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Redesigning Death | Game Maker's Toolkit
 
05:32
Getting killed is getting boring. So, inspired by Bloodborne's clever twist on MMO corpse-running, let's look at some games that do more interesting things with player death - from expendable marines in Aliens to reconstructed level layouts in Spelunky. Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Games shown in this episode (in order of appearance): Bloodborne (From Software, 2015) Sonic the Hedgehog (Sonic Team, 1991) Super Mario Bros. (Nintendo, 1985) Call of Duty 4: Modern Warfare (Infinity Ward, 2007) Galaga (Namco, 1981) Prince of Persia (Ubisoft Montreal, 2008) BioShock Infinite (Irrational Games, 2013) Call of Duty: Advanced Warfare (Sledgehammer Games, 2014) Prince of Persia: The Sands of Time (Ubisoft Montreal, 2003) Spelunky (Derek Yu, 2012) Rogue Legacy (Cellar Door Games, 2013) Transistor (Supergiant Games, 2014) Red Dead Redemption (Rockstar San Diego, 2010) Super Meat Boy (Team Meat, 2010) Middle-earth: Shadow of Mordor (Monolith Productions, 2014) Dark Souls (From Software, 2011) World of Warcraft (Blizzard Entertainment, 2004) ZombiU (Ubisoft Montpellier, 2012) Super Time Force (Capybara Games, 2014) Sometimes You Die (Philipp Stollenmayer, 2014) Heavy Rain (Quantic Dream, 2010) Aliens Infestation (WayForward, 2011) XCOM: Enemy Unknown (Firaxis Games, 2012) Prey (Human Head Studios, 2006) Far Cry 2 (Ubisoft Montreal, 2008) Rage (id Software, 2011) Batman: Arkham Asylum (Rocksteady Studios, 2009) Grand Theft Auto V (Rockstar North, 2013) Resident Evil 4 (Capcom Production Studio 4, 2005) Music used in this episode: 00:00 - Main Theme (Bloodborne) 00:13 - Cut Apart (Transistor) 01:12 - Mines B (Spelunky) 02:13 - Firelink Shrine (Dark Souls) 03:54 - Ethan Mars' Main Theme (Heavy Rain) 05:21 - Shop Radio 4 (Spelunky) Clip credits: "Oondasta Epic Corpse Run" - Have Joystick, Will Travel https://www.youtube.com/watch?v=iWZPKxyisdk "The Windmills Puzzles Part" - Curlsbel90 https://www.youtube.com/watch?v=hylTrVEHGGU
Views: 398297 Mark Brown
The Legend of Zelda: Majora's Mask's dungeon design | Boss Keys
 
09:17
Boss Keys is an on-going research project to analyse the level design of the dungeons in The Legend of Zelda. This time, it's the turn of Majora's Mask. Boss Keys Episode List A Link to the Past - https://youtu.be/ouO1R6vFDBo Link's Awakening - https://youtu.be/AezAN2RcO8Y Ocarina of Time - https://youtu.be/6LO8Z1DkDqc Majora's Mask - https://youtu.be/pmOVS-qLG6o Oracle of Ages and Seasons - Coming soon Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit
Views: 283257 Mark Brown
The Legend of Zelda: Link's Awakening's dungeon design | Boss Keys
 
08:53
I continue my exploration of The Legend of Zelda's dungeon design, with 1993 Game Boy game Link's Awakening. Differences between Link's Awakening and Link's Awakening DX: https://tcrf.net/The_Legend_of_Zelda:_Link's_Awakening/Version_Differences#Link.27s_Awakening_DX Boss Keys Episode List A Link to the Past - https://youtu.be/ouO1R6vFDBo Link's Awakening - https://youtu.be/AezAN2RcO8Y Ocarina of Time - https://youtu.be/6LO8Z1DkDqc Majora's Mask - https://youtu.be/pmOVS-qLG6o Oracle of Ages and Seasons - Coming soon Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit
Views: 231833 Mark Brown
What Capcom Didn't Tell You About Resident Evil 4 | Game Maker's Toolkit
 
06:00
Resident Evil 4 did something really clever with its difficulty level. But what's even smarter is that developer Capcom never told gamers what it was doing. Find out more, in this episode of Game Maker's Toolkit. Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Games shown in this episode (in order of appearance): Resident Evil 4 (Capcom Production Studio 4, 2005) God Hand (Clover Studio, 2006) Donkey Kong Country Returns (Retro Studios, 2010) Zanac (Compile, 1986) Max Payne (Remedy Entertainment, 2001) Left 4 Dead (Turtle Rock / Valve, 2008) Super Smash Bros. for Wii U (Sora, 2014) Flow (thatgamecompany, 2007) SiN Episodes (Ritual Entertainment, 2006) Super Mario 3D World (Nintendo, 2013) Music used in this episode: 00:00 - Cider Time (Dustforce) 01:06 - Your Favorite Color (Dustforce) 01:56 - 9-bit Expedition (Dustforce) 03:42 - Undiscovery (Dustforce) 05:45 - The Magnetic Tree (Dustforce) Clip credits: "God Hand HD gameplay on PCSX2" - PCSX2 https://www.youtube.com/watch?v=170gS21KKIY "7 Times Games Humiliated Us with Pity" - outsidexbox https://www.youtube.com/watch?v=rM9Wl949an8 "Resident Evil 4 :: SPEED RUN Live (1:37:56)" - Sunblade https://www.youtube.com/watch?v=Q42QKOiogMI
Views: 1315320 Mark Brown
Breaking Down the Best World in Rayman Legends | Game Maker’s Toolkit
 
07:49
Let’s take a break from Nintendo’s level design - and look at how Ubisoft explored a single mechanic through an entire world’s worth of levels in Rayman Legends. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Find Out More Creating a World | Ubiblog http://blog.ubi.com/en-GB/on-the-level-creating-20000-lums-under-the-sea/ Games shown in this episode (in order of appearance) Donkey Kong Country: Tropical Freeze (Retro Studios, 2014) Splatoon 2 (Nintendo, 2017) New Super Mario Bros. U (Nintendo, 2012) Super Mario 3D World (Nintendo, 2013) Rayman Legends (Ubisoft Montpellier, 2013) Music used in this episode 00:00 - The Gallery of Heroes (Rayman Legends) 00:34 - Teensies in Trouble (Rayman Legends) 01:08 - 20,000 Lums Under the Sea (Rayman Legends) 02:47 - Lights Out! (Rayman Legends) 03:45 - A Madman’s Creation (Rayman Legends) 04:03 - 20,000 Lums Under the Sea, Invaded (Rayman Legends) 04:21 - Mariachi Madness / Eye of the Tiger (Rayman Legends) 05:19 - The Gallery - 20,00 Lums Under the Sea (Rayman Legends) 07:06 - The Gallery of Heroes (Rayman Legends)
Views: 202448 Mark Brown
How (and Why) Spelunky Makes its Own Levels | Game Maker's Toolkit
 
07:13
Spelunky will always keep you guessing, by making a fresh set of 16 levels every time you play. In this episode we look at how creator Derek Yu strikes a balance between random and authored levels to make stages that always feel fun and fair - and why it's important that this game never gives you the same level twice. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Quotes and info came from "Spelunky", by Derek Yu and Boss Fight Books https://bossfightbooks.com/products/spelunky-by-derek-yu With additional information from "Spelunky Generator Lessons" by Darius Kazemi http://tinysubversions.com/spelunkyGen/ And, the ultra helpful "Yet Another Spelunky Mod" by TakeNapEveryDay https://takenapeveryday.wordpress.com You can play Spelunky Classic for free on PC http://spelunkyworld.com/original.html Or on Mac https://forums.tigsource.com/index.php?topic=28467.0 Games shown in this episode (in order of appearance): Spelunky (Derek Yu, 2012) Super Mario World (Nintendo, 1990) Super Castlevania IV (Konami, 1991) Spelunky Classic (Derek Yu, 2008) Teenage Mutant Ninja Turtles: Turtles in Time (Konami, 1991) Music used in this episode: 00:02 - Adventure Begins (Spelunky, Eirik Suhrke) 01:29 - Adventure Jingle (Spelunky, Eirik Suhrke) 01:36 - Caves (Spelunky Classic, George Buzinkai and Jonathan Perry) 03:21 - Credits (Spelunky Classic, George Buzinkai and Jonathan Perry) 03:55 - Yeti Caves (Spelunky, Eirik Suhrke) 04:53 - Temple A (Spelunky, Eirik Suhrke) 06:12 - Credits (Spelunky Classic, George Buzinkai and Jonathan Perry) 06:37 - Ice Caves Easter Egg (Spelunky, Eirik Suhrke)
Views: 307822 Mark Brown
Shovel Knight and Nailing Nostalgia | Game Maker's Toolkit
 
09:21
Some games are all about nostalgia - a reminder of how games used to be. No game nails this sensation quite like Shovel Knight, which expertly picks and chooses the right bits to emulate from old games. Here's how Yacht Club Games pulled it off. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Recommended reading / viewing: Gamasutra: "Breaking the NES for Shovel Knight" http://www.gamasutra.com/blogs/DavidDAngelo/20140625/219383/Breaking_the_NES_for_Shovel_Knight.php dustmop.io: "NES Graphics – Part 3" http://www.dustmop.io/blog/2015/12/18/nes-graphics-part-3/ Games shown in this episode (in order of appearance): Shatterhand (Natsume, 1991) Bloodstained: Ritual of the Night (Inti Creates, Unreleased) Yooka-Laylee (Playtonic Games, 2017) Thimbleweed Park (Ron Gilbert and Gary Winnick, 2017) Shovel Knight (Yacht Club Games, 2014) Mega Man (Capcom, 1987) Ninja Gaiden (Tecmo, 1988) DuckTales (Capcom, 1989) Castlevania (Konami, 1986) Super Mario Bros. 3 (Nintendo, 1988) Zelda II: The Adventure of Link (Nintendo, 1987) Blaster Master (Sunsoft, 1988) The Legend of Zelda (Nintendo, 1986) Final Fantasy (Square, 1987) Mega Man 2 (Capcom, 1988) Metal Storm (Tamtex, 1991) Mega Man 3 (Capcom, 1990) Super Mario Bros. (Nintendo, 1985) Ghosts 'n Goblins (Capcom, 1985) Rush'n Attack (Konami, 1985) Adventure Island 3 (Now Production, 1992) Double Dragon (Technōs Japan, 1987) Batman: Return of the Joker (Sunsoft, 1991) Sword Master (Athena, 1990) Castlevania III: Dracula's Curse (Konami, 1989) Mighty Gunvolt (Inti Creates, 2014) Hyper Light Drifter (Heart Machine, 2016) Mighty No. 9 (Comcept, 2016) Mega Man 8 (Capcom, 1996) Shantae and the Pirate's Curse (WayForward, 2014) Music used in this episode: 00:06 - Intro (Shatterhand) 00:38 - Strike the Earth! (Shovel Knight, Jake Kaufman) 00:59 - An Underlying Problem (Shovel Knight, Jake Kaufman) 02:28 - In the Halls of the Usurper (Shovel Knight, Jake Kaufman) 03:42 - High Above the Land (Shovel Knight, Jake Kaufman) 06:25 - No Weapons Here (Shovel Knight, Jake Kaufman) 08:45 - The Starlit Wilds (Shovel Knight, Jake Kaufman) Clip credits AZar027 - "Mega Man 8 - Terrible Voice Acting" https://www.youtube.com/watch?v=pmMispgpUs0
Views: 335127 Mark Brown
Following the Little Dotted Line | Game Maker's Toolkit
 
08:00
Getting around non-linear games and open worlds is easy: just follow the little dotted line. But is that always the best way to encourage exploration and investigation? Let's look at some games and ideas - old and new - that offer more involving ways to navigate a landscape. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Recommended reading / viewing: "Thief vs. AAA Gaming" by Dom Giuca https://youtu.be/jPqwDGXxLhU Games shown in this episode (in order of appearance): Fallout 4 (Bethesda Game Studios, 2015) The Witcher 3: Wild Hunt (CD Projekt, 2015) Deus Ex (Ion Storm, 2000) Batman: Arkham Knight (Rocksteady Studios, 2015) Dishonored (Arkane Studios, 2012) Thief: The Dark Project (Looking Glass Studios, 1998) The Elder Scrolls III: Morrowind (Bethesda Game Studios, 2002) Fable II (Lionhead Studios, 2008) Miasmata (IonFx, 2012) The Last of Us (Naughty Dog, 2013) Middle-earth: Shadow of Mordor (Monolith Productions, 2014) Red Dead Redemption (Rockstar San Diego, 2010) The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011) Assassin's Creed IV: Black Flag (Ubisoft Montreal, 2013) Yakuza 3 (Sega, 2009) The Legend of Zelda: Skyward Sword (Nintendo, 2011) Fallout 3 (Bethesda Game Studios, 2008) Music used in this episode: 00:00 - Fallout 4 Main Theme (Fallout 4) 00:54 - Rebuild, Renew (Fallout 4) 02:48 - Wandering - The Foothills, Pt. 1 (Fallout 4) 04:42 - Wandering - The Coast, Pt. 1 (Fallout 4) 05:55 - Of the People, For the People (Fallout 4) 07:33 - Fallout 4 Main Theme (Fallout 4) Fallout 4 OST © Bethesda Softworks Other credits: "Let's Play Fable 2 - Part 3 - Dirty Leonard" - ParkyGames https://www.youtube.com/watch?v=15a9V2LdwOo
Views: 432043 Mark Brown
Theme and Mechanics in Far Cry 2 and Far Cry 4 | Game Maker's Toolkit
 
05:14
How do you make an audience feel a certain way? In cinema, directors can change the plot, dialogue, visual design, lighting, sound, and music to change the tone. But game makers have an extra tool to change the player's emotional response to the game. I'll explain all in this episode of the Game Maker's Toolkit by looking at how Far Cry 2 and Far Cry 4 offer dramatically different experiences, despite the two games being about shooting loads of dudes in a jungle. Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Games shown in this episode (in order of appearance): The Last of Us (Naughty Dog, 2013) The Legend of Zelda: The Wind Waker (Nintendo, 2002) Journey (thatgamecompany, 2012) Brothers: A Tale of Two Sons (Starbreeze Studios, 2013) Far Cry 4 (Ubisoft Montreal, 2014) Far Cry 2 (Ubisoft Montreal, 2008) Music used in this episode: 00:00 - The Choice (The Last of Us) 00:26 - Nascence (Journey) 00:42 - Far Cry Theme (Far Cry 2) 01:44 - Secrets of the Goddess (Far Cry 4) 02:47 - Unfamiliar Paths (Far Cry 4) 03:44 - Awash in the Day (Far Cry 4)
Views: 285232 Mark Brown
Super Mario 3D World's 4 Step Level Design | Game Maker's Toolkit
 
05:10
Super Mario 3D World is a game with creativity in abundance. But Nintendo has developed a reusable level design structure that allows for ideas to be properly taught and established, in about five minutes flat. We break down this four-step philosophy, and chart its history from Super Mario Galaxy to Captain Toad: Treasure Tracker. Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Gamasutra: "Learning from Super Mario 3D Land's Director" http://www.gamasutra.com/view/feature/168460/the_structure_of_fun_learning_.php Games shown in this episode (in order of appearance): Super Mario 3D World (Nintendo, 2013) Super Mario Galaxy (Nintendo, 2007) Super Mario Galaxy 2 (Nintendo, 2010) Super Mario 3D Land (Nintendo, 2011) Captain Toad: Treasure Tracker (Nintendo, 2014) Super Mario Bros. (Nintendo, 1985) Super Mario Bros. 3 (Nintendo, 1988) Music used in this episode: 00:00 - Light the Colour Panels! (Super Mario 3D World) 00:35 - Beep Block Skyway (Super Mario 3D World) 01:49 - Fort Fire Bros. (Super Mario 3D World) 02:46 - Champion Road (Super Mario 3D World) 04:18 - Rainbow Run (Super Mario 3D World) 04:51 - Sprawling Savanna (Super Mario 3D World) Clip credits: "Super Mario 3D Land - Walkthrough" - ZackScottGames https://www.youtube.com/watch?v=uU4C0TD5eLU
Views: 650529 Mark Brown
The Rise of the Systemic Game | Game Maker's Toolkit
 
12:50
From Breath of the Wild to Watch Dogs 2, we’re seeing a boom in so-called “systemic games”. What does that mean, how do they work, and what makes them tick? Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Sources Aleissia Laidacker - Systems Are Everywhere | GCAP 2016 https://www.youtube.com/watch?v=Gelpn4mksXQ Raphael Colantonio, Harvey Smith - Empowering the Player in a Story-Rich World | GDC 2013 https://www.gdcvault.com/play/1018062/Empowering-the-Player-in-a Why Dwarf Fortress started killing cats - Here's A Thing | Eurogamer https://www.youtube.com/watch?v=6yWf6BHqiWM The uncertain future of games like Deus Ex and Dishonored | PC Gamer http://www.pcgamer.com/the-uncertain-future-of-games-like-deus-ex-and-dishonored/ Find Out More Nels Anderson - How Systems Will Save Us All! | Full Indie 2014 https://www.youtube.com/watch?v=X8w1ScEulfU Harvey Smith, Randy Smith - Would the Real Emergent Gameplay Please Stand Up? | GDC 2004 https://www.gdcvault.com/play/1013560/Would-the-Real-Emergent-Gameplay Nintendo - Breaking Conventions with The Legend of Zelda: Breath of the Wild | GDC 2017 https://www.youtube.com/watch?v=QyMsF31NdNc [ZIP] Clint Hocking - Designing to Promote Intentional Play | GDC 2006 http://clicknothing.typepad.com/Design/hockingc_GDC06_Intentionality.zip What Works and Why Emergence | Rock Paper Shotgun https://www.rockpapershotgun.com/2018/01/30/what-works-and-why-emergence/ Nick Popovich - A Thousand Tiny Tales: Emergent Storytelling in Slime Rancher | GDC 2017 https://www.youtube.com/watch?v=GbVFa89kUhw Mike Sellers - A Systemic Approach to Systemic Design | Sweden Game Arena 2015 https://www.youtube.com/watch?v=HR8EmTyJz9A Games shown in this episode (in order of appearance) The Legend of Zelda: Breath of the Wild (Nintendo, 2017) Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015) Kingdom Come: Deliverance (Warhorse Studios, 2018) Mark of the Ninja (Klei Entertainment, 2012) Watch Dogs 2 (Ubisoft Montreal, 2016) Far Cry 4 (Ubisoft Montreal, 2014) Monster Hunter: World (Capcom, 2018) Spelunky (Derek Yu, 2012) SteamWorld Dig 2 (Image and Form, 2017) Uncharted 3: Drake's Deception (Naughty Dog, 2011) Red Dead Redemption (Rockstar San Diego, 2010) Assassin's Creed: Origins (Ubisoft Montreal, 2017) Grand Theft Auto V (Rockstar North, 2013) Middle-earth: Shadow of Mordor (Monolith Productions, 2014) Call of Duty: WWII (Sledgehammer Games, 2017) Prey (Arkane Studios, 2017) Hitman (iO Interactive, 2016) Dishonored 2 (Arkane Studios, 2016) Deus Ex (Ion Storm, 2000) The Legend of Zelda: Skyward Sword (Nintendo, 2011) Rain World (Videocult, 2017) Dishonored: Death of the Outsider (Arkane Studios, 2017) Far Cry 2 (Ubisoft Montreal, 2008) Mafia III (Hangar 13, 2016) SimCity (Maxis, 1989) The Sims (Maxis, 2000) RimWorld (Ludeon Studios, 2013) Dwarf Fortress (Tam and Zach Adams, 2006) Thief: The Dark Project (Looking Glass Studios, 1998) System Shock 2 (Looking Glass Studios, 1999) Gunpoint (Suspicious Developments, 2013) Music used in this episode Please, Don't Touch Anything OST, blinch https://bulkypix.bandcamp.com/releases k. Part 2 - 01 untitled 1, animeistrash Other credits The Sims 1: Gameplay #1 (No Commentary) | sibaem https://www.youtube.com/watch?v=gi0AB5ksxuY METAL GEAR SOLID V: THE PHANTOM PAIN Decoys Confuse Guard | rcua1884 https://www.youtube.com/watch?v=g_wFbWkUgD4 Zelda: BOTW (Fire In The Hole) | Nassi https://www.youtube.com/watch?v=EVgt3dMdpxM&feature=share
Views: 315492 Mark Brown
Donkey Kong Country: Tropical Freeze - Mario's Level Design, Evolved | Game Maker's Toolkit
 
12:34
Donkey Kong Country: Tropical Freeze is platforming level design at its best. By taking Nintendo’s level design philosophy to the next level, Retro Studios made a handful of incredible stages that all modern platformers should be judged against. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Further Viewing Donkey Kong Country: Tropical Freeze - Level Design | Turbo Button https://www.youtube.com/watch?v=d5wIIwBL784&t=6s Games shown in this episode (in order of appearance) Donkey Kong Country: Tropical Freeze (Retro Studios, 2014) New Super Mario Bros. U (Nintendo, 2012) Donkey Kong Country (Rare, 1994) Donkey Kong Country 2: Diddy’s Kong Quest (Rare, 1995) Donkey Kong Country Returns (Retro Studios, 2010) New Super Mario Bros. (Nintendo, 2006) New Super Mario Bros. Wii (Nintendo, 2009) New Super Mario Bros. 2 (Nintendo, 2012) Super Mario 3D World (Nintendo, 2013) Rayman Legends (Ubisoft Montpellier, 2013) Super Meat Boy (Team Meat, 2010) N++ (Metanet Software, 2015) Sonic Generations (Sonic Team, 2011) Shovel Knight (Yacht Club Games, 2014) Music used in this episode 00:00 - Mangrove Cove (Donkey Kong Country: Tropical Freeze) 00:57 - Athletic Theme (New Super Mario Bros. U) 02:08 - Ground Theme (New Super Mario Bros. U) 02:28 - DK Island Swing (Donkey Kong Country) 03:41 - Horn Top Hop (Donkey Kong Country: Tropical Freeze) 04:40 - Cannon Canyon ( (Donkey Kong Country: Tropical Freeze) 05:37 - Dynamite Dash (Donkey Kong Country: Tropical Freeze) 06:35 - Scorch ’n’ Torch (Donkey Kong Country: Tropical Freeze) 07:38 - Juicy Groove (Donkey Kong Country: Tropical Freeze) 08:29 - Windmill Hills (Donkey Kong Country: Tropical Freeze) 10:10 - Alpine Incline (Donkey Kong Country: Tropical Freeze) 10:33 - Sparkling Waters (New Super Mario Bros. U) 10:59 - Title Screen (Donkey Kong Country: Tropical Freeze) 11:39 - Bramble Scramble (Donkey Kong Country 2)
Views: 345722 Mark Brown
Hitman, and the Art of Repetition | Game Maker's Toolkit
 
07:49
You'll probably suck at Hitman when you first play it. But that's okay: the game makes deft use of repetition to turn you into a master player, and close the skill gap between you and protagonist Agent 47. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Recommended reading / viewing Writing on Games: "Is Hitman's Episodic Nature Actually Beneficial to the Game?" https://youtu.be/SYiUb_Pr9k8 Games shown in this episode (in order of appearance): Hitman (iO Interactive, 2016) Batman: Arkham Knight (Rocksteady Studios, 2015) Mirror's Edge (EA DICE, 2008) Red Dead Redemption (Rockstar San Diego, 2010) Dark Souls III (From Software, 2016) Music used in this episode: 00:00 - Thoughts Alive, animeistrash 01:45 - Runaway, animeistrash 03:21 - Syrup, animeistrash 05:51 - Thoughts Alive, animeistrash 07:23 - Syrup, animeistrash animeistrash - Thoughts Alive https://animeistrash.bandcamp.com/album/thoughts-alive Other credits TheKotti - "HITMAN - Sapienza Chain Explosion" https://www.youtube.com/watch?v=sNG6Ex7a2EI
Views: 286417 Mark Brown
Why We Remember Bioshock's Fort Frolic | Game Maker's Toolkit
 
11:14
The level "Fort Frolic" is often cited as one of the best parts of the original Bioshock - if not the entire Bioshock series. In this episode I return to the domain of Sander Cohen with a critical eye, to figure out what made this part of the game so interesting and beloved. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Games shown in this episode (in order of appearance): BioShock (Irrational Games, 2007) Thief: Deadly Shadows (Ion Storm, 2004) Deus Ex: Mankind Divided (Eidos Montreal, 2016) Music used in this episode: 00:00 - Going Up, Going Down (BioShock) 01:19 - Mr Bubbles, Little Sister (BioShock) 04:33 - Cohen's Masterpiece, Part 1 (BioShock) 07:05 - Cohen's Masterpiece, Part 2 (BioShock) 08:17 - Cohen is Lurking (BioShock) 10:24 - Going Up, Going Down (BioShock) Credits Alphr: "In conversation with BioShock and The Magic Circle developer Jordan Thomas" http://www.alphr.com/life-culture/1001850/horror-humour-and-purgatory-in-conversation-with-bioshock-and-the-magic-circle
Views: 412354 Mark Brown
The Legend of Zelda: A Link to the Past's dungeon design | Boss Keys
 
08:02
I'm working on a video about the dungeon design in The Legend of Zelda series. Boss Keys is a series of videos on each Zelda game I play as part of my research, to chart the history of level design in this much-loved franchise. Boss Keys Episode List A Link to the Past - https://youtu.be/ouO1R6vFDBo Link's Awakening - https://youtu.be/AezAN2RcO8Y Ocarina of Time - https://youtu.be/6LO8Z1DkDqc Majora's Mask - https://youtu.be/pmOVS-qLG6o Oracle of Ages and Seasons - Coming soon Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit
Views: 309959 Mark Brown
Arkham Knight and the Scourge of Scale | Game Maker's Toolkit
 
06:16
Rocksteady's Arkham games have gotten bigger and bigger, from the corridors of Arkham Asylum to the streets of Gotham City. But has the Dark Knight actually benefited from the increase in scale? Is bigger always better? Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Gamasutra: "Rocksteady's Sefton Hill Unmasks Batman: Arkham Asylum" http://www.gamasutra.com/view/feature/4152/rocksteadys_sefton_hill_unmasks_.php Games shown in this episode (in order of appearance): Batman: Arkham Knight (Rocksteady Studios, 2015) Batman: Arkham Asylum (Rocksteady Studios, 2009) Batman Returns (Konami, 1993) Alien: Isolation (The Creative Assembly, 2014) Superman Returns (EA Tiburon, 2006) Iron Man 3 - The Official Game (Gameloft, 2013) Batman: Arkham City (Rocksteady Studios, 2011) Far Cry 4 (Ubisoft Montreal, 2014) Grand Theft Auto IV (Rockstar North, 2008) Mafia II (2K Czech, 2010) Uncharted 2: Among Thieves (Naughty Dog, 2009) Infamous Second Son (Sucker Punch Productions, 2014) Fallout 4 (Bethesda Game Studios, 2015) The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011) Just Cause 3 (Avalanche Studios, 2015) Assassin's Creed II (Ubisoft Montreal, 2009) Fuel (Asobo Studio, 2009) Spider-Man 2 (Treyarch, 2004) Resident Evil (Capcom, 1996) Gone Home (Fulbright, 2013) Bloodborne (From Software, 2015) Watch Dogs (Ubisoft Montreal, 2014) Batman: The Video Game (Sunsoft, 1989) Music used in this episode: 00:00 - Stage 1 (Batman: The Video Game, NES) 00:55 - Stage 2 (Batman: The Video Game, NES) 02:27 - Gotham Cathedral (Batman: The Video Game, Game Boy) 03:52 - Stage 4, Part 1 (Batman: The Video Game, NES) 05:27 - Game Over (Batman: The Video Game, NES) Clip credits: "Elgato 1080p Test - Spider-Man 2 (PS2)" - Patrick J. McKenna https://www.youtube.com/watch?v=PmWxWZSGnC8 "Watch Dogs: Driving & Car Physics" - oGVexx https://www.youtube.com/watch?v=b-M_V4eswz4 "Batman Arkham Knight | Exclusive Sefton Hill interview" - PlayStation New Zealand https://www.youtube.com/watch?v=L_uVdd_FTl4 "Batman: Arkham Knight Review Discussion 5: Ranking The Arkham Series" - IGN https://www.youtube.com/watch?v=AXYodFTm5Ro
Views: 286668 Mark Brown
Secrets of Game Feel and Juice | Game Maker's Toolkit
 
05:19
Some game designers use words like "game feel" and "juice" to describe the abstract and often invisible factors that make the best action games surge with life and energy. In this episode of Game Maker's Toolkit, we try to figure out what those words mean, and how you can capitalise on them to make your game feel more fun and satisfying. Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Jan Willem Nijman (Vlambeer)'s "The art of screenshake" https://www.youtube.com/watch?v=AJdEqssNZ-U Jonatan Söderström (Cactus)'s "The 4 Hour Game Design" https://www.youtube.com/watch?v=sgwlJu8Ql2o Martin Jonasson & Petri Purho (Grapefruit)'s "Juice it or lose it" https://www.youtube.com/watch?v=Fy0aCDmgnxg Games shown in this episode (in order of appearance): Hotline Miami (Dennaton Games, 2012) Random Heroes (Ravenous Games, 2012) Super Time Force (Capybara Games, 2014) Rogue Legacy (Cellar Door Games, 2013) Super Meat Boy (Team Meat, 2010) Castle Crashers (The Behemoth, 2008) The Binding of Isaac: Rebirth (Nicalis / Edmund McMillen, 2014) Super Mario World (Nintendo, 1990) Super Mario 64 (Nintendo, 1996) Nuclear Throne (Vlambeer, 2015) rymdkapsel (Grapefrukt, 2013) Ridiculous Fishing (Vlambeer, 2013) Gunbrick (Nitrome, 2015) Street Fighter II: The World Warrior (Capcom, 1992) God of War (Santa Monica Studio, 2005) The Legend of Zelda: The Wind Waker (Nintendo, 2002) Shantae and the Pirate's Curse (WayForward, 2014) Guacamelee (Drinkbox Studios, 2013) Shank (Klei Entertainment, 2010) Gun Godz (Vlambeer, 2013) Super Crate Box (Vlambeer, 2010) Peggle (PopCap Games, 2007) Alien Hominid HD (The Behemoth, 2007) Music used in this episode: 00:00 - Miami (Hotline Miami) 01:15 - Main Theme (Super Mario 64) 01:56 - Forest Funk (Super Meat Boy) 02:41 - Luftrauser (Luftrausers) 03:35 - Construction Yard (Super Crate Box 04:35 - Decade Dance (Hotline Miami 2: Wrong Number) Clip credits: "God of War 1 - Part 1 of 11" - bdcool213 https://www.youtube.com/watch?v=KhdvGcLp4FY
Views: 398456 Mark Brown
Getting Lost in Axiom Verge | Game Maker's Toolkit
 
07:05
A new Metroidvania called Axiom Verge has perfected the lost art of getting lost. In this video we look at techniques used in this game, and Super Metroid, to let players off the leash - while secretly helping them figure out exactly where to go. Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Games shown in this episode (in order of appearance): Super Metroid (Nintendo, 1994) Ghost Song (Old Moon, Unreleased) Ori and the Blind Forest (Moon Studios, 2015) Xeodrifter (Renegade Kid, 2014) Apotheon (Alientrap, 2015) Axiom Verge (Thomas Happ, 2015) Shadow Complex (Chair Entertainment, 2009) Guacamelee (Drinkbox Studios, 2013) Strider (Capcom, 2014) Insanely Twisted Shadow Planet (Shadow Planet Productions, 2011) Outland (Housemarque, 2011) Metroid Fusion (Nintendo, 2002) Metroid: Zero Mission (Nintendo, 2004) Bloodborne (From Software, 2015) Metroid (Nintendo, 1986) Music used in this episode: 00:00 - Trace Awakens (Axiom Verge) 01:55 - Vital Tide (Axiom Verge) 03:24 - Cellular Skies (Axiom Verge) 05:52 - Trace Reborn (Axiom Verge)
Views: 254157 Mark Brown
How to keep players engaged (without being evil) | Game Maker's Toolkit
 
10:46
Why do some games keep us rapt and entertained until the closing credits, while others fizzle out and end up on our pile of shame? Let’s look at some key ways developers can keep players interested (without being evil about it) Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Games shown in this episode (in order of appearance) DOOM (id Software, 2016) Assassin's Creed: Origins (Ubisoft Montreal, 2017) Celeste (Matt Makes Games, 2018) Candy Crush Saga (King, 2012) Metro 2033 (4A Games, 2010) A Hat in Time (Gears for Breakfast, 2017) Titanfall 2 (Respawn Entertainment, 2016) Uncharted 4: A Thief's End (Naughty Dog, 2016) Uncharted: The Lost Legacy (Naughty Dog, 2017) Vanquish (PlatinumGames, 2010) Uncharted 2: Among Thieves (Naughty Dog, 2009) Dead Space 3 (Visceral Games, 2013) Far Cry 5 (Ubisoft Montreal, 2018) Iconoclasts (Joakim Sandberg, 2018) Super Mario 3D World (Nintendo, 2013) Metroid Prime 2: Echoes (Retro Studios, 2004) The Witness (Thekla, Inc, 2016) Dark Souls (From Software, 2011) Bloodborne (From Software, 2015) Hollow Knight (Team Cherry, 2017) Quantum Break (Remedy Entertainment, 2016) Firewatch (Campo Santo, 2016) Middle-earth: Shadow of War (Monolith Productions, 2017) Horizon Zero Dawn (Guerrilla Games, 2017) Stardew Valley (Eric Barone, 2016) Monster Hunter: World (Capcom, 2018) Factorio (Wube Software, 2012) Opus Magnum (Zachtronics, 2017) Cuphead (Studio MDHR, 2017) Resident Evil 4 (Capcom Production Studio 4, 2005) Spelunky (Derek Yu, 2012) Downwell (Moppin, 2015) Inside (Playdead, 2016) The Legend of Zelda: Twilight Princess (Nintendo, 2006) Hyper Light Drifter (Heart Machine, 2016) Music used in this episode 00:00 - Tunnelbound (animeistrash) 01:03 - Hotel Administration (animeistrash) 03:09 - untitled 4 (anime is trash) 05:36 - Tunnelbound (animeistrash) 08:15 - Hotel Administration (animeistrash) 09:33 - untitled 5 (animeistrash) 10:26 - untitled 1 (animeistrash) Other credits Stardew Valley Fixer Upper - Farm Tour and Redesign | thatdenverguy https://www.youtube.com/watch?v=JHs_YwA3aws
Views: 293203 Mark Brown
Half-Life 2's Invisible Tutorial | Game Maker's Toolkit
 
06:36
Where some game makers beat you over the head with explanations and tutorials, Valve took a subtle approach with Half-Life 2 and taught you its rules without you even knowing. Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Games shown in this episode (in order of appearance): Dead Space (Visceral Games, 2008) Half-Life 2 (Valve Corporation, 2004) Half-Life 2: Episode Two (Valve Corporation, 2007) Half-Life 2: Episode One (Valve Corporation, 2006) Portal (Valve Corporation, 2007) Super Mario Bros. (Nintendo, 1985) Mega Man X (Capcom, 1993) Resident Evil 4 (Capcom Production Studio 4, 2005) Super Mario Galaxy 2 (Nintendo, 2010) Deus Ex: Human Revolution (Eidos Montreal, 2011) Dishonored (Arkane Studios, 2012) Assassin's Creed: Brotherhood (Ubisoft Montreal, 2010) Far Cry 4 (Ubisoft Montreal, 2014) Half-Life (Valve Corporation, 1998) Egorapter's Mega Man X video - https://www.youtube.com/watch?v=8FpigqfcvlM Music used in this episode: 00:00 - Welcome Aboard the U.S.G. Ishimura (Dead Space) 00:45 - Ravenholm Reprise (Half Life 2) 01:20 - Hazardous Environments (Half Life 2) 01:56 - Slow Light (Half Life 2) 02:32 - Our Resurrected Teleport (Half Life 2) 03:08 - Probably Not a Problem (Half Life 2) 04:30 - Eine Kleiner Elevatormuzik (Half Life 2: Episode One) 05:41 - Triage at Dawn (Half Life 2) 06:25 - Hazardous Environments (Half Life 2)
Views: 537087 Mark Brown
How Jonathan Blow Designs a Puzzle | Game Maker's Toolkit
 
08:35
For Jonathan Blow, a puzzle is never just a puzzle - it's a communication from the designer to the player about the game's universe. In this episode, I share the philosophy and design process of the brains behind Braid and The Witness. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit More on Blow's philosophy: IndieCade: "Jonathan Blow & Marc Ten Bosch - Designing to Reveal the Nature of the Universe" https://www.youtube.com/watch?v=OGSeLSmOALU IndieCade: "Jonathan Blow, Marc Ten Bosch & Droqen - Empuzzlement" https://www.youtube.com/watch?v=Ul_ZfzfHRek Shivmoo: "Game City Jonathan Blow Braid Talk" https://www.youtube.com/watch?v=gwsi7TEQxKc&feature=youtu.be A MAZE: "Berlin 2014 - Masterclass with Jonathan Blow" https://www.youtube.com/watch?v=3LDJt9zS8ko Gamasutra: "Jonathan Blow: The Path to Braid" http://www.gamasutra.com/view/feature/132180/jonathan_blow_the_path_to_braid.php Gamasutra: "The Witness: Modeling epiphany" http://gamasutra.com/view/news/218953/The_Witness_Modeling_epiphany.php GrabItMagazine: "How To Design Deep Games with Jonathan Blow" https://www.youtube.com/watch?v=d0m0jIzJfiQ&feature=youtu.be GameSpot: "Break Room Interviews: Jonathan Blow" https://www.youtube.com/watch?v=6OV2rYM6mRo&feature=youtu.be GDC Vault: "Jonathan Blow - Truth in Game Design" http://www.gdcvault.com/play/1014982/Truth-in-Game Games shown in this episode (in order of appearance): Braid (Number None, 2008) The Witness (Thekla, Inc, 2016) Oracle Billiards (Jonathan Blow, Unreleased) Galstaff (Jonathan Blow, Unreleased) Music used in this episode: 00:00 - Greenhouse (The Swapper, Carlo Castellano) 00:38 - Adventure (Fez, Disasterpeace) 03:08 - Flower Girl (Gravity Ghost, Ben Prunty) 05:38 - Terraforming (Gravity Ghost, Ben Prunty) 07:53 - I just like to sleep under the stars (Gravity Ghost, Ben Prunty) Other credits: Simon Carless: "IGS 2007: Jon Blow - 'Indie Prototyping, Braid, & Making Innovative Games'" https://www.youtube.com/watch?v=p4903fcskqY JustJack: "Oracle Billiards Game" https://www.youtube.com/watch?v=kKl8CM1Cft4 tvdays: "1980 RUBIKS CUBE IDEAL TOYS" https://www.youtube.com/watch?v=AxU7e0qHk4o
Views: 295266 Mark Brown
Legend of Zelda: Breath of the Wild - An Open World Adventure | Game Maker's Toolkit
 
11:30
So, The Legend of Zelda: Breath of the Wild is an open world game. In this video, I look at how Nintendo used and ignored different bits of open world design to make a game that's all about exploration and adventure. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Recommended reading / viewing: GDC: "Breaking Conventions with The Legend of Zelda: Breath of the Wild" https://www.youtube.com/watch?v=QyMsF31NdNc Nintendo: "The Making of The Legend of Zelda: Breath of the Wild" https://www.youtube.com/watch?v=30jGWna4-Ns Games shown in this episode (in order of appearance): Sunset Overdrive (Insomniac Games, 2014) Final Fantasy XV (Square Enix, 2016) Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015) Middle-earth: Shadow of Mordor (Monolith Productions, 2014) Just Cause 3 (Avalanche Studios, 2015) Watch Dogs 2 (Ubisoft Montreal, 2016) The Legend of Zelda: Breath of the Wild (Nintendo, 2017) The Legend of Zelda: Twilight Princess (Nintendo, 2006) Assassin's Creed Syndicate (Ubisoft Quebec, 2015) Fallout 4 (Bethesda Game Studios, 2015) Far Cry 4 (Ubisoft Montreal, 2014) Horizon Zero Dawn (Guerrilla Games, 2017) The Legend of Zelda: The Wind Waker (Nintendo, 2002) Mad Max (Avalanche Studios, 2015) The Witcher 3: Wild Hunt (CD Projekt, 2015) The Legend of Zelda (Nintendo, 1986) Minecraft (Mojang, 2011) Batman: Arkham Knight (Rocksteady Studios, 2015) The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011) Assassin's Creed: Brotherhood (Ubisoft Montreal, 2010) Deus Ex: Mankind Divided (Eidos Montreal, 2016) Music used in this episode: 00:00 - Apple Pies & Butterflies (Blue Wednesday) 00:56 - Sheikah Towers (The Legend of Zelda: Breath of the Wild) 02:57 - Horse, Night (The Legend of Zelda: Breath of the Wild) 06:52 - Tarrey Town (The Legend of Zelda: Breath of the Wild) 08:28 - Lost Woods (The Legend of Zelda: Breath of the Wild) 09:27 - Rito Village (The Legend of Zelda: Breath of the Wild) Blue Wednesday: https://soundcloud.com/bluewednesday/ Zelda Horse Bug: https://twitter.com/XeroInsignia/status/841061084844847104 Skyrim Horse Bug: https://www.youtube.com/watch?v=QbA-YzKSRuM
Views: 500457 Mark Brown
The music of Breath of the Wild | GMTK Extra
 
11:06
This is a bonus video, outside the usual realm of Game Maker's Toolkit. Here, I'm talking about the strengths of The Legend of Zelda: Breath of the Wild's soundtrack. Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit This video may contain some spoilers for areas in the game. Watch at your own discretion. Also, apologies for any video ads you might see. This video was targeted by Nintendo for a copyright strike. Like this sort of video? Hate it? Let me know in the comments!
Views: 300169 Mark Brown
Depth, Mastery, and Vanquish | Game Maker's Toolkit
 
09:00
Cover-based shooter Vanquish comes from PlatinumGames - a developer best known for beat 'em ups like Bayonetta and MadWorld. In this video I look at how Vanquish borrowed the best elements of Platinum's brawlers to make a shooter with an extraordinary amount of depth and opportunity for mastery. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Recommended reading: Gamasutra: "Platinum Games' guide to action game design" http://gamasutra.com/view/news/268401/Platinum_Games_guide_to_action_game_design.php Polygon: "Why The Wonderful 101 doesn't 'really' begin until the second playthrough" http://www.polygon.com/2013/8/7/4597900/why-the-wonderful-101-doesnt-really-begin-until-the-second-playthrough Ozzie Smith: "Dissecting the Core Mechanics of Vanquish" https://ozziesmith.wordpress.com/blog-2/dissecting-the-core-mechanics-of-vanquish/ Turbo Button: "Defining Depth" https://www.youtube.com/watch?v=VxRxh8Ka5H8 Games shown in this episode (in order of appearance): Metal Gear Rising (PlatinumGames, 2013) Bayonetta (PlatinumGames, 2009) The Wonderful 101 (PlatinumGames, 2013) Infinite Space (PlatinumGames, 2009) Vanquish (PlatinumGames, 2010) Gears of War (Epic Games, 2006) Middle-earth: Shadow of Mordor (Monolith Productions, 2014) Far Cry Primal (Ubisoft Montreal, 2016) MadWorld (PlatinumGames, 2009) Project Gotham Racing 4 (Bizarre Creations, 2007) Tony Hawk's Pro Skater 3 (Neversoft, 2001) Super Smash Bros. for Wii U (Sora, 2014) Rocket League (Psyonix, 2015) Call of Duty: Advanced Warfare (Sledgehammer Games, 2014) Music used in this episode: 00:00 - Title Screen (Please, Don't Touch Anything, blinch) 00:59 - UFO (Please, Don't Touch Anything, blinch) 02:03 - Black Hole (Please, Don't Touch Anything, blinch) 03:54 - Reverse (Please, Don't Touch Anything, blinch) 05:02 - The Final Credits (Please, Don't Touch Anything, blinch) 06:17 - Awaiting Input (Please, Don't Touch Anything, blinch) 08:28 - Screen OFF (Please, Don't Touch Anything, blinch)
Views: 269475 Mark Brown
The Legend of Zelda: Oracle of Ages and Seasons' dungeon design | Boss Keys
 
10:46
Boss Keys is an on-going research project to analyse the level design of the dungeons in The Legend of Zelda. This time, it's the turn of Oracle of Ages and Oracle of Seasons.
Views: 271306 Mark Brown
Downwell's Dual Purpose Design | Game Maker's Toolkit
 
06:07
In this video, I'll explain why I think Downwell is one of the most elegant games made in a long time. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Recommended reading / viewing: Polygon: "Downwell is the best game I've played in 2015" http://www.polygon.com/2015/10/16/9550205/downwell-is-the-best-game-ive-played-in-2015 GDC Vault: "Designing Downwell around one key mechanic" https://www.youtube.com/watch?v=M8SwpDKAWdg snomaN Gaming: "You Need to Play Downwell" https://www.youtube.com/watch?v=pxUY9xUU_ec Games shown in this episode (in order of appearance): Downwell (Moppin, 2015) Spelunky (Derek Yu, 2012) Music used in this episode: 00:00 - Uroboros (Downwell, Eirik Suhrke) 00:55 - Razor Girl (Downwell, Eirik Suhrke) 02:14 - Broken Ghost (Downwell, Eirik Suhrke) 03:15 - Mochi Yasan (Downwell, Eirik Suhrke) 05:18 - Lustre (Downwell, Eirik Suhrke) 05:42 - Credits (Downwell, Eirik Suhrke)
Views: 230155 Mark Brown
Is Until Dawn a Good Horror Movie? | Game Maker's Toolkit
 
10:03
There's a nasty conflict at the beating heart of Supermassive's interactive horror flick Until Dawn. Let's tear it out, and tear it down. (Note: this video contains some light spoilers for Until Dawn, but largely the consequences to choices which may never happen in your game. Also has spoilers for the movie Halloween, and plenty of graphic violence). Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Games shown in this episode (in order of appearance): Until Dawn (Supermassive Games, 2015) Game of Thrones (Telltale Games, 2014) The Walking Dead: Season Two (Telltale Games, 2013) Life is Strange (Dontnod Entertainment, 2015) Tales from the Borderlands (Telltale Games, 2014) Beyond Two Souls (Quantic Dream, 2014) Fallout 3 (Bethesda Game Studios, 2008) Shenmue II (Sega AM2, 2001) Music used in this episode: 00:00 - Jay (It Follows) 01:18 - Detroit (It Follows) 02:28 - Inquiry (It Follows) 03:47 - Lakeward (It Follows) 04:53 - Playpen (It Follows) 05:44 - Pool (It Follows) 07:56 - Title (It Follows) It Follows OST (C) Disasterpeace Clip credits: "Endless Caruso One Liners" - stewmurray47 https://www.youtube.com/watch?v=_sarYH0z948 The Wire (C) HBO Scream (C) Dimension Films Halloween (C) Compass International Pictures CSI Miami (C) CBS Television
Views: 173815 Mark Brown
The Legend of Zelda: A Link Between Worlds' dungeon design | Boss Keys
 
14:10
Boss Keys is an on-going research project to analyse the level design of the dungeons in The Legend of Zelda. This time, we're looking at the 3DS game, A Link Between Worlds. Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Miyamoto on A Link to the Past's story: http://shmuplations.com/zeldalttp/
Views: 231245 Mark Brown
Bonus: Playing your Super Mario Maker Levels | GMTK Extra
 
05:15
Hi! This special spin-off episode of Game Maker's Toolkit is all about sharing the awesome levels you guys made in Super Mario Maker, and a couple of my own, too. Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit My Super Mario Maker stages: 91D9-0000-002E-DCD1 - "Saw Subject" B73D-0000-0047-2D3F - "Pipeflip Airship" Your Super Mario Maker stages: 4796-0000-004B-F965 - "Seanio Bros 2-3 Bill's Challenge" CAA0-0000-003E-10D8 - "Underground Spring" 5890-0000-0043-D39F - "Airship Sabotage" 0373-0000-004A-5B18 - "Why Can't I Hold All These Spins" DA57-0000-003A-CF1A - "1-2" 4F97-0000-0012-DBA7 - "The Spring's the Thing" 8C86-0000-003D-951E - "Raccoon Plains" 0465-0000-0040-6AE7 - "Man the Cannons!" F965-0000-0019-52A7 - "Let's Bounce" 69BF-0000-0043-3B2C - "Gliding Ground Grotto" 412F-0000-002D-C3AA - "3-1 Treadmill Trouble" B74F-0000-0043-E2F4 - "Mushroom Kingdom Coin Factory" E183-0000-0040-5450 - "Little Big Planets" 55BC-0000-0017-23FD - "Flying Pirana! Watch Out!" Thanks to everyone who pointed out that the 1-UP mushroom chase was broken, to Quisciens for suggesting red bullet bills, to Tilde White for warning about the spinies, to Superninfreak for suggesting I use coins to lure players up to the secret area. Thanks to Rawiioli Bersi who had lots of good feedback - especially about the difficulty spikes of the second challenge and the flamethrowers. And to Kristian Antanasov who suggested I make a precursor challenge for the note block leap. Games shown in this episode (in order of appearance): Super Mario Maker (Nintendo, 2015) Music used in this episode: 00:00 - Dr. Mario (Super Smash Bros.) 01:21 - Super Mario World Medley (Super Smash Bros.)
Views: 182569 Mark Brown
How Games Do Health | Game Maker's Toolkit
 
07:37
You get shot. The screen goes black and white. You hide behind a block of concrete until your bullet wounds are magically healed. It’s the default way of handling health in modern action games - but is it the best? Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Games shown in this episode (in order of appearance): DOOM (id Software, 2016) Call of Duty: Advanced Warfare (Sledgehammer Games, 2014) Quantum Break (Remedy Entertainment, 2016) Uncharted 4: A Thief's End (Naughty Dog, 2016) Battlefield Hardline (Visceral Games, 2015) Super Castlevania IV (Konami, 1991) Mega Man X (Capcom, 1993) Castlevania: Symphony of the Night (Konami, 1997) ActRaiser (Quintet, 1990) Super Ghouls 'n Ghosts (Capcom, 1991) Quake (id Software, 1996) Doom (id Software, 1993) The Getaway (Team Soho, 2002) Halo: Combat Evolved (Bungie, 2001) Call of Duty 2 (Respawn Entertainment, 2005) Call of Duty: Modern Warfare 2 (Infinity Ward, 2009) Just Cause 3 (Avalanche Studios, 2015) Halo 5: Guardians (343 Industries, 2015) Dark Souls III (From Software, 2016) Hyper Light Drifter (Heart Machine, 2016) BioShock 2 (2K Marin, 2010) Resident Evil 4 (Capcom Production Studio 4, 2005) The Last of Us (Naughty Dog, 2013) The Evil Within (Tango Gameworks, 2014) Far Cry 2 (Ubisoft Montreal, 2008) Half-Life 2 (Valve Corporation, 2004) F.E.A.R. (Monolith Productions, 2005) Batman: Arkham Knight (Rocksteady Studios, 2015) Mirror's Edge Catalyst (EA DICE, 2016) F-Zero GX (Amusement Vision, 2003) Bloodborne (From Software, 2015) Warhammer 40,000: Space Marine (Relic Entertainment, 2011) Metal Gear Rising (PlatinumGames, 2013) The Binding of Isaac: Rebirth (Nicalis / Edmund McMillen, 2014) The Legend of Zelda: A Link to the Past (Nintendo, 1991) Super Mario Bros. (Nintendo, 1985) Donkey Kong Country (Rare, 1994) Super Mario World 2: Yoshi's Island (Nintendo, 1995) Spelunky (Derek Yu, 2012) Mad Max (Avalanche Studios, 2015) Music used in this episode: 00:00 - I Say Cuck A Lot (animeistrash) 01:19 - I'm Honestly Running Out of Memes (animeistrash) 04:46 - Patricians Unite (animeistrash) 06:45 - I Say Cuck A Lot (animeistrash) Clip credits PumaB: "The Getaway 1080p HD PCSX2 Longplay | Part 1/2" https://youtu.be/OBuuYtGNeb8 Betafix: "F.E.A.R. / Gameplay PC / 1080p 60fps HD" https://youtu.be/riWyJdb44No
Views: 493637 Mark Brown
Why Nathan Drake Doesn't Need a Compass | Game Maker's Toolkit
 
08:16
How does Naughty Dog let you explore the worlds of Uncharted and The Last of Us without the clunky navigational aids found in other linear games? The answer: Through smart use of composition, eye-catching design, and in-world waypoints. Let's dig in. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Sources: GDC Vault: "Uncharted 2 Art Direction" http://www.gdcvault.com/play/1012359/Uncharted-2-Art Max Level: "From Uncharted to The Last of Us: An Hour with Emilia Schatz" http://maxlevel.org/uncharted-last-us-hour-emilia-schatz-pt/ The Main Street Mouse: "What's a Weenie?" http://www.themainstreetmouse.com/2013/05/13/whats-a-weenie/ Recommended reading / viewing: The Psychology of Video Games: "Why Do Color Coded Clues in Level Design Work?" http://www.psychologyofgames.com/2013/09/why-do-color-coded-clues-in-level-design-work/ Shape of Play: "Composition Techniques and Player Direction" https://shapeofplay.wordpress.com/2013/06/25/composition-level-design/ Map Core: "Level Design in The Last of Us" https://www.mapcore.org/articles/development/level-design-in-the-last-of-us-part-one-r46/ World of Level Design: "L4D2 Level Design Tips" http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d2-level-design-tips-part1.php Games shown in this episode (in order of appearance): Uncharted 3: Drake's Deception (Naughty Dog, 2011) Enslaved: Odyssey to the West (Ninja Theory, 2010) Call of Duty 4: Modern Warfare (Infinity Ward, 2007) BioShock (Irrational Games, 2007) Tomb Raider (Crystal Dynamics, 2013) Everybody's Gone to the Rapture (The Chinese Room, 2015) The Last of Us (Naughty Dog, 2013) Mirror's Edge (EA DICE, 2008) Left 4 Dead 2 (Valve Corporation, 2009) Uncharted 2: Among Thieves (Naughty Dog, 2009) BioShock 2 (2K Marin, 2010) Gears of War (Epic Games, 2006) Journey (thatgamecompany, 2012) Dark Souls (From Software, 2011) Half-Life 2 (Valve Corporation, 2004) Crash Bandicoot (Naughty Dog, 1996) Half-Life 2: Episode Two (Valve Corporation, 2007) BioShock Infinite (Irrational Games, 2013) Music used in this episode: 00:00 - Small Beginnings (Uncharted 3) 01:16 - Inverted Island (Monument Valley) 05:11 - Amateur Cartography (Monument Valley) 07:34 - The Spire (Monument Valley) Uncharted 3 OST © Naughty Dog Monument Valley OST © ustwo games Other credits: "Bioshock 60FPS 1080P Gameplay Max Settings GTX 770" - Jprime777 https://www.youtube.com/watch?v=LCtV-tyqAco "A Model Day at Magic Kingdom" - The Disney World Videos https://www.youtube.com/watch?v=oCwc5499_7c "The Disneyland Story - Part 1" - freedogshampoo https://www.youtube.com/watch?v=rIrq3RFUQPU "Walt Disney Presents: Disneyland 1961" - The Disney Nerds Podcast https://www.youtube.com/watch?v=xgug68QQxls http://www.nga.gov/content/ngaweb/Collection/art-object-page.46569.html The Boating Party, Mary Cassatt https://flic.kr/p/bYopFW End of the Tunnel, Ivan Saracino
Views: 365319 Mark Brown
Anatomy of a Side Quest: Beyond the Beef | Game Maker's Toolkit
 
10:10
Role-playing games are, funnily enough, about playing a role. The best games offer many opportunities to support the character you've built - whether it's a silver-tongued villain or a benevolent gunslinger. Let's look at how that works in a stand-out quest from 2010's Fallout: New Vegas. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Gold Tier Patreon Supporters - Daniel F, Benjamin J, James D, Owain D, Fred C, George M, Thomas W, Adam, Crimson T, Nathaniel L, Ian D, Nic M, Alex B, Chris C, Peter K, Joseph M, Kings R, Eric H, Liam D, Duncan S, Cool G, Nick W, Anthony S, Paul H, Douglas G, Taylor G, Kieran K, Gabriel D, Jonathan W Recommended reading / viewing: Design Rampage: "Design Lesson 101 - Fallout" http://designrampage.blogspot.co.uk/2008/10/design-lesson-101-falloutfallout-2.html GDC Vault: "Do (Say) The Right Thing, Joshua Sawyer" http://www.gdcvault.com/play/1015758/Do-(Say)-The-Right-Thing PC Games N: "Chris Avellone on how to write an RPG" http://www.pcgamesn.com/pillars-of-eternity/the-big-interview-chris-avellone-on-how-to-write-an-rpg Errant Signal: "Fallout 4 and Role Playing" https://www.youtube.com/watch?v=WqkZXNZwZq4 Games shown in this episode (in order of appearance): Fallout: New Vegas (Obsidian Entertainment, 2010) Fallout 4 (Bethesda Game Studios, 2015) Fallout (Interplay Entertainment, 1997) Music used in this episode: 00:00 - Ain't that a Kick in the Head (New Vegas, Dean Martin) 01:42 - Something's Gotta Give (New Vegas, Bing Crosby) 03:39 - It's a Sin (New Vegas, Eddy Arnold) 05:45 - Heartache by the Numbers (New Vegas, Guy Mitchell) 06:53 - Flower Duet From Lakmé (Léo Delibes) 07:05 - Jingle Jangle Jingle (New Vegas, Kay Kyser) 09:49 - Big Iron (New Vegas, Marty Robbins)
Views: 418297 Mark Brown
The Legend of Zelda: Skyward Sword's dungeon design | Boss Keys
 
15:12
Boss Keys is an on-going research project to analyse the level design of the dungeons in The Legend of Zelda. This time, we're looking at the Wii game, Skyward Sword. Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit
Views: 284292 Mark Brown
Ico, and Design by Subtraction | Game Maker's Toolkit
 
06:51
Among designers, few modern games are held in such high regard as the PS2 cult classic, Ico. Let's figure out what has made this quiet and reserved game so hugely influential. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit The influential Ico: Papo & Yo - http://www.giantbomb.com/articles/qa-papo-yo-creator-vander-caballero-on-how-his-tro/1100-3385/ Brothers / Rime - http://www.wired.com/2013/09/ico/ Journey - https://mobile.twitter.com/jenovachen/status/181260356813987842 The Last of Us - http://ps3.mmgn.com/News/the-last-of-us-inspired-by-ico-re4 Prince of Persia - http://blog.us.playstation.com/2008/12/02/your-questions-answered-prince-of-persia/ Halo 4 - http://techland.time.com/2012/11/05/ico-influenced-chief-cortana-bond-in-halo-4-says-director/#ixzz2eWlcYnbu Hidetaka Miyazaki - http://www.theguardian.com/technology/2015/mar/31/bloodborne-dark-souls-creator-hidetaka-miyazaki-interview Fez - http://www.gamasutra.com/view/news/127312/How_Polytrons_Fez_Was_Inspired_By_Uedas_Ico.php Recommended reading / viewing: 1UP: "Shadow Talk" http://www.1up.com/features/shadow-talk 1UP: "The Method of Developing Ico" http://www.1up.com/features/method-developing-ico Tale of Tales: "Fumito Ueda GDC Talk Transcript of Slides" http://tale-of-tales.com/tales/ueda/transcript.txt Games shown in this episode (in order of appearance): Superbrothers: Sword & Sworcery EP (Capybara Games, 2011) The Legend of Zelda: A Link to the Past (Nintendo, 1991) Braid (Number None, 2008) Super Mario Bros. (Nintendo, 1985) Ico (Team Ico, 2001) Papo & Yo (Minority, 2012) Brothers: A Tale of Two Sons (Starbreeze Studios, 2013) Journey (thatgamecompany, 2012) Rime (Tequila Works, 2017) The Last of Us (Naughty Dog, 2013) Prince of Persia (Ubisoft Montreal, 2008) Halo 4 (343 Industries, 2012) Dark Souls (From Software, 2011) Limbo (Playdead, 2010) Proteus (Ed Key and David Kanaga, 2013) Another World (Delphine Software, 1991) Flashback (Delphine Software, 1992) Prince of Persia (Broderbund, 1989) Chrono Trigger (Square, 1995) Shadow of the Colossus (Team Ico, 2005) Assassin's Creed: Brotherhood (Ubisoft Montreal, 2010) Grand Theft Auto V (Rockstar North, 2013) Dying Light (Techland, 2015) Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015) Batman: Arkham Knight (Rocksteady Studios, 2015) Assassin's Creed: Revelations (Ubisoft Montreal, 2011) Tony Hawk's Pro Skater 4 (Neversoft, 2002) Fez (Polytron Corporation, 2012) Music used in this episode: 00:00 - Under a Tree (Sword & Sworcery LP) 01:16 - The Ballad of the Space Babies (Sword & Sworcery LP) 02:40 - Little Furnace (Sword & Sworcery LP) 04:37 - Dark Flute (Sword & Sworcery LP) 06:34 - Com64 (Sword & Sworcery LP) Sword & Sworcery LP - The Ballad of the Space Babies (C) Jim Guthrie Clip credits: "Warrior in the City of Light Part 13" - Curlsbel90 http://www.youtube.com/watch?v=t_VvWSu1xMo "Dark Souls Prepare to Die Edition 60 fps test" - Birm https://www.youtube.com/watch?v=tbH0sSck50A "Unreleased ICO PS1 Beta gameplay" - lockyixbt https://www.youtube.com/watch?v=fIkOUxbcvMY "Assassins Creed Revelations: Den Defence" - CircularGaming https://www.youtube.com/watch?v=Zgew2Wo4W2E
Views: 243989 Mark Brown
How Games Use Feedback Loops | Game Maker’s Toolkit
 
13:11
Playing Pyre over Christmas got me thinking about feedback loops: the reward structures in games that can reinforce or balance out winners and losers. In this episode I’ll explain what this all means, and talk about the design of Pyre’s positive and negative loops. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Sources Solving XCOM’s Snowball Problem | Pentadact http://www.pentadact.com/2016-02-25-solving-xcoms-snowball-problem/ Git along there, little doggies | Team Fortress 2 http://www.teamfortress.com/post.php?id=1872 Find Out More Level 4.4: Feedback Loops | Canvas https://learn.canvas.net/courses/3/pages/level-4-dot-4-feedback-loops Designer's Notebook: Positive Feedback | Gamasutra https://www.gamasutra.com/view/feature/131426/designers_notebook_positive_.php [PPT] Feedback Systems and the Dramatic Structure of Competition | Mark LeBlanc http://algorithmancy.8kindsoffun.com/cgdc99.ppt Games shown in this episode (in order of appearance) Bastion (Supergiant Games, 2011) Transistor (Supergiant Games, 2014) Pyre (Supergiant Games, 2017) Call of Duty: Infinite Warfare (Infinity Ward, 2016) Call of Duty 4: Modern Warfare (Infinity Ward, 2007) Chess Ultra (Ripstone Ltd., 2017) Mario Kart 8 Deluxe (Nintendo, 2017) Tekken 7 (Bandai Namco, 2017) Splatoon (Nintendo, 2015) Forza Horizon 3 (Playground Games, 2016) Titanfall 2 (Respawn Entertainment, 2016) Team Fortress 2 (Valve Corporation, 2007) Arms (Nintendo, 2017) XCOM 2 (Firaxis, 2016) Battlefield 4 (EA DICE, 2013) SteamWorld Dig 2 (Image and Form, 2017) Final Fantasy XV (Square Enix, 2016) The Witcher 3: Wild Hunt (CD Projekt, 2015) Resident Evil 4 (Capcom Production Studio 4, 2005) NBA 2K18 (Visual Concepts, 2017) Civilization V (Firaxis Games, 2010) Dark Souls (From Software, 2011) Call of Duty: Modern Warfare 2 (Infinity Ward, 2009) Call of Duty: Black Ops (Treyarch, 2010) Devil May Cry (Capcom, 2001) Donkey Kong Country: Tropical Freeze (Retro Studios, 2014) Music used in this episode 00:00 - Surviving Exile (Pyre, Darren Korb) 00:58 - Strange Voyage (Pyre, Darren Korb) 04:05 - The Blackwagon (Pyre, Darren Korb) 06:10 - Path to Glory (Pyre, Darren Korb) 07:11 - Moon-Touched (Pyre, Darren Korb) 07:49 - Path to Glory (Pyre, Darren Korb) 08:16 - To the Stars (Pyre, Darren Korb) 10:54 - Surviving Exile (Pyre, Darren Korb) 12:25 - Surviving Exile, Acoustic (Pyre, Darren Korb) 12:47 - k. Part 2 - 01 untitled 1, animeistrash Other credits MW2 - 6 KILLS WITH ONE PREDATOR MISSILE | Volound https://www.youtube.com/watch?v=zPjlZTqdFh8 TACTICAL NUKE with AKIMBO Model 1887 - Modern Warfare 2 | TheKoreanSavage https://www.youtube.com/watch?v=lFexH5_lwg8
Views: 295464 Mark Brown
The Last Guardian and the Language of Games | Game Maker's Toolkit
 
11:36
The Last Guardian depicts a bond between a boy and his beast. In this video, I look at the ways Fumito Ueda explores and draws this relationship through gameplay. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Sources: STACK Presents: "Fumito Ueda on The Last Guardian" https://www.youtube.com/watch?v=MRdX6l1ebsM&t=26s Games shown in this episode (in order of appearance): The Last Guardian (genDesign, 2016) Ico (Team Ico, 2001) Shadow of the Colossus (Team Ico, 2005) Enslaved: Odyssey to the West (Ninja Theory, 2010) BioShock Infinite (Irrational Games, 2013) The Last of Us (Naughty Dog, 2013) Civilization V (Firaxis Games, 2010) Dark Souls (From Software, 2011) Undertale (Toby Fox, 2015) Papers, Please (Lucas Pope, 2013) Brothers: A Tale of Two Sons (Starbreeze Studios, 2013) Music used in this episode: 00:00 - Sayonara (Blue Wednesday) 01:15 - Thoughtful (Lee Rosevere, Music for Podcasts 2) 06:06 - In a Moment (Lee Rosevere, Music for Podcasts 2) 09:17 - Sayonara (Blue Wednesday) Blue Wednesday: https://soundcloud.com/bluewednesday/sayonara Lee Rosevere, Music for Podcasts: https://leerosevere.bandcamp.com/album/music-for-podcasts-2
Views: 266463 Mark Brown
Should Dark Souls Have an Easy Mode? | Game Maker's Toolkit
 
09:47
It's the question that comes up every time FromSoftware releases a new action RPG - should Dark Souls come with an easy mode? To answer this question (sort of), we must first figure out why these games are so hard, and whether there are better ways to provide difficulty settings than a choice at the start of the game. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit GDC Vault: "Darkest Dungeon: A Design Postmortem" (Paid) http://www.gdcvault.com/play/1023435/Darkest-Dungeon-A-Design Wired UK: "Dark Souls 3 director: it's about 'accomplishment by overcoming tremendous odds'" http://www.wired.co.uk/news/archive/2016-03/29/dark-souls-3-hidetaka-miyazaki-interview Boss Fight Books: "Spelunky by Derek Yu" https://bossfightbooks.com/products/spelunky-by-derek-yu Note: The first Fire Emblem game to get a mode without permadeath is actually the Japanese only Fire Emblem: Shin Monshō no Nazo ~Hikari to Kage no Eiyū~. I chose to show Awakening as it's the first game released in the West to have the mode. Games shown in this episode (in order of appearance): Dark Souls III (From Software, 2016) Bloodborne (From Software, 2015) Rise of the Tomb Raider (Crystal Dynamics, 2015) Sunset Overdrive (Insomniac Games, 2014) Just Cause 3 (Avalanche Studios, 2015) Hitman (iO Interactive, 2016) Darkest Dungeon (Red Hook Studios, 2016) Dark Souls (From Software, 2011) Resident Evil 4 (Capcom Production Studio 4, 2005) Fire Emblem Awakening (Intelligent Systems, 2012) Streets of Rage 3 (Sega, 1994) Battlefield Hardline (Visceral Games, 2015) Spelunky (Derek Yu, 2012) Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015) Super Mario 3D World (Nintendo, 2013) Music used in this episode: 00:00 - Thoughtful (Lee Rosevere) 00:00 - This Is The End (Boats, Sunset Overdrive) 00:00 - Firelink Shrine (Dark Souls) 00:00 - In a Moment (Lee Rosevere) 00:00 - Adventure Begins (Spelunky, Eirik Suhrke) 00:00 - Thoughtful (Lee Rosevere) 00:00 - Vignette - Panacea (Hyper Light Drifter) Lee Rosevere - Music for Podcasts https://leerosevere.bandcamp.com/album/music-for-podcasts-2
Views: 302899 Mark Brown
Morality in the Mechanics | Game Maker's Toolkit
 
08:59
Games have been messing with morality for ages - but are karma systems and binary choices the best we can do? Inspired by Darkest Dungeon's neat twist on video game villainy, lets look at some indie games that make morality a central component of their design. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Referenced this episode: The Jimquisition: Darkest Dungeon review http://www.thejimquisition.com/2016/01/darkest-dungeon-review/ Games shown in this episode (in order of appearance): Darkest Dungeon (Red Hook Studios, 2016) Infamous Second Son (Sucker Punch Productions, 2014) Mass Effect (Bioware, 2007) BioShock (Irrational Games, 2007) Undertale (Toby Fox, 2015) This War of Mine (11 bit studios, 2014) Papers, Please (Lucas Pope, 2013) Music used in this episode: 00:00 - The Darkest Dungeon (Darkest Dungeon) 00:51 - Combat in the Ruins (Darkest Dungeon) 01:30 - The Hamlet (Darkest Dungeon) 01:58 - Some Place We Called Home (This War of Mine) 04:29 - These Cold Days (This War of Mine) 05:04 - Arstotzkan Anthem (Papers, Please) 06:01 - Another Medium (Undertale) 07:43 - Quiet Water (Undertale) 08:32 - Undertale (Undertale) Other credits: tuus4: "Bioshock [1080p HD/PC/ Hard Mode] Walkthrough Part 4 - Medical Pavilion(3/3)" https://www.youtube.com/watch?v=5tKWhq-s7hQ MadaMaddigon: "Let's Play Bioshock: Part 15 Our First Reward" https://www.youtube.com/watch?v=sp1XnAJBBg8 Defiance: "Mass Effect 1: Bad Ass Renegade Shepherd" http://www.youtube.com/watch?v=Opkoz9ys86A
Views: 425799 Mark Brown
Telling Stories with Systems | Game Maker's Toolkit
 
07:23
When you think of "interactive stories", you might think about games with branching narratives, like The Walking Dead. But a new wave of games is using systems and random content to deliver wholly unique stories, every time you play. Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Games shown in this episode (in order of appearance): Life is Strange (Dontnod Entertainment, 2015) The Wolf Among Us (Telltale Games, 2013) The Walking Dead: Season One (Telltale Games, 2012) 80 Days (inkle, 2014) Assassin's Creed Unity (Ubisoft Montreal, 2014) Mass Effect 3 (Bioware, 2012) Heavy Rain (Quantic Dream, 2010) inFamous (Sucker Punch Productions, 2009) BioShock Infinite (Irrational Games, 2013) Civilization V (Firaxis Games, 2010) XCOM: Enemy Unknown (Firaxis Games, 2012) Crusader Kings II (Paradox, 2012) Far Cry 4 (Ubisoft Montreal, 2014) Middle-earth: Shadow of Mordor (Monolith Productions, 2014) Westerado: Double Barreled (Ostrich Banditos, 2015) This War of Mine (11 bit studios, 2014) Don't Starve (Klei Entertainment, 2013) The Sims (Maxis, 2000) Battlefield Hardline (Visceral Games, 2015) BioShock (Irrational Games, 2007) A Way Out (Hazelight, Unreleased) Uncharted 2: Among Thieves (Naughty Dog, 2009) Music used in this episode: 00:00 - Crosses, José González (Life is Strange) 00:52 - Clementine Suite (The Walking Dead) 01:52 - Main Theme (The Wolf Among Us) 02:45 - Elizabeth Peace (Civilization V) 04:05 - The Gravewalker (Shadow of Mordor) 05:07 - Theme (Westerado) 06:57 - Credits (The Wolf Among Us) Clip credits: "Wolf Among Us Woodsman Interrogation" - Blue Sandvich https://www.youtube.com/watch?v=6TBTDxfgil0 "BioShock Infinite: The Making Of" - PlayStation Access https://www.youtube.com/watch?v=6lk_T8MpzmM
Views: 286309 Mark Brown
The Legend of Zelda: Twilight Princess' dungeon design | Boss Keys
 
10:59
Boss Keys is an on-going research project to analyse the level design of the dungeons in The Legend of Zelda. This time, it's the turn of 2006's Twilight Princess Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit
Views: 335420 Mark Brown
What Makes a Good Puzzle? | Game Maker's Toolkit
 
17:42
Puzzles can be one of the most complex things in game design. In this video, I break down some great conundrums from favourite games, and share some knowledge from sharp puzzle designers, to find out what makes a good puzzle. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Further Reading / Viewing Level Design Workshop: Solving Puzzle Design | GDC https://www.youtube.com/watch?v=0xBJwrm9C8w A Good Puzzle Game Is Hard To Build | Rock, Paper, Shotun https://www.rockpapershotgun.com/2015/01/22/how-to-make-a-puzzle-game/ Games shown in this episode (in order of appearance) Snakebird (Noumenon Games, 2015) Braid (Number None, 2008) Portal (Valve Corporation, 2007) Stephen's Sausage Roll (increpare games, 2016) Induction (Bryan Gale, 2016) Yono and the Celestial Elephants (Neckbolt, 2017) The Talos Principle (Croteam, 2014) Cosmic Express (Draknek, 2017) Deus Ex GO (Square Enix Montreal, 2016) Pipe Push Paradise (Corey Martin, 2018) Inside (Playdead, 2016) Lara Croft GO (Square Enix Montreal, 2015) The Swapper (Facepalm Games, 2013) Portal 2 (Valve Corporation, 2011) The Misadventures of P.B. Winterbottom (The Odd Gentlemen, 2010) The Legend of Zelda: Skyward Sword (Nintendo, 2011) Hue (Fiddlesticks Games, 2016) The Turing Test (Bulkhead Interactive, 2016) Black the Fall (Sand Sailor Studio, 2017) Rise of the Tomb Raider (Crystal Dynamics, 2015) Uncharted 4: A Thief's End (Naughty Dog, 2016) Ittle Dew 2 (Ludosity AB, 2016) Agatha Christie - The ABC Murders (Artefacts Studio, 2016) Music used in this episode 00:00 - Take a stroll (Snakebird OST) 00:58 - Small world (Snakebird OST) 02:36 - Down below (Snakebird OST) 04:26 - Sokosnake (Snakebird OST) 07:59 - Up above (Snakebird OST) 11:02 - Snowman’s land (Snakebird OST) 14:47 - Space maze (Snakebird OST) 15:55 - Take a stroll (Snakebird OST) 17:09 - k. Part 2 - 01 untitled 1, animeistrash
Views: 256682 Mark Brown
The World Design of Dark Souls | Boss Keys
 
21:21
The world of Dark Souls is a sprawling, branching, interconnected maze-like masterpiece. In this special, mid-season, spin-off episode of Boss Keys, I break down the world of Lordran and discuss the advantages and challenges of making non-linear worlds. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Sources Dark Souls Design Works Translation | Giant Bomb https://www.giantbomb.com/profile/7force/blog/dark-souls-design-works-translation-creating-the-w/97235/ Dark Souls Map Viewer | Kayinworks https://kayin.moe/?p=2218 Games shown in this episode (in order of appearance) Dark Souls (From Software, 2011) Metroid Prime 2: Echoes (Retro Studios, 2004) The Legend of Zelda: Skyward Sword (Nintendo, 2011) The Legend of Zelda: Breath of the Wild (Nintendo, 2017) The Legend of Zelda: A Link to the Past (Nintendo, 1991) Metroid (Nintendo, 1986) The Legend of Zelda (Nintendo, 1986) Resident Evil (Capcom, 2002) Dark Souls III (From Software, 2016) Horizon Zero Dawn (Guerrilla Games, 2017) Hollow Knight (Team Cherry, 2017) Uncharted: The Lost Legacy (Naughty Dog, 2017) Dark Souls II (From Software, 2014) Bloodborne (From Software, 2015) Shadows Die Twice (From Software, Unreleased) Music used in this episode 00:00 - Firelink Shrine (Dark Souls) 01:27 - What True Self - Feels Bogus, Let’s Watch Jason X (Chris Zabriskie) 07:01 - Out of the Skies, Under the Earth (Chris Zabriskie) 09:47 - Is That You or Are You You (Chris Zabriskie) 12:32 - What True Self - Feels Bogus, Let’s Watch Jason X (Chris Zabriskie) 14:38 - Is That You or Are You You (Chris Zabriskie) 16:00 - I Don’t See the Branches, I See the Leaves (Chris Zabriskie) 18:57 - What True Self - Feels Bogus, Let’s Watch Jason X (Chris Zabriskie) 20:50 - Souls of Fire (Dark Souls) Chris Zabriskie on Band Camp - https://chriszabriskie.bandcamp.com
Views: 249053 Mark Brown
The Legend of Zelda: Ocarina of Time's dungeon design | Boss Keys
 
10:47
I continue my exploration of The Legend of Zelda's dungeon design, with Link's 3D debut, The Legend of Zelda: Ocarina of Time. Boss Keys Episode List A Link to the Past - https://youtu.be/ouO1R6vFDBo Link's Awakening - https://youtu.be/AezAN2RcO8Y Ocarina of Time - https://youtu.be/6LO8Z1DkDqc Majora's Mask - https://youtu.be/pmOVS-qLG6o Oracle of Ages and Seasons - Coming soon Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit
Views: 345317 Mark Brown
What Mirror's Edge Catalyst Should Have Learned From Burnout Paradise | Game Maker's Toolkit
 
10:20
Mirror's Edge finally got a sequel in Mirror's Edge Catalyst, but the addition of an open world has polarised fans of the first game. Let's dive deep into the City of Glass, and look at some games that did a better job at open world racing. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Recommended reading / viewing: Gamasutra: "How Battlefield devs learned to build an open world" http://www.gamasutra.com/view/news/274586/How_Battlefield_devs_learned_to_build_an_open_world_for_Mirrors_Edge_Catalyst.php Mirror's Edge: "Follow the Red" http://www.mirrorsedge.com/news/runners-vision-in-mirrors-edge-catalyst Polygon: "Designing Mirror's Edge: The Making of a Franchise" http://www.polygon.com/2016/5/25/11758974/designing-mirrors-edge-the-making-of-a-franchise Errant Signal: "Burnout Paradise" https://www.youtube.com/watch?v=djGeem-QYow Games shown in this episode (in order of appearance): Mirror's Edge (EA DICE, 2008) Mirror's Edge Catalyst (EA DICE, 2016) Far Cry Primal (Ubisoft Montreal, 2016) Middle-earth: Shadow of Mordor (Monolith Productions, 2014) Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015) Hitman (iO Interactive, 2016) Burnout Paradise (Criterion Games, 2008) Burnout Revenge (Criterion Games, 2005) Uncharted 4: A Thief's End (Naughty Dog, 2016) Crazy Taxi (Hitmaker, 1999) Music used in this episode: 00:00 - Still Alive: Instrumental (Mirror's Edge) 00:46 - Kate (Mirror's Edge) 02:18 - Introduction (Mirror's Edge) 04:31 - Heat (Mirror's Edge) 06:17 - I Am Faith (Mirror's Edge Catalyst) 09:40 - Main Theme (Mirror's Edge Catalyst) 06:17 - I Am Faith (Mirror's Edge Catalyst)
Views: 308057 Mark Brown
Deconstructing Ori and the Blind Forest's Best Bit | Game Maker's Toolkit
 
08:50
Everyone who has played Ori and the Blind Forest will remember the Ginso Tree. In this video, I break the level down - beat by beat - to show you why it's so special. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Recommended viewing: Scoring Ori's Ginso Tree Escape with Level Design | Game Score Fanfare https://www.youtube.com/watch?v=bTT3piMjqmM Games shown in this episode (in order of appearance) Ori and the Blind Forest (Moon Studios, 2015) The Legend of Zelda: Twilight Princess (Nintendo, 2006) Super Meat Boy (Team Meat, 2010) Tony Hawk's Pro Skater 3 (Neversoft, 2001) Devil May Cry (Capcom, 2001) Bloodborne (From Software, 2015) Super Mario 64 (Nintendo, 1996) DOOM (id Software, 2016) Uncharted 4: A Thief's End (Naughty Dog, 2016) Rise of the Tomb Raider (Crystal Dynamics, 2015) Ori and the Will of the Wisps (Moon Studios, Unreleased) The Legend of Zelda: A Link Between Worlds (Nintendo, 2013) Music in this episode is from Ori and the Blind Forest, composed by Gareth Coker https://garethcoker.bandcamp.com/album/ori-and-the-blind-forest-additional-soundtrack
Views: 197142 Mark Brown
The Design of Dead Space - Part 1 | Game Maker's Toolkit
 
12:05
In this three part episode of Game Maker's Toolkit, I will be looking at the shifting design of the three major Dead Space games. A new episode will be available each week. Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Games shown in this episode (in order of appearance): Burnout Revenge (Criterion Games, 2005) FIFA 07 (EA Canada, 2006) Superman Returns (EA Tiburon, 2006) Mirror's Edge (EA DICE, 2008) Skate (EA Blackbox, 2007) The Saboteur (Pandemic Studios, 2009) Rock Band 3 (Harmonix, 2010) Crysis (Crytek, 2007) Brutal Legend (Double Fine Productions, 2009) Mass Effect (Bioware, 2007) The Godfather (EA Redwood Shores, 2006) MySims (EA Redwood Shores, 2007) Dead Space (EA Redwood Shores, 2008) Dead Space 2 (Visceral Games, 2011) Dead Space 3 (Visceral Games, 2013) Resident Evil 4 (Capcom Production Studio 4, 2005) Binary Domain (Sega, 2012) Alien: Isolation (The Creative Assembly, 2014) Music used in this episode: 00:00 - The Bridge of Many Sides (Lara Croft GO)
Views: 333770 Mark Brown
How Game Designers Protect Players From Themselves | Game Maker's Toolkit
 
11:52
A designer’s job often involves making sure players are experiencing the game in the most fun or interesting way. In this video, I look at examples of games that have tried to achieve this - sometimes with success, and sometimes with controversy. Note: Those World of Warcraft numbers are completely made up, for illustrative purposes. Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Sources Sid Meier: The Psychology of Game Design | GDC Vault https://www.gdcvault.com/play/1012186/The-Psychology-of-Game-Design Firaxis’ Jake Solomon On What Went Right And Wrong With XCOM 2| Rock Paper Shotgun https://www.rockpapershotgun.com/2016/02/25/making-of-xcom-2/ Water Finds a Crack | Designer Notes https://www.designer-notes.com/?p=369 Spelunky by Derek Yu | Boss Fight Books https://bossfightbooks.com/products/spelunky-by-derek-yu Disable Timers | XCOM 2 Steam Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=616964599 Rest | WOWWiki http://wowwiki.wikia.com/wiki/Rest Designer Notes 15: Nels Anderson | Idle Thumbs https://www.idlethumbs.net/designernotes/episodes/nels-anderson Further Reading / Viewing Bloodborne Is Genius, And Here’s Why | hbomberguy https://www.youtube.com/watch?v=AC3OuLU5XCw Nioh - Commanding Attention | Turbo Button https://www.youtube.com/watch?v=dXea0FNvk3c New Doom's deceptively simple design | Gamasutra https://www.gamasutra.com/view/news/295254/Make_me_think_make_me_move_New_Dooms_deceptively_simple_design.php How Hyper Light Drifter’s Ammo Recharges Its Combat | Rock Paper Shotgun https://www.rockpapershotgun.com/2016/07/29/how-hyper-light-drifters-ammo-recharges-its-combat/ Games shown in this episode (in order of appearance) XCOM: Enemy Unknown (Firaxis Games, 2012) Final Fantasy XV (Square Enix, 2016) Dead Rising 2 (Capcom Vancouver, 2010) Civilization IV (Firaxis Games, 2005) Nioh (Team Ninja, 2017) XCOM 2 (Firaxis, 2016) Spelunky (Derek Yu, 2012) World of Warcraft (Blizzard Entertainment, 2004) Sunset Overdrive (Insomniac Games, 2014) New Super Mario Bros. U (Nintendo, 2012) Sonic Mania (Sega, 2017) Vanquish (PlatinumGames, 2010) DOOM (id Software, 2016) Call of Duty: Infinite Warfare (Infinity Ward, 2016) Bloodborne (From Software, 2015) Burnout Revenge (Criterion Games, 2005) Hyper Light Drifter (Heart Machine, 2016) Sonic Generations (Sonic Team, 2011) Bayonetta 2 (PlatinumGames, 2014) Devil May Cry 3: Dante's Awakening (Capcom, 2005) Tony Hawk's Pro Skater 3 (Neversoft, 2001) Splinter Cell: Blacklist (Ubisoft Toronto, 2013) Wolfenstein: The New Order (MachineGames, 2014) Project Gotham Racing 4 (Bizarre Creations, 2007) Bulletstorm (People Can Fly, 2011) Sleeping Dogs (United Front Games, 2012) Uncharted 2: Among Thieves (Naughty Dog, 2009) The Last of Us (Naughty Dog, 2013) Uncharted: The Lost Legacy (Naughty Dog, 2017) Uncharted 3: Drake's Deception (Naughty Dog, 2011) Batman: Arkham Asylum (Rocksteady Studios, 2009) Hitman (iO Interactive, 2016) Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015) Mark of the Ninja (Klei Entertainment, 2012) Hellblade: Senua's Sacrifice (Ninja Theory, 2017) The Legend of Zelda: Breath of the Wild (Nintendo, 2017) Dead Rising (Capcom, 2006) Music used in this episode https://soundcloud.com/arsy1 Arcee on Soundcloud Additional credits Hellblade Development Diary 11: First Playable | Ninja Theory https://www.youtube.com/watch?v=rpf7ygDaCzM World of Warcraft | YouTube https://www.youtube.com/user/WorldofWarcraft
Views: 1919435 Mark Brown
Sequence Breaking with Toki Tori 2 | Game Maker's Toolkit
 
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PC and Wii U puzzler Toki Tori 2 has gone under the radar, but it's a bold piece of game design - a Metroidvania where you aren't locked off by abilities or weapons, but just knowledge of how the game works. This means you can break off from the main path and explore the game on your own terms, if you manage to figure out how the game's complicated ecosystem works. Basically, it's sequence breaking - the way industrious players use cheats and glitches to bypass bits of game - but made official by the developers. I explain all, in this episode of the Game Maker's Toolkit. Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Games shown in this episode (in order of appearance): Toki Tori 2+ (Two Tribes, 2013) Super Metroid (Nintendo, 1994) Guacamelee (Drinkbox Studios, 2013) Castlevania: Symphony of the Night (Konami, 1997) Shantae: Risky's Revenge (WayForward, 2010) Shadow Complex (Chair Entertainment, 2009) Strider (Capcom, 2014) Half-Life 2 (Valve Corporation, 2004) The Legend of Zelda: Skyward Sword (Nintendo, 2011) Assassin's Creed IV: Black Flag (Ubisoft Montreal, 2013) BioShock (Irrational Games, 2007) Music used in this episode: 00:03 - Sunny Side Up - Unplugged at Eggby Road (Toki Tori 2) 00:26 - Item Room (Super Metroid) 00:38 - Crateria - The Space Pirates Emerge (Super Metroid) 00:51 - Boss Theme (Guacamelee) 01:12 - High Up in the Clouds (Toki Tori 2) 01:45 - Watery - Interlude (Toki Tori 2) 02:08 onwards - Various pieces of Toki Tori 2 music Clip credits "Half-Life 2: DWaHMoV - Half-Life 2 Speedrun - 1:27:51 - WR" - SourceRuns https://www.youtube.com/watch?v=NV-AWxqYAgc
Views: 186978 Mark Brown
The Comeback of the Immersive Sim | Game Maker's Toolkit
 
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New games in the System Shock, Ultima Underworld, and Deus Ex franchises are here, marking the surprise comeback of the "immersive sim". But what are these games, and why should we care that they're making a triumphant return? Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Quote Credits Rock Paper Shotgun: "Dark Futures: Clint Hocking" https://www.rockpapershotgun.com/2010/07/13/dark-futures-part-5-clint-hocking/ Gamasutra: "Postmortem: Ion Storm's Deus Ex" http://www.gamasutra.com/view/feature/131523/postmortem_ion_storms_deus_ex.php Gamasutra: "Why Warren Spector is making games again" http://www.gamasutra.com/view/news/266210/The_Comeback_Why_Warren_Spector_is_making_games_again.php GAMBIT: "Looking Glass Studios Podcast" http://gambit.mit.edu/updates/audio/looking_glass_studios_podcast/ Reddit: "I am Warren Spector, AMA" https://www.reddit.com/r/IAmA/comments/34fdjb/hi_i_am_warren_spector_a_game_developer_from/ Games shown in this episode (in order of appearance): Deus Ex: Mankind Divided (Eidos Montreal, 2016) Dishonored 2 (Arkane Studios, 2016) Prey (Arkane Studios, 2017) Ultima Ascendant (OtherSide Entertainment, Unreleased) System Shock (Nightdive Studios, Unreleased) Ultima Underworld: The Stygian Abyss (Blue Sky Productions, 1992) Wolfenstein 3D (id Software, 1992) The Elder Scrolls: Arena (Bethesda Softworks, 1994) System Shock (Looking Glass Studios, 1994) Thief: The Dark Project (Looking Glass Studios, 1998) Deus Ex (Ion Storm, 2000) System Shock 2 (Looking Glass Studios, 1999) Call of Duty: Modern Warfare 2 (Infinity Ward, 2009) Rise of the Tomb Raider (Crystal Dynamics, 2015) The Last of Us (Naughty Dog, 2013) Thief (Eidos Montreal, 2014) Assassin's Creed II (Ubisoft Montreal, 2009) Far Cry 3 (Ubisoft Montreal, 2012) Infamous Second Son (Sucker Punch Productions, 2014) Far Cry 2 (Ubisoft Montreal, 2008) Dead Space (Visceral Games, 2008) Fallout 3 (Bethesda Game Studios, 2008) BioShock (Irrational Games, 2007) S.T.A.L.K.E.R.: Shadow of Chernobyl (GSC Game World, 2007) Deus Ex: Human Revolution (Eidos Montreal, 2011) Dishonored (Arkane Studios, 2012) Hitman (iO Interactive, 2016) Alien: Isolation (The Creative Assembly, 2014) Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015) Dangerous Golf (Three Fields Entertainment, 2016) Middle-earth: Shadow of Mordor (Monolith Productions, 2014) Until Dawn (Supermassive Games, 2015) Note: Blue Sky Productions was later renamed Looking Glass Technologies (and then Looking Glass Studios) Music used in this episode: 00:00 - Icarus (Deus Ex: Human Revolution) 00:55 - Background Music (Deus Ex GO) 02:18 - UNATCO (Deus Ex) 06:16 - NYC Streets (Deus Ex) 07:59 - Wan Chai Market (Deus Ex) 10:07 - Icarus (Deus Ex: Human Revolution) 10:51 - Title (Deus Ex) Clip credits Arsonall: "Thief (2014) First 15 Minutes" https://www.youtube.com/watch?v=mushldyN_rw ZephyrMantis: "S.T.A.L.K.E.R.: Shadow of Chernobyl PC Gameplay" https://www.youtube.com/watch?v=POTfEhWCnKw UnfairPlus: "Barrett - Director's Cut Boss Fight - Deus Ex: Human Revolution" https://www.youtube.com/watch?v=AxnfPmd4itc Stranger Things © Netflix
Views: 282122 Mark Brown
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? Follow me on Twitter - https://twitter.com/britishgaming Follow Game Maker's Toolkit on Tumblr - http://gamemakerstoolkit.tumblr.com Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit 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: 690647 Mark Brown

Pubg Hints Tips Guide Pubg Hints Secrets The Upside to Pubg Game Modes Pubg Game Modes Can Be Fun for Everyone When you launch the game for the very first time, you have to first pick a username before going into the character creator interface. If you prefer, you can host a customized game with a group of friends and make your own rules. Unfortunately, theres no game out there which exactly resembles GGO. Games unfortunately are a luxury and not a necessity, so they are most likely likely to be among the very first things to think about when deciding where you have to cut back on so far as your budget is concerned. Because it is a popular game. The British game is different than the majority of the others on the planet at the present time. If you believe there are different games like PUBG which are not on the list, and that we ought to cover, dont hesitate to set them in the comments below. 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The new PUBG map is going to be a 4x4 kilometers in proportion, a quarter size of Miramar map, so the matches can be held at a significantly faster pace. In any event, you should keep moving towards a gradually shrinking playable place. Also, there arent any danger zones in the game to assemble player. The New Angle On Pubg Game Modes Just Released Your game style has an important role here. Until then, make sure you check Battlegrounds to find out whether the customized match feature is up and running. With a number of the games finest players and most well-known streamers attending, its going to be the very first showcase of PUBGs esports potential. You can find with some completely new blend of cocktail drink and have fun naming it. The usage of oral histories is quite specific and very intricate. A wonderful case of the particular abilities is Faceless. Itas one any variety of others would do. 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