nintendolife.com/news/2012/11/miyamoto_puzzled_as_to_why_anyone_would_want_a_new_f_zero Miyamoto and form follows function - http://iwataasks.nintendo.com/interviews/#/wii/super_mario_galaxy/3/2 Matching aesthetics to mechanics in Splatoon - https://www.nintendo.co.uk/News/2016/October/Learn-all-about-Splatoon-s-unique-style-in-our-exclusive-interview--1146288.html Splatoon's evolving character design - http://iwataasks.nintendo.com/interviews/#/wiiu/splatoon/0/0 Super Mario Sunshine's tropical island influence - http://www.gamecubicle.com/interview-super_mario_sunshine.htm Zelda's story brings out the gameplay - https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Wii/Iwata-Asks-The-Legend-of-Zelda-Twilight-Princess/3-Like-trying-to-Mould-Clay/3-Like-trying-to-Mould-Clay-227280.html Ocarina of Time's time travelling story - http://www.zeldadungeon.net/wiki/Interview:Iwata_Asks:_Ocarina_of_Time_3D_(Original_Development_Staff_-_Part_1) A Link Between Worlds' strange artist enemy - https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-The-Legend-of-Zelda-A-Link-Between-Worlds/The-Legend-of-Zelda-A-Link-Between-Worlds/5-We-Can-Do-That-/5-We-Can-Do-That--832095.html Miyamoto admires Portal - http://www.mtv.com/news/2457976/shigeru-miyamoto-punchout-mario-zelda-portal/ Additional research via Shmuplations - http://shmuplations.com/ Iwata Asks (US) - http://iwataasks.nintendo.com/ Iwata Asks (UK) - https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-525945.html Further reading / viewing Game/Show: "Super Mario's Hidden Language" https://youtu.be/P5laF4uVSVg Really Freakin' Clever: "Yoshi's Island" https://youtu.be/ptAExMfYFVE Games shown in this episode (in order of appearance): The Order: 1886 (Ready at Dawn, 2015) Quantum Break (Remedy Entertainment, 2016) The Evil Within (Tango Gameworks, 2014) Dark Souls III (From Software, 2016) Civilization VI (Firaxis Games, 2016) No Man's Sky (Hello Games, 2016) Call of Duty: Infinite Warfare (Infinity Ward, 2016) Captain Toad: Treasure Tracker (Nintendo, 2014) Splatoon (Nintendo, 2015) Super Mario 3D World (Nintendo, 2013) Luigi's Mansion (Nintendo, 2001) Pikmin 3 (Nintendo, 2013) Super Mario World (Nintendo, 1990) Super Mario Sunshine (Nintendo, 2002) Super Mario Bros. (Nintendo, 1985) The Legend of Zelda (Nintendo, 1986) Pikmin (Nintendo, 2001) Super Mario 64 (Nintendo, 1996) Donkey Kong (Nintendo, 1981) New Super Mario Bros. 2 (Nintendo, 2012) Sonic the Hedgehog (Sonic Team, 1991) Disney's Aladdin (Capcom, 1993) Kid Chameleon (Sega, 1992) Bubsy in Claws Encounters of the Furred Kind (Accolade, 1993) Joe & Mac 2: Lost in the Tropics (Data East, 1994) The Legend of Zelda: A Link Between Worlds (Nintendo, 2013) Deus Ex: Mankind Divided (Eidos Montreal, 2016) BioShock (Irrational Games, 2007) Red Dead Redemption (Rockstar San Diego, 2010) The Legend of Zelda: The Wind Waker (Nintendo, 2002) Super Smash Bros. for Wii U (Sora, 2014) Metroid Prime (Retro Studios, 2002) Mario Kart Wii (Nintendo, 2008) The Legend of Zelda: Ocarina of Time (Nintendo, 1998) Super Mario Galaxy (Nintendo, 2007) The Legend of Zelda: Majora's Mask (Nintendo, 2000) Metroid (Nintendo, 1986) Yoshi's Woolly World (Good-Feel, 2015) F-Zero GX (Amusement Vision, 2003) Super Mario 3D Land (Nintendo, 2011) Mario Bros. (Nintendo, 1983) Super Mario Advance (Nintendo, 2001) Kirby's Epic Yarn (Good-Feel, 2010) Super Mario World 2: Yoshi's Island (Nintendo, 1995) Uncharted 4: A Thief's End (Naughty Dog, 2016) The Legend of Zelda: Skyward Sword (Nintendo, 2011) Hue (Fiddlesticks Games, 2016) DOOM (id Software, 2016) Portal (Valve Corporation, 2007) Donkey Kong Country Returns (Retro Studios, 2010) Star Fox Zero (Nintendo / PlatinumGames, 2016) Music used in this episode: http://midwestcollective.bandcamp.com/album/odyssey Super Smash Bros. - Super Mario Bros. Medley Other credits: PlayStation: "The Making of Uncharted 4: A Thief's End" https://www.youtube.com/watch?v=3uKia6kb1fk&t=180s
Views: 600758 Game Maker's Toolkit
Dark Souls: Implicit Game Design
 
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Games: Dark Souls 3, Ruiner, Fallout 4, Mighty No. 9 Song: Perturbator- Assault (From "Uncanny Valley") Additional Sources: Youtube Good Game Design- Dark Souls: Snoman Gaming Dark Souls & Implicit Game Design: VaatiVidya Dark Souls and Discovery in Game Design: thinreaper Articles: Gamasutra- Deep Dungeon: Exploring the Design of Dark Souls Gaming Rebellion- The Conservative Design Philosophy of Dark Souls
Views: 19 Zavier Cunningham
Game Design: Theory and Practice | Wikipedia audio article
 
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This is an audio version of the Wikipedia Article: https://en.wikipedia.org/wiki/Richard_Rouse_III 00:00:10 1 Life and career 00:01:29 2 Games 00:02:03 3 Books Listening is a more natural way of learning, when compared to reading. Written language only began at around 3200 BC, but spoken language has existed long ago. Learning by listening is a great way to: - increases imagination and understanding - improves your listening skills - improves your own spoken accent - learn while on the move - reduce eye strain Now learn the vast amount of general knowledge available on Wikipedia through audio (audio article). You could even learn subconsciously by playing the audio while you are sleeping! If you are planning to listen a lot, you could try using a bone conduction headphone, or a standard speaker instead of an earphone. Listen on Google Assistant through Extra Audio: https://assistant.google.com/services/invoke/uid/0000001a130b3f91 Other Wikipedia audio articles at: https://www.youtube.com/results?search_query=wikipedia+tts Upload your own Wikipedia articles through: https://github.com/nodef/wikipedia-tts "There is only one good, knowledge, and one evil, ignorance." - Socrates SUMMARY ======= Richard Rouse III is an American video game designer and writer best known as the designer of The Suffering games and the author of Game Design: Theory & Practice.
Views: 0 wikipedia tts
Roblox Game Design: Functions and Conditionals (Part 3)
 
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Begin to learn lua and make your own awesome games in this new amazing and in-depth tutorial series aimed to show even the most new programmers how to begin making roblox games. [ NEXT EPISODE ] Will be added USEFUL LINKS ••••••••••••••••••••••••••••••••••••••••­­•••••••••••••••••••••••••••••••••••• [ WIKI ] Math.random https://arebeexlua.fandom.com/wiki/Random Functions https://developer.roblox.com/articles/Understanding-Functions-in-Roblox Conditional statement https://developer.roblox.com/articles/Conditional-Statements-in-Lua
Views: 17 Avarixzen
Game Design is Business Design - game monetization talk from GDC '13
 
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This lecture was originally presented at the free-to-play design and business summit as part of Game Developers Conference 2013. In it, I make the case for why game design and business design have merged in the world of free-to-play, and how game designers can use emotions as a lens through which to channel their game monetization design. -------- For more articles and videos on game development, visit www.famousaspect.com
Game Development for Beginners
 
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I need to know about game development for beginners. I suggest Khan Academy. I’ve heard of the website by parents relying on it to explain matrix math for their fourth graders’ common core math homework. What does that have to do with game development? Reading, writing and math now includes coding as the modern essentials for the real world. So Khan Academy has lessons on HTML5 and JavaScript. I consider knowing what they are more of a vocabulary lesson than game development lesson. The site teaches the basics of HTML and JS, moving up to creating animations in JavaScript and basic game development. OK, I get it. If they can teach elementary school kids math, I should be able to learn the basics of game development from them. If you do not want to learn coding, you can try game development engines like Stencyl or GameMaker to make games without coding. That may let me make an app to say I’ve made an app, but it is not taken seriously if I want an actual job making games. You could try the Pygame dot org site, which focuses on game development in Python. Python has the added benefit of being used to make serious web apps too. Or at least being known by a lot of hiring managers when you put it on your resume. I do not know though, if I want to invest in Python. If you do not know what language you want to work in, go to GameDevelopment dot TutsPlus dot com. I’ve heard of TutsPlus dot com as a site that has tutorials on software programming. The game development section has articles and tutorials on game development, game monetizing, shaders, game resource management and a lot of other things you may not learn while learning a programming language. Monetizing it is certainly valuable information. Another free resource is GameDev dot net. They have articles on shaders, asset managers, the best graphics software, forums for asking the experts questions and instructions on using things like Adobe Flash to make games. I thought Adobe Flash was going away. Theoretically, Adobe Flash is no longer supported, but in reality, there are a lot of pop up multimedia ads and 2D games made in it, plus a lot of free tutorials from Youtube to other sites on how to make games in it. I cannot think of a faster way to make myself obsolete. If you’re an Apple fanatic, I’d say to start with Developer dot Apple dot com slash game-center for their resources on developing games for the iOS. I’d have to start by getting an Apple device first. So go to Developers dot Google dot com slash games to get the resources to develop games for Android.
Views: 2365 Techy Help
The Design of Dead Space - Part 3 | Game Maker's Toolkit
 
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In the final part of this series, we look at the final game in the Dead Space saga, and look at the reasons why this series shifted so far towards being an action-heavy shooter. The Design of Dead Space - Part 1: https://youtu.be/m5A0qttazXo The Design of Dead Space - Part 2: https://youtu.be/A1x6Jy2CYNo Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Have Mark talk at your studio, university, or event - https://gamemakerstoolkit.tumblr.com (Thanks to Charlie from https://www.youtube.com/user/TheGamingBritShow for playing Dead Space 3 co-op with me) MCV: "Dead Space 2 sales double original" http://www.mcvuk.com/news/read/dead-space-2-sales-double-original/05091 Polygon: "Dead Space 3 needs an audience of about five million for continued series investment" https://www.polygon.com/gaming/2012/6/15/3089693/dead-space-3-needs-an-audience-of-about-five-million-for-continued NowGamer: "Dead Space 3’s Action Focus A Necessary Evil - Dead Space 1 Writer" https://www.nowgamer.com/dead-space-3s-action-focus-a-necessary-evil-dead-space-1-writer/ PCGamer: "How Resident Evil 4 turned System Shock 3 into Dead Space" http://www.pcgamer.com/how-resident-evil-4-turned-system-shock-3-into-dead-space/ Eurogamer: "The Dead Space 3 the developers wanted to make" http://www.eurogamer.net/articles/2017-02-23-the-dead-space-3-the-developers-wanted-to-make Gamespot: "Dead Space 3 US sales hit 605,000" https://www.gamespot.com/articles/dead-space-3-us-sales-hit-605000/1100-6405376/ Games shown in this episode (in order of appearance): Dead Space 2 (Visceral Games, 2011) Dead Space 3 (Visceral Games, 2013) Resident Evil 4 (Capcom Production Studio 4, 2005) Dead Space (EA Redwood Shores, 2008) Binary Domain (Sega, 2012) Uncharted 2: Among Thieves (Naughty Dog, 2009) Splinter Cell: Chaos Theory (Ubisoft Montreal, 2005) Hitman: Blood Money (IO Interactive, 2006) Splinter Cell: Blacklist (Ubisoft Toronto, 2013) Hitman: Absolution (IO Interactive, 2012) Hitman (iO Interactive, 2016) Titanfall (Respawn Entertainment, 2014) FIFA 17 (EA Canada, 2016) Star Wars Battlefront (EA DICE, 2015) The Sims 4 (Maxis, 2014) Battlefield Hardline (Visceral Games, 2015) Music used in this episode: 00:00 - A Bridge of Daylight (Lara Croft GO) 12:58 - The Shard of Life (Lara Croft GO) Film Credits: The Thing. 1982. Dir: John Carpenter
Views: 297002 Game Maker's Toolkit
How to Consistently Make Profitable Indie Games
 
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Hi! I'm Ryan Clark, founder of Brace Yourself Games, and designer of games such as Crypt of the NecroDancer, Industries of Titan, IncrediBots, and more. I've been making indie games since 2004, and I've been fortunate enough to have created numerous successful games. I have an explicit strategy that I follow to achieve these results, and in this talk I will explain that strategy to you! (More below...) This talk was part of the Pro Indie Dev Conference in 2018, and is made available here as a sample of the complete recordings. To check the talks by Edmund McMillen, Mike Bithell, Adam Saltsman and many others, go to www.proindiedev.com! I occasionally produce other videos and articles, so please subscribe here on YouTube, and follow me on Twitter at: https://twitter.com/braceyourselfok Thanks!
Views: 22986 Brace Yourself Games
Best Game Design Tutorial | Python Graphics Programming and Game Development
 
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Explore the full course on Simpliv (special discount included in the link): https://www.simpliv.com/gamedesign/python-graphics-programming-and-game-development/?seo Game Design courses: https://www.simpliv.com/search/sub-category/gamedesign/?seo Free Online Courses: https://www.simpliv.com/free-courses/?seo Online Courses special discount included in the link: https://www.simpliv.com/search/?seo All blog articles: https://www.simpliv.com/blogs/?seo In this course, students will learn Python programming hands-on by using code to create fun art and games. This course teaches programming in Python and the Turtle Graphics library, a Python library used to create digital art and visual patterns. Students with little to no programming experience will find this course particularly useful as it will teach concepts from the ground up. Intermediate level students with an interest in using programming to capture user input and create graphics can also benefit from the later sections of this course. First, we will look at setting up Python IDLE and Turtle Graphics and some basic things we can do using the graphics library. Next, you will get hands-on experience using programming to create a simple graphics creation program. Finally, you will learn basic game development using Turtle Graphics and will understand how we can capture user input and construct game logic in Python. By the end of this course, you will have a firm grasp on the foundational concepts of Python programming and be able to implement your knowledge to create visually appealing graphics. You will have a set of skills that you can use to build video games for your portfolio. Who is the target audience? Anyone who wants to take their Python skills up a level Beginners who want to learn how to create graphics through code Aspiring game programmers and software engineers Basic knowledge You should have basic knowledge of Python or another basic programming language What you will learn Create digital art through Python code Program video games in Python Create basic graphics creation programs using Python to build digital art tools Facebook Page: https://www.facebook.com/simplivllc Linkedin: https://www.linkedin.com/company/simpliv Twitter: https://twitter.com/simplivllc pinterest: https://www.pinterest.com/Simplivllc/ google+: https://plus.google.com/+SimplivLLC instagram: https://www.instagram.com/simplivllc/ #gamedev #gaming #gamedesign #animation #gamedevelopment #unity3d #characterdesign #technology #programming #Software #education #webdevelopment #tech #IoT #ArtificiallIntelligence #Robotics #MachineLearning #BigData #AI #Java #javascript #code #coding #MySQL #Python #Ruby #Swift #DevOps #API #php #Linux #webdev #tech #Oracle #Algorithms #DeepLearning #webdesign
Views: 1327 Simpliv
Illwinter Game Design | Wikipedia audio article
 
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This is an audio version of the Wikipedia Article: https://en.wikipedia.org/wiki/Illwinter_Game_Design 00:01:03 Games by Illwinter 00:01:55 Community 00:02:09 External links Listening is a more natural way of learning, when compared to reading. Written language only began at around 3200 BC, but spoken language has existed long ago. Learning by listening is a great way to: - increases imagination and understanding - improves your listening skills - improves your own spoken accent - learn while on the move - reduce eye strain Now learn the vast amount of general knowledge available on Wikipedia through audio (audio article). You could even learn subconsciously by playing the audio while you are sleeping! If you are planning to listen a lot, you could try using a bone conduction headphone, or a standard speaker instead of an earphone. Listen on Google Assistant through Extra Audio: https://assistant.google.com/services/invoke/uid/0000001a130b3f91 Other Wikipedia audio articles at: https://www.youtube.com/results?search_query=wikipedia+tts Upload your own Wikipedia articles through: https://github.com/nodef/wikipedia-tts "There is only one good, knowledge, and one evil, ignorance." - Socrates SUMMARY ======= Illwinter Game Design is the name of a small software company in Sweden composed of Johan Karlsson and Kristoffer Osterman. The company was started in the 1990s under the name Bogus Game Design, but later changed its name. Registered officially as Illwinter since September 27, 2001, the team's product catalogue includes two long running series of fantasy strategy games. Illwinter's games are characterized by large amount of content, depth, lasting playability, support for multiple platforms (Linux, Mac OS X, Solaris and Windows included), good multiplayer support and simple visual and sound effects. Labor division within the tiny team is simple: Kristoffer Osterman creates the units, spells and descriptions while Johan Karlsson makes everything else work. Both Johan Karlsson and Kristoffer Osterman have expressed their love for role-playing games, especially Ars Magica and roguelikes. Kristoffer Osterman teaches religion, math and social sciences as a primary occupation.
Views: 1 wikipedia tts
How Return of the Obra Dinn Works | Game Maker's Toolkit
 
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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. Get it on Steam - https://store.steampowered.com/app/653530/Return_of_the_Obra_Dinn/ Get it on GOG - https://www.gog.com/game/return_of_the_obra_dinn Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Have Mark talk at your studio, university, or event - https://gamemakerstoolkit.tumblr.com Sources Lucas Pope on life after Papers, Please | Eurogamer https://www.eurogamer.net/articles/2017-11-02-lucas-pope-on-life-after-papers-please-and-the-road-to-the-return-of-the-obra-dinn Find out more How a book binds the Return of the Obra Dinn | Rock Paper Shotgun https://www.rockpapershotgun.com/2018/11/07/how-a-book-binds-the-return-of-the-obra-dinn/ For Lucas Pope, Return of the Obra Dinn was a bunch of appealing design problems | Gamasutra https://www.gamasutra.com/view/news/331151/For_Lucas_Pope_Return_of_the_Obra_Dinn_was_a_bunch_of_appealing_design_problems.php Games shown in this episode (in order of appearance) Event[0] (Ocelot Society, 2016) Snake Pass (Sumo Digital, 2017) Her Story (Sam Barlow, 2015) Into the Breach (Subset Games, 2018) Florence (Mountains, 2018) Minit (JW, Kitty, Jukio, and Dom, 2018) Return of the Obra Dinn (Lucas Pope, 2018) Detective Grimoire (SFB Games, 2014) The Wolf Among Us (Telltale Games, 2013) Sherlock Holmes: Crimes & Punishments (Frogwares, 2014) LA Noire (Team Bondi, 2011) Sherlock Holmes: The Devil's Daughter (Frogwares, 2016) Music used in this episode Florence OST Return of the Obra Dinn OST CGI Snake by Chris Zabriskie (https://chriszabriskie.bandcamp.com)
Views: 208284 Game Maker's Toolkit
Game Design 101: How Mario Makes You a Better Player | Game/Show | PBS Digital Studios
 
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Viewers like you help make PBS (Thank you 😃) . Support your local PBS Member Station here: https://to.pbs.org/DonateGAME Our Super Mario trilogy continues with how Shigeru Miyamoto used manga to design Super Mario and how that design trains you to be a better player. ↓ More info and sources below ↓ Subscribe to PBS Game/Show! http://bit.ly/1BPJ2VE Tweet at us! https://twitter.com/pbsgameshow Super Mario, like any good video game should, takes you by the hand and shows you the skills necessary to become a talented player. You are not simply thrown into an impossibly difficult situation, but rather, you are built up over the course of basic levels that serve as a form of tutorial. Each new challenge builds upon skills that you have been previously tested on, leading you step-by-step to mastery. The fact that Super Mario games can execute this so flawlessly may have ties to the Japanese art of yonkoma, and more specifically, kishōtenketsu. We explain how, and examine how it relates to the Super Mario Maker, in this week’s episode of Game/Show! Special thanks to Derwin Roberson for providing the awesome Mario illustrations throughout this video: http://bluehanzosdojo.blogspot.com/ ----------------------------------------------------------------------------- Follow us on Facebook https://www.facebook.com/gameshowpbs Email us! pbsgameshow [at] gmail [dot] com Follow us on Reddit http://www.reddit.com/r/pbsgameshow ----------------------------------------------------------------------------- ASSET LINKS: 0:10 Miyamoto says Nintendo is more open to movie deals http://wiiudaily.com/2015/08/miyamoto... 0:12 Super Mario Bros http://nintendo.wikia.com/wiki/Super_.... 1:26 A Japanese and half Japanese Kid Draw their Homes, Families, and Favourite Animals https://www.youtube.com/watch?v=ptXuf... 1:39 yonkoma https://www.pinterest.com/fulguro/yon... 1:42 ESSAY: ON KISHŌTENKETSU http://www.nicolewlee.com/non-fiction... 1:56 Give Us a Super Mario Bros. Design Works Already, Nintendo http://www.usgamer.net/articles/give-... 4:21 Raph Koster Quotes http://quotesgram.com/raph-koster-quo... 4:22 Theory of Fun for Game Design http://www.amazon.com/Theory-Game-Des... 5:34 SuperMarioMakerBooklet.pdf https://www.nintendo.co.jp/wiiu/amaj/... ----------------------------------------------------------------------- MUSIC: ""Oh Damn!"" by CJVSO https://soundcloud.com/downpitched/cj... ""Digital Sonar"" by Brink ""Mindphuck"" by Known To Be Lethal https://www.youtube.com/watch?v=B-cyr... ""After Hours"" ""Lakes"" by Chooga https://www.youtube.com/watch?v=E8hns... ""Beautiful Days"" by Extan https://soundcloud.com/extandnb/beaut... ""Spectrum Subdiffusion Mix"" by Foniqz https://soundcloud.com/subdiffusion/f... ""Good Way Song"" by Electronic Rescue ""Alice y Bob"" by Javier Rubio and Parsec https://archive.org/details/escala19_... ""Sleet"" by Kubbi https://soundcloud.com/kubbi/kubbi-sleet ""Toaster"" by Kubbi https://soundcloud.com/kubbi/toaster ""Patriotic Songs of America"" by New York Military Band and the American Quartet http://freemusicarchive.org/music/New... ""Lets Go Back To The Rock"" by Outsider https://www.jamendo.com/en/artist/440... ""Run"" by Outsider https://www.jamendo.com/en/artist/440... ""Fame"" by Statue of Diveo https://www.jamendo.com/en/artist/352... ""Freedom Weekends"" by Statue of Diveo https://www.jamendo.com/en/artist/352... ----------------------------------------------------------------------- Hosted by Jamin Warren (@jaminwar) See more on games and culture on his site: http://www.killscreendaily.com Made by Kornhaber Brown (http://www.kornhaberbrown.com)
Views: 37073 PBS Game/Show
Pokémon Coding Tutorial - CS50's Intro to Game Development
 
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Learn game development by creating a Pokemon clone game using Lua and LÖVE2D. The principles you learn can apply to any programming language. This beginner's course teaches the foundations of game development. This video is lecture 7 of CS50's Intro to Game Development from Harvard University. Check out the full course playlist: https://www.youtube.com/playlist?list=PLWKjhJtqVAbluXJKKbCIb4xd7fcRkpzoz 🔗Code: https://github.com/games50/pokemon ⭐️Contents⭐️ ⌨️ (0:00:00) Introduction ⌨️ (0:04:59) Pokémon Demo ⌨️ (0:11:33) StateStack ⌨️ (0:20:32) StartState ⌨️ (0:23:32) FadeInState ⌨️ (0:29:22) DialogueState ⌨️ (0:33:23) PlayState ⌨️ (0:36:11) Grid-Aligned Movement ⌨️ (0:42:25) Dialogue Revisited ⌨️ (0:44:13) Level ⌨️ (0:46:13) Triggering Encounters ⌨️ (0:50:09) GUIs ⌨️ (0:52:36) 9-Patches ⌨️ (0:55:10) GUI Widgets ⌨️ (1:01:46) Panel ⌨️ (1:03:25) Textbox ⌨️ (1:08:49) Selection ⌨️ (1:12:16) Menu ⌨️ (1:12:50) Party and Pokemon ⌨️ (1:22:19) BattleSprite ⌨️ (1:23:58) Shaders ⌨️ (1:28:45) BattleState ⌨️ (1:37:55) BattleMenuState ⌨️ (1:43:06) TakeTurnState ⌨️ (1:56:10) In Conclusion Lecture taught by Colton T. Ogden. Thanks to Harvard's CS50 for giving us permission to post this lecture. Checkout their YouTube channel for more great lectures: https://www.youtube.com/cs50 -- Learn to code for free and get a developer job: https://www.freecodecamp.org Read hundreds of articles on programming: https://medium.freecodecamp.org And subscribe for new videos on technology every day: https://youtube.com/subscription_center?add_user=freecodecamp
Views: 16528 freeCodeCamp.org
StarCraft II / Pikmin 3 Design Comparison (Game Design & Analysis)
 
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Hey folks, Today's an in-depth design comparison between StarCraft II and Pikmin 3. Hope you folks enjoy! Twitter: https://www.twitter.com/brownbear_47 Facebook: https://www.facebook.com/brownbeargaming References: -- http://www.telegraph.co.uk/culture/film/film-news/11201171/nintendo-super-mario-pikmin-tokyo-film-festival-mandarin-oriental-tokyo-sega-mario-kart-zelda-wii-oculus-rift.html (Miyamoto garden, Pikmin) -- https://en.wikipedia.org/wiki/Real-time_strategy (Wikipedia RTS Entry) -- http://mukunda.com/128tick.html (tick rates in Counter-Strike) -- http://www.eurogamer.net/articles/blizzards-mike-morhaime-interview (Mike Morhaime interview, genre first franchise second)
Views: 8081 brownbear
Chris Crawford on Game Design | Wikipedia audio article
 
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This is an audio version of the Wikipedia Article: https://en.wikipedia.org/wiki/Chris_Crawford_on_Game_Design 00:00:45 See also 00:00:59 External links Listening is a more natural way of learning, when compared to reading. Written language only began at around 3200 BC, but spoken language has existed long ago. Learning by listening is a great way to: - increases imagination and understanding - improves your listening skills - improves your own spoken accent - learn while on the move - reduce eye strain Now learn the vast amount of general knowledge available on Wikipedia through audio (audio article). You could even learn subconsciously by playing the audio while you are sleeping! If you are planning to listen a lot, you could try using a bone conduction headphone, or a standard speaker instead of an earphone. Listen on Google Assistant through Extra Audio: https://assistant.google.com/services/invoke/uid/0000001a130b3f91 Other Wikipedia audio articles at: https://www.youtube.com/results?search_query=wikipedia+tts Upload your own Wikipedia articles through: https://github.com/nodef/wikipedia-tts "There is only one good, knowledge, and one evil, ignorance." - Socrates SUMMARY ======= Chris Crawford on Game Design (ISBN 0-13-146099-4) is a book about computer and video game design by Chris Crawford. Although referred to as the second edition of The Art of Computer Game Design, it is in fact a completely new book. It was published by Peachpit under the New Riders imprint in 2003. It includes Crawford's response to recent game developments, such as The Sims, and dedicates a chapter to each of his first 14 published games: Tanktics, Legionnaire, Wizard, Energy Czar, Scram, Eastern Front (1941), Gossip, Excalibur, Balance of Power, Patton Versus Rommel, Siboot, The Global Dilemma: Guns & Butter, Balance of the Planet and Patton Strikes Back.
Views: 1 wikipedia tts
Game design | Wikipedia audio article
 
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This is an audio version of the Wikipedia Article: https://en.wikipedia.org/wiki/Game_design 00:00:57 1 History 00:01:17 1.1 Folk process 00:02:37 1.2 New media 00:03:57 2 Theory 00:06:10 2.1 Strategic decision making 00:07:44 3 Design elements 00:08:09 3.1 Tools of play 00:09:30 3.2 Rule development 00:10:15 3.2.1 Victory conditions 00:10:43 3.3 Single or multiplayer 00:11:49 3.4 Storyline and plot 00:12:57 3.5 Luck and strategy 00:14:12 3.6 Use as educational tool 00:15:21 4 Development process 00:15:46 4.1 Development team 00:15:55 4.1.1 Game designer 00:16:27 4.1.2 Game developer 00:17:05 4.1.3 Game artist 00:17:47 4.2 Concept 00:18:27 4.3 Design 00:18:58 4.4 Prototype 00:19:44 4.5 Testing 00:20:50 5 Issues 00:21:04 5.1 Board games 00:24:29 5.2 Card games 00:26:30 5.3 Dice games 00:27:27 5.4 Casino games 00:29:17 5.5 Role-playing games 00:30:39 5.6 Sports 00:30:53 5.7 Video games 00:32:19 5.8 War games 00:32:52 6 See also Listening is a more natural way of learning, when compared to reading. Written language only began at around 3200 BC, but spoken language has existed long ago. Learning by listening is a great way to: - increases imagination and understanding - improves your listening skills - improves your own spoken accent - learn while on the move - reduce eye strain Now learn the vast amount of general knowledge available on Wikipedia through audio (audio article). You could even learn subconsciously by playing the audio while you are sleeping! If you are planning to listen a lot, you could try using a bone conduction headphone, or a standard speaker instead of an earphone. You can find other Wikipedia audio articles too at: https://www.youtube.com/channel/UCuKfABj2eGyjH3ntPxp4YeQ You can upload your own Wikipedia articles through: https://github.com/nodef/wikipedia-tts "The only true wisdom is in knowing you know nothing." - Socrates SUMMARY ======= Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, particularly virtual ones (see gamification). Game design creates goals, rules and challenges to define a board game, card game, dice game, casino game, role-playing game, sport, video game, war game or simulation that produces desirable interactions among its participants and, possibly, spectators. Academically, game design is part of game studies, while game theory studies strategic decision making (primarily in non-game situations). Games have historically inspired seminal research in the fields of probability, artificial intelligence, economics, and optimization theory. Applying game design to itself is a current research topic in metadesign.
Views: 2 wikipedia tts
Total War: Three Kingdoms Pre-E3 Event | Battle Mechanics, Duels and User Interface/Game Design
 
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In light of E3 being just around the corner, a lot of information has been dropped on Total War: Three Kingdoms. With two new articles out today, let's take a look at Battle Mechanics, the new Duel System, and my thoughts on what the UI interface & Game Design might be like. Eurogamer article: https://www.eurogamer.net/articles/2018-06-07-hands-on-with-the-romantic-battles-of-total-war-three-kingdoms CGMag article: https://www.cgmagonline.com/2018/06/07/total-war-three-kingdoms-e3-2018-preview/ JOIN MY DISCORD: https://discord.gg/mM7nGWR Want to support the channel? Take a look at my Patreon: https://www.patreon.com/hforhavoc Please Thumbs Up, leave Comments/Suggestions on my video below, and Subscribe to my channel to get the latest videos! Huge thanks to MontyHobbes, Supernanny089, and Todd Floyd for the Patreon Support! YOU can support me at patreon.com/hforhavoc! ------------------------------------------------------------------------------------------------- Want big discounts on games? Check out my Gamesplanet Link: https://uk.gamesplanet.com?ref=havoc If you need a network, check out ScaleLabs! Apply through this referral link: https://www.scalelab.com/apply/sraza?referral=21181 ------------------------------------------------------------------------------------------------------------- Email: [email protected] Twitch: http://www.twitch.tv/hforhavoc Twitter: https://twitter.com/hforhavoc Facebook: https://www.facebook.com/HforHavoc Patreon: https://www.patreon.com/hforhavoc
Views: 11816 HForHavoc
WHAT ARE "TIGHT" CONTROLS? - Movement in Games
 
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There is some very interesting game design that you never see that go into making characters feel great when you play them. Josh explores how game feel is created through animation, controls and trying new things! Games in order of appearance: Super Mario Galaxy Proteus Spelunky Original Spelunky HD Super Meat Boy Super Mario Bros. INSIDE 10 Second Ninja X Canabalt Hyper Light Drifter Gang Beasts QWOP Surgeon Simulator GIRP Wobble Yoga Amnesia: A Machine for Pigs Line Wobbler Worlds Adrift Volo Airsport References: https://killscreen.com/articles/meat-boy-mario-and-the-perfect-platformer-jump/ http://www.gamasutra.com/blogs/AdamSaltsman/20100929/88155/Tuning_Canabalt.php https://www.youtube.com/watch?v=lQRr3pXxsGo http://www.piratehearts.com/blog/2012/11/30/deriving-the-mathematics-of-jumping-physics-part-1-of/ http://excitemike.com/JumpingControlTester --- If I say something that bothers or you or that you think was ill-considered, please let me know. I can’t promise to be perfect, but I can promise to try to listen, learn, and apologize when I screw up. :D Support my channel - http://www.patreon.com/GamingFTL My Twitch - http://twitch.tv/gamingftl Stalk me on Twitter - https://twitter.com/GamingFTL Tumblr - http://gamingftl.tumblr.com/ Instagram - https://www.instagram.com/gamingftl/ Steam Group - http://steamcommunity.com/groups/GamingFTL Reddit - https://www.reddit.com/r/GamingFTL/ My Steam Curator Store - http://store.steampowered.com/curator/5754920/ My Itchi.io Collection - http://itch.io/c/1133/gamingftls-indie-collection Email me stuff! - gftlbootsie(at)gmail(dot)com ---
Building Streaming Into Your Game - Designing Games for Observers - Extra Credits
 
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Thanks to Squarespace for sponsoring this video. Go to Squarespace.com for a free trial and when you’re ready to launch, go to http://squarespace.com/extracredits to save 10% off your first purchase of a website or domain Adding streaming-friendly features to your game *can* increase its marketability, but they have to be as well-thought out as the rest of the gameplay mechanics that cater directly to players. Join our weekly Tuesday book club at 5pm PDT (we're reading Dune right now!) at https://www.twitch.tv/extracredits Subscribe to Extra Credits for more episodes every Wednesday! http://bit.ly/SubToEC Get info about all our shows at http://becausegamesmatter.com ___________ Get your Extra Credits gear at the store! http://bit.ly/ExtraStore Thanks for participating in this week's discussion! We want you to be aware of our community posting guidelines so that we can have high-quality conversations: https://goo.gl/HkzwQh Contribute community subtitles to Extra Credits: http://www.youtube.com/timedtext_cs_panel?c=UCCODtTcd5M1JavPCOr_Uydg&tab=2 Talk to us on Twitter (@ExtraCreditz): http://bit.ly/ECTweet Follow us on Facebook: http://bit.ly/ECFBPage ___________ Would you like James to speak at your school or organization? For info, contact us at: http://james-portnow.com ___________ ♪ Intro Music: "Penguin Cap" by CarboHydroM http://bit.ly/1eIHTDS ♪ Outro Music: "Советский Космонавт" by: Sir_NutS https://ocremix.org/remix/OCR03291
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