Game design

Game design смотреть последние обновления за сегодня на .

What's The Point of Elements in Games?


Get organized with Milanote, for free! 🤍 Elements! They're everywhere in games. Suspiciously everywhere, come to think of it. Elemental motifs bleed into character design, locations, battle mechanics, story, and more. But what makes it so appealing to use elements in so many different ways? Let's take a tour of the elements and see how their extreme flexibility can help build a game. Featuring: Kingdom Hearts Golden Sun Borderlands 2 Persona 3 Xenoblade Chronicles 2 Pokemon Sword and Shield Final Fantasy XIII Ring Fit Adventure Final Fantasy X Breath of the Wild Lost Odyssey Luigi's Mansion Pikmin Skies of Arcadia Support Design Doc on Patreon: 🤍 Design Doc on Twitter: 🤍 #gamedesign #pokemon #kingdomhearts

Basic Principles of Game Design


How do you make good games? Huge question, but let's try to break it down! Get the The Complete C# Masterclass for only $9,99! 🤍 ● This video is loosely based on this awesome article: 🤍 ● Paper on structural composition: 🤍 ● Join Discord: 🤍 Thumbnail is based on this amazing image by paddymazz: 🤍 ♥ Support Brackeys on Patreon: 🤍 ···················································································· ♥ Donate: 🤍 ♥ Subscribe: 🤍 ● Website: 🤍 ● Facebook: 🤍 ● Twitter: 🤍 ········································­­·······································­·­···· ► All content by Brackeys is 100% free. We believe that education should be available for everyone. Any support is truly appreciated so we can keep on making the content free of charge. ········································­­·······································­·­···· ♪ "ES_Finding Freedom 3 - Peter Sandberg" by Epidemic Sound ♪ "ES_Hyperactive 2 - Anders Bothén" by Epidemic Sound ♪ "ES_Dress Code_Black - oomiee" by Epidemic Sound

How to Become a Game Designer


GMTK is powered by Patreon - 🤍 If you watch GMTK, you might be inspired to turn your passion for game design into an actual career. In this video, I've gathered advice from dozens of designers from around the world to help you land a job in the games industry. = Sources and Resources = Sources Design Tests and What to Expect from Them | GDC on YouTube 🤍 Zachary Preece Portfolio | 🤍 Daniel Wiedemann's Studio | 🤍 Additional Resources From Student to Designer | Liz England 🤍 Interviewing For Game Design | GDC on YouTube 🤍 How to Prepare Yourself to be Employed as a Junior Games Designer | Staffs Games on YouTube 🤍 = Support GMTK = Support GMTK on Patreon - 🤍 Use Creator Tag "GMTOOLKIT" when buying on Epic Game Store = Credits = Music provided by Music Vine - 🤍 BA Games Design & Art - Winchester School of Art | University of Southampton 🤍 Original footage by Mind The Film Games Design at Middlesex University | Middlesex University 🤍 Full video credits - 🤍 Translation Contribute translated subtitles - 🤍

Game Design Deep Dive


Rick and Tim deep dive about game design FOLLOW US Facebook: 🤍 Twitter: 🤍 Instagram: 🤍 LinkedIn: 🤍 Find all the training courses here: 🤍

5 Principles of Game Design


In our first episode, we interview seven game developers about five game design principles. We explore the special spark that makes the medium of games unique, and each creator approaches it with their own particular lens and expertise. Topics: 00:00 Vision 6:11 Agency 14:46 Game Feel 23:56 Systems 30:59 Discovery Subscribe to Field of View: 🤍 Support Field of View on Patreon: 🤍 Follow Field of View on Twitter: 🤍 Guests: Rand Miller (Cyan, Inc.) 🤍 Robyn Miller 🤍 Chris Sutherland (Playtonic Games) 🤍 Hamish Lockwood (Playtonic Games) 🤍 Darren Korb (Supergiant Games) 🤍 Mike Rayhawk 🤍 Kan Gao (Freebird Games) 🤍 Art by Matthew Taranto 🤍 Additional audio editing by Daniel Ran 🤍 Games: realMyst: Masterpiece Edition Shadow of the Colossus Minecraft Journey Myst Outer Wilds Riven Pathologic 2 The Legend of Zelda: Breath of the Wild Banjo-Kazooie Yooka-Laylee and the Impossible Lair Yooka-Laylee Hades Pyre To the Moon Super Smash Bros. Divinity Original Sin The Elder Scrolls III: Morrowind Obduction The Last of Us Remastered Paper Mario: The Origami King Super Mario Maker 2 Red Faction: Guerilla Re-Mars-tered World of Warcraft Transistor Bastion Super Mario 64 Half-Life Alyx Moss SUPERHOT VR Cuphead The Legend of Zelda: The Wind Waker HD Sonic Generations Rock Band Overwatch Hitman 2 The Manhole Super Smash Bros. Ultimate Plants vs. Zombies Portal The Legend of Zelda: Majora's Mask Firewatch Myst III: Exile Super Mario Odyssey Metroid Prime Myst: Uru Music: Catalyst - Mirror's Edge Catalyst 🤍 BaCl2 - Surviving Mars 🤍 Mo - Surviving Mars 🤍 The Magnetic Tree - Dustforce 🤍 Swimming While it Rains - Dustforce 🤍 It's Not Supposed to Be Snowing - Dustforce 🤍 Early Development - Satisfactory 🤍 Main Menu - Satisfactory 🤍 The Museum - Outer Wilds 🤍 Space - Outer Wilds 🤍 The Ancient Glade - Outer Wilds 🤍 Other: NoClip 🤍 Peter Sanderson 🤍 LEGO Land 🤍 JD Brick Productions 🤍 Nvo 🤍 LEGO 🤍 Midwinter Minis 🤍 Beyond the Brick 🤍

The Four Types of Video Game Designers - Game Design Specializations - Extra Credits


Go to 🤍 and use code EXTRACREDITS to get a huge discount on a 2 year plan plus 1 additional month free. It’s risk free with Nord’s 30 day money-back guarantee! Learn how a VPN works: 🤍 When most folks think of the game designer, they normally think of something akin to the director of a movie. But actually, the role of game designer can mean a few different things, especially in bigger companies where people tend to specialize more. So which kind of game designer are you? Are you someone who dreams up worlds as a content designer? Draw out maps and place spawn points like a level designer? Balance numbers and spreadsheets as a systems designer? Or know how to combine nuanced elements to draw out a very specific feeling, like an experience designer? Thanks for participating in this week's discussion! Check out our community guidelines so we can have MORE high-quality conversations: 🤍 Want to support the people who make this show? Become a Patreon Member & Vote on future Extra History episodes! 🤍 Or show off your fandom with our merch! 🤍 Want more Extra Credits? Subscribe and Follow us on Social Media! Twitter: 🤍 Facebook: 🤍 Instagram: 🤍 Twitch: 🤍 Website: 🤍 Interested in sponsoring an episode? Email us: extracredits🤍 ♪ Intro Music: "Penguin Cap" by CarboHydroM - 🤍 ♪ Outro Music: "Ruinous Ruins!" by: Ben Briggs - 🤍 #ExtraCredits #Gaming #GameDesign

Designing Games for Game Designers


In this 2012 GDC talk, EA/Maxis' Stone Librande discusses a series of card and board games he's developed that are not only designed to entertain but also to teach the fundamentals of game design. Register for GDC: 🤍 Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Cursed Problems in Game Design


In this 2019 GDC session, Riot Games' Alex Jaffe presents a theory of cursed game design problems and explores the four design paradigms that have helped developers face these problems and survive. Register for GDC: 🤍 Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

1 Year of Learning Game Development In 6 Minutes


I spent almost 1 Year learning game development in Unity, with no prior experience, and here's the entire progress in 6 minutes! Subscribe for another year! ● Join to get custom emojis and additional perks: 🤍 Have you ever tried liking a video? It's pretty cool. ● Download my Games: 🤍 ● Twitter - 🤍 ● Watch my other videos Giedzilla - I Made an Ultimate Puzzle Game to Trick You 🤍 Giedzilla - I Turned Them Into a Boss Battles In My Game 🤍 Giedzilla - How I Made 3D RPG Open World Game in Unity 🤍 Giedzilla - How I Made a 2D Game with NO Experience (you can too) 🤍 Giedzilla - How I Made my First Mobile Game in Unity! 🤍 Giedzilla - I Made a Game You Play with your Voice in Unity 🤍 ● Timestamps Coming soon ● Description Almost 1 year ago I started learning game development in Unity. That means I had to learn c#, how to make game assets, and a billion other things. I've made 5 games so far: a 2d hack and slash game, a voice-controlled platformer, a tower builder for androids, a 3d RPG gladiators game, and a 3d puzzle game. How did I do all of that? Well, youtube is full of great game dev videos, and... ok ok, it was brackeys. ● About Digging deep, huh? I am an indie game developer and self-taught(don't know much) programmer and artist. I make videos about games I make in Unity's game engine, drawing game assets, and everything related to games in general. If you are an epic gamer yourself you should join my journey and be a part of it! ● Music Intro song : Blitz - Retro Gaming Version [Royalty Free] Music provided and produced by LonePeakMusic Link : 🤍 Renaissance by Audionautix is licensed under a Creative Commons Attribution 4.0 license. 🤍 Artist: 🤍 #gamedev #unity #giedzilla #makegames #unity3d #rpg

What does a Game Designer REALLY do?


Game design is an exciting, rewarding, and multi-faceted field with promising job prospects. However, becoming a game designer can be a challenging journey. Passion, patience, and persistence are essential! See what it takes to become a successful game designer and get first-hand insights from Troy Dunniway, an award-winning AAA game designer and executive at major studios like Microsoft, EA, and Ubisoft. Troy helped create the Game Design course at CG Spectrum, an Unreal Academic Partner. Read more on our blog: 🤍 Have Troy as your mentor! Find out more about CG Spectrum's game design courses here: 🤍

The Two Types of Random in Game Design


From critical hits to random encounters, and from loot boxes to procedural generation, video games are stuffed to bursting with randomness. In this episode, I look at the way randomness is used in games - and why some forms are more contentious than others. Support Game Maker's Toolkit on Patreon - 🤍 Have Mark talk at your studio, university, or event - 🤍 Sources Uncapped Look-Ahead and the Information Horizon | Keith Burgun 🤍 A Study in Transparency: How Board Games Matter | GDC Vault 🤍 GameTek Classic 183 - Input Output Randomness | Ludology 🤍 Why revealing all is the secret of Slay The Spire's success | Rock Paper Shotgun 🤍 Crate | Spelunky Wiki 🤍 Random Generator | Tetris Wiki 🤍 Level Feeling | Spelunky Wiki 🤍 Plan Disruption | Etan Hoeppner 🤍 Fire Emblem True Hit | Serenes Forest 🤍 The Psychology of Game Design (Everything You Know Is Wrong) | GDC Vault 🤍 How Designers Engineer Luck Into Video Games | Nautilus 🤍 Roll for your life: Making randomness transparent in Tharsis | Gamasutra 🤍 12: Into the Breach with Justin Ma | The Spelunky Showlike 🤍 Find out more Many faces of Procedural Generation: Determinism | Gamsutra 🤍 Why Our Brains Do Not Intuitively Grasp Probabilities | Scientific American 🤍 How classic games make smart use of random number generation | Gamasutra 🤍 Games shown in this episode (in order of appearance) Cuphead (2017) Enter the Gungeon (2016) Octopath Traveler (2018) Mario + Rabbids Kingdom Battle (2017) Griftlands (In Early Access) Dicey Dungeons (2019) Hearthstone (2014) The Binding of Isaac: Rebirth (2014) Darkest Dungeon (2016) Dead Cells (2018) SteamWorld Quest: Hand of Gilgamech (2019) Into the Breach (2018) Spelunky (2012) Armello (2015) Minecraft (2011) Chasm (2018) Downwell (2015) Middle-earth: Shadow of Mordor (2014) No Man's Sky (2016) Celeste (2018) Fortnite (2017) Mario Kart 8 (2014) Super Smash Bros. for Wii U (2014) Tekken 7 (2015) Super Mario Party (2018) Bloodstained: Ritual of the Night (2019) Borderlands 3 (2019) Call of Duty: WWII (2017) Valkyria Chronicles 4 (2018) Civilization V (2010) Wargroove (2019) Plants vs. Zombies (2009) XCOM: Enemy Within (2013) Chess Ultra (2017) Mark of the Ninja (2012) StarCraft II (2010) Slay the Spire (2019) Apex Legends (2019) Civilization IV (2005) XCOM 2 (2016) Overwatch (2016) FTL: Faster Than Light (2012) Card of Darkness (2019) Diablo III (2012) Tetris 99 (2019) Puyo Puyo Tetris (2017) Phoenix Point (2019) Fire Emblem: Three Houses (2019) Tharsis (2016) Chapters 00:00 - Intro 01:28 - Why we use randomness 03:42 - The information horizon 06:06 - The two types of randomness 08:59 - How input randomness can fail 13:32 - The advantages of output randomness 17:50 - Conclusion Music used in this episode Cuphead soundtrack - Kristofer Maddigan (🤍 Tharsis soundtrack - Half Age EP by Weval (🤍 Other credits RNGesus original artwork by Dinsdale 🤍 Super Mario Party - Luigi wins by doing absolutely nothing | Nintendo Unity 🤍 Fire Emblem: Three Houses - New Game Plus Maddening Walkthrough Part 43! | MrSOAP999 🤍 Deadpool 2 © 20th Century Fox Pandemic Card Art © Z-Man Games Contribute translated subtitles - 🤍

What are loops in game design? - Loops - Game Design Theory


Learn how players come up with actions when they are playing your game so that you can design around this. People use a loop structure when they devise the actions that they want to complete in almost any situation. This loops structure is the way the use the information they already have in their head to devise an idea about how to interact with the surroundings. For a game these action are translated by the system of the platform you are playing on and the feedback is received from the game about the effect the actions had. From the start of the video we discuss how clash of clans and the city building genre are great examples of games that have lots of different sized loops. With a play session potentially lasting a few seconds or a single action also potentially taking days to complete. We then discuss the mental process of a learning loop that the player goes through in order to build up skills in the game. This loops consists of having a store of information called the mental model. Referring to that store of information the player's brain decides on an action based on their current understanding of the environment or situation. The player then acts by taking this action. The action in the case of the game is received as input by the game and run through the game logic in the system which we generalize as rules. The game the hopefully returns an output back to the player in the form of feedback. The player receives this feedback and interprets what this means in the context of their action and stores this new thought back into their mental model. This process repeats throughout all actions in the game. Then we take a look at a passage of play from a game called Recore. The passage of play is the player trying to work out how to get through a door that is only open for a short time. We discuss how the player is going through this loop during this progression of play. We then link it back to Clash of Clans and use the idea that some sessions are short and some actions take days to illustrate how these loops occur and they are at different sizes. Finally we talk abut how to use the loop structure to debug your players problems in your game. Does your game have a situation where the player isn't recieving feedback for their action? Is this why they are confused? Is something random happening and the player doesn't understand why? maybe you should allow the player to act on that first so they know the feedback is coming from somewhere. Is the player interpreting the initial feedback correctly or is it not being interpreted correctly leaving the player confused? SUBSCRIBE!!!!! to the channel for more awesome game design content. SUPPORT THE CHANNEL Ko-Fi Link - Any support is immensely appreciated and will go straight back into the channel: 🤍

7 Game Design Mistakes to Avoid!


Game design mistakes can cost you time, money, and quality! In this video we are going to give you game design tips straight from expert game designers that will ensure you save time, money, and build excellent designs. These are the same tips that we’ve seen used while building smaller indie games all the way up to massive triple-A titles. Want to see more game development mistakes? Check out 8 Game Development Mistakes to Avoid! 🤍 ► Check out the Ask Gamedev Community Member Game of the Week: Chromasia - Rock Paper Tactics 🤍 ► A New Gamedev Video Every Week! Subscribe ► 🤍 ► About Ask Gamedev We're a group of game industry veterans that make videos on games, the game industry, and more! This channel is for anyone that's interested in video game development. ► Follow us Facebook: 🤍 Instagram: 🤍 Twitter: 🤍 Web: 🤍 Check out Ask Gamedev on Discord! Chat about game development in realtime. 🤍

WIRED by Design: A Game Designer Explains the Counterintuitive Secret to Fun


Ian Bogost at WIRED by Design, 2014. In partnership with Skywalker Sound, Marin County, CA. To learn more visit: Still haven’t subscribed to WIRED on YouTube? ►► 🤍 CONNECT WITH WIRED Web: 🤍 Twitter: 🤍 Facebook: 🤍 Pinterest: 🤍 Google+: 🤍 Instagram: 🤍 Tumblr: 🤍 Want even more? Subscribe to The Scene: 🤍 WIRED by Design: A Game Designer Explains the Counterintuitive Secret to Fun Producer: Editor in Chief - Scott Dadich, Creative Director - Billy Sorrentino, and Senior Producer - Sowjanya Kudva Editor: Junho Kim

Interviewing For Game Design


In this 2017 GDC session, Ubisoft Toronto's Richard Carrillo reviews both sides of the game design interview process to help developers of all experience levels in their job search. Register for GDC: 🤍 Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Game development is HARD


Download Core for free: 🤍 Join the GGJ Core Diversifier Challenge: 🤍 Game development is hard, and in this video I'll tell you why. Make sure to watch the first part of this video, "THIS has never been easier", to get the other side of the coin! 🎓Start learning Godot (affiliate link) 🤍 and use coupon "ELIPTIK" to get 10% off! ✨Wishlist Dashpong 🤍 🚪The door problem 🤍 📈Released games on steam 🤍 MUSICS ~~~~~~~~~~~~ Jazzhead - VOiD1 Gaming (🤍) Anthem of Rain - Leave The Country Ketsa - Frieden Maikaih Beats - Chillflow Makaih Beats - Off white Scott Holmes Music - Action Drums SOCIALS ~~~~~~~~~~~~ Help support the channel on Ko-fi: 🤍 Join us on Discord! 🤍 Twitch 🤍 Twitter 🤍 Instagram 🤍 Links 🤍 CHAPTERS ~~~~~~~~~~~~ 00:00 - Intro 00:23 - Core Sponsor 01:43 - Ideas are free 03:17 - Hidden complexity 06:45 - More than making games 10:46 - Conclusion 12:05 - Outro

Game Development for Noobs | Beginner Guide


Wishlist my game Len's Island on Steam: 🤍 Learn how the basics of Game Development work, from code to scenes and assets and the platforms games use. Composition for Noobs: 🤍 =9VVzCr3c9Jk&t=2s Photography for Noobs: 🤍 Color Theory for Noobs: 🤍 Instagram : 🤍 Twitter : 🤍 My Website : 🤍 Behance : 🤍 Creative Station : 🤍 Julian Ball / Flow Graphics

Board Game Design Day: Board Game Design and the Psychology of Loss Aversion


In this 2017 GDC panel, Mind Bullet Games' Geoffrey Engelstein examines board games and other relevant game-like experiences to explore framing, regret, competence, and other effects, and their relation to the concept of loss aversion in gameplay. Register for GDC: 🤍 Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

10 Outdated Video Game Design Tropes That Must Die


What are we, 12 years old? For more awesome content, check out: 🤍 Catch us on Facebook at: 🤍 Find us on Twitter: 🤍 Check out our merch store at: 🤍 Why not join our Discord? 🤍 WhatCulture Gaming Podcast now available! - iTunes: 🤍 - Spotify: 🤍 WhatCulture Gaming Podcast is also available on Acast, Podbean, Podbay, Podcast Addict, and more to come!

51 Game Design Tips! (In 8 Minutes)


Are you working on a video game and looking for inspiration? Do you need to come up with a good game idea? Here are a ton of Game Design Tips and Tricks for you that should help you to get started. You can find all games shown in this video here: 🤍

The stuff no one tells you about game development


GMTK is powered by Patreon - 🤍 This time on Developing, I’m building all the boring stuff that sits behind the scenes and makes this game actually work. But it has some surprising advantages for me, as a developer… Unity Eyedropper Asset 🤍 Play the new demo 🤍 Join the GMTK Game Jam 🤍 = Credits = Music By: LAKEY INSPIRED 🤍 🤍 License for commercial use: Creative Commons Attribution 3.0 Unported "Share Alike" (CC BY-SA 3.0) License. YouTube Audio Library Music and sound effects provided by Epidemic Sound - 🤍 (Referral Link) = Subtitles = Contribute translated subtitles - 🤍

What Makes A Game Replayable?


Get Surfshark VPN at 🤍 - Enter promo code DESIGNDOC for 83% off and 1 extra month for free! It’s tough to make a game worth playing. But what about one worth playing AGAIN? That’s even tougher. Let’s talk about replayability. We’ll go through a ton of examples in three broad categories about how games add replay value, and we’ll also talk about what to avoid if you want to make a game as replayable as possible. Support Design Doc on Patreon to get early access to new episodes, and hear a behind the scenes podcast! Go Here: 🤍 Design Doc on Twitter: 🤍 #mariomaker #hearthstone #hades

Making Your First Indie Game (5 Tips for 2021 & 2022!)


Start your first indie game right! Here are 5 tips I've learned as a full time dev. ► Learn Game Dev (Get 25% off with code LETSGAMEDEV): 🤍 ► Learn 2D Art (Get 25% off with code LETSGO): 🤍 ► Get my 2D Game Kit Free: 🤍 ► Learn my secrets to 6 figures as a game dev, year after year! 🤍 ► Thumbnail art from Firewatch: 🤍 ► Wishlist "Father": 🤍 ► Edited by: 🤍 ► Follow Thomas on Instagram: 🤍 ► Follow Coder of "Father" Ajay: 🤍 ► Follow "Father" 3D Weapons Creator, Felipe: 🤍 ► Follow "Father" sound designer, Hector! 🤍 ► Play Neversong: 🤍 ► Play Pinstripe on Switch or Steam: 🤍 ► Check out my games: 🤍 ► Ask a question on my subreddit: 🤍 ► My Studio Set-Up: 🤍 Publisher resources: ► How to get money from publishers with just a demo: 🤍 ► Why publishers: 🤍

Making Your First Game: Basics - How To Start Your Game Development - Extra Credits


Making your first game can be difficult. Remember that your goal is to make a game, any game. Start small, focus on basic gameplay, and pick a project you can finish. That way, you can actually complete a playable game instead of getting stuck on the details as so many first time game makers do. Subscribe for new episodes every Wednesday! 🤍 (-More below) Sponsored by Unity: 🤍 _ Get your Extra Credits gear at the store! 🤍 Play games with us on Extra Play! 🤍 Watch more episodes from this season of Extra Credits! 🤍 Contribute community subtitles to Extra Credits: 🤍 Check out more at: 🤍 Talk to us on Twitter (🤍ExtraCreditz): 🤍 Follow us on Facebook: 🤍 Get our list of recommended games on Steam: 🤍 _ Would you like James to speak at your school or organization? For info, contact us at: contact🤍 _ ♪ Intro Music: "Penguin Cap" by CarboHydroM 🤍 ♪ Outro Music: "En Garde" by Zack Parrish 🤍

Sid Meier's Psychology of Game Design


In this GDC 2010 talk, Civilization creator Sid Meier explains the importance of integrating psychology theory into game design, and how it can save studios hundreds of millions of dollars if implemented properly. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter 🤍 Check out our Facebook page for GDC exclusives 🤍 Visit our site: 🤍

Why is it so hard to make game design decisions? (Developing 3)


GMTK is powered by Patreon - 🤍 This time on Developing, I try to turn my prototype into an actual game - but get hung up on indecision. How will I solve this problem? How to make Predicted Trajectory path of Projectiles in UNITY - Bow and Arrow 2D | The Game Guy 🤍 ROWBYROW Game - 🤍 = Credits = Music By: LAKEY INSPIRED 🤍 🤍 License for commercial use: Creative Commons Attribution 3.0 Unported "Share Alike" (CC BY-SA 3.0) License. YouTube Audio Library = Subtitles = Contribute translated subtitles - 🤍

Learn to Code or Game Design? Which is better? (and why?)


🤍 - Join the Experts LIVE - EARLY DISCOUNT Check out the Course: 🤍 I see people ask the question all the time, should I learn to code or learn game design? Today I'll answer that question the best I can, and explain why I went into code & how I became a unity game programmer even though I'd always wanted to be an unreal game designer. I'll talk about the differences between the two positions, how to get jobs in code or design, and what it's like day to day working as a game programmer or a game designer. If you've been wondering what you should learn, which job is right for you? Design or Code? This video will lead you down the right path :) (don't worry, it's not ALWAYS code :) More Info: 🤍e Join the Group: 🤍 Patreon: 🤍

I PLAYED YOUR GAMES! | Game Design Feedback


I played your indie games and here is my feedback for you! Hope you enjoy. :) ➤ Play Will You Snail on Steam: 🤍 ➤ Join the Will You Snail Discord: 🤍 ➤ Join our creative game dev community on Discord: 🤍 - 0:00 - Intro 1:00 - Biba & Boba & Ladder by retr0grape Instagram: 🤍 3:53 - Unknown Escape by AlonellyFox Itch: 🤍 Twitter: 🤍 Discord: AlonellyFox(hashtag)4853 Reddit: u/AlonellyFox 14:19 - Intergalactic Taxi Co. by Rocking Donkey Games Demo on Itch: 🤍 Twitter: 🤍 Insta: 🤍 YouTube: 🤍 21:19 - Cuniculum by Lazer Rock Tigsource Devlog: 🤍 Youtube: 🤍 Itch: 🤍 25:51 - Swing It by God Rays Studio Game Jolt: 🤍 Twitter: 🤍 Reddit: 🤍 Facebook: 🤍 30:29 - Please Fix The Road by Ariel Jurkowski Steam: 🤍 Twitter: 🤍 This video was edited by TheShelfman. He makes game dev content as well. Check out his videos, too! ➤ Shelfman on YouTube: 🤍 Do you want to submit a game as well? Please keep your eyes open for an announcement. I always announce new submission phases a few weeks beforehand on Twitter, Discord and YouTube. Big thank you for all of the awesome games and prototypes you sent me! It was a pleasure to play them. #gamedev #indiedev #gamedesign

How Level Design Can Tell a Story


Can a video game level tell a story? In this video I look at a bunch of examples and best practices for embedding narrative elements into the very spaces and places we visit in games. We’ll tackle environmental storytelling, evocative architecture, and contextualising player identity. Support Game Maker's Toolkit on Patreon - 🤍 Sources Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry | Gamasutra 🤍 What Happened Here? Environmental Storytelling | GDC Vault (Free Access) 🤍 Hitman 2's Jakob Mikkelsen and Eskil Mohl | GMTK on YouTube 🤍 Ask a Developer: Emilia Schatz Talks Level Design | YouTube 🤍 The Art of Environment Storytelling for Video Games | YouTube 🤍 Emotional Journey: BioWare's Methods to Bring Narrative into Levels | GDC Vault (Free Access) 🤍 Level Design Workshop: 'Hitman' Levels as Social Spaces: The Social Anthropology of Level Design | GDC Vault (Paid Access) 🤍 Find out more Designing Journey | GDC Vault (Free Access) 🤍 Environmental Narrative: Telling Stories in Spaces Without Saying Anything Aloud | GDC Vault (Paid Access) 🤍 Environmental Storytelling in Prey | YouTube 🤍 Level Design Workshop: An Approach to Holistic Level Design | GDC Vault (Free Access) 🤍 AAA Level Design in a Day Bootcamp: Techniques for In-Level Storytelling | GDC Vault (Free Access) 🤍 Games shown in this episode (in order of appearance) BioShock (Irrational Games, 2007) Prey (Arkane Studios, 2017) Journey (thatgamecompany, 2012) Uncharted 4: A Thief's End (Naughty Dog, 2016) Dead Space (Visceral Games, 2008) Fallout 4 (Bethesda Game Studios, 2015) Fallout 3 (Bethesda Game Studios, 2008) Dishonored 2 (Arkane Studios, 2016) The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011) Dark Souls III (From Software, 2016) Metroid Prime (Retro Studios, 2002) Gone Home (Fulbright, 2013) Deus Ex: Human Revolution (Eidos Montreal, 2011) Portal (Valve Corporation, 2007) Deus Ex: Mankind Divided (Eidos Montreal, 2016) Half-Life 2 (Valve Corporation, 2004) Portal 2 (Valve Corporation, 2011) Alien: Isolation (The Creative Assembly, 2014) Thief: The Dark Project (Looking Glass Studios, 1998) Hitman 2 (IO Interactive, 2018) Life is Strange (Dontnod Entertainment, 2015) God of War (Santa Monica Studio, 2018) Tomb Raider (Crystal Dynamics, 2013) Mass Effect 3 (BioWare, 2012) P.T. (Kojima Productions, 2014) Amnesia: The Dark Descent (Frictional Games, 2010) Aragami (Lince Works, 2016) Metro Exodus (4A Games, 2019) Celeste (Matt Makes Games, 2018) DOOM (id Software, 2016) Yakuza 0 (Sega, 2017) Death Stranding (Kojima Productions, 2019) Metal Gear Solid V: Ground Zeroes (Kojima Productions, 2014) The Witcher 3: Wild Hunt (CD Projekt, 2015) Control (Remedy Entertainment, 2019) BioShock Infinite (Irrational Games, 2013) Hollow Knight (Team Cherry, 2017) Music used in this episode BioShock soundtrack - Garry Schyman Dirt Rally 2.0 soundtrack - Stuart Ross Thanks to GMTK Patron Satellite for help with audio on this episode Contribute translated subtitles - 🤍

How I Learned To Make Games | One Year of Indie Gamedev


Sign up to Thomas's Full Time Game Dev Course and the first 100 people get 25% OFF: 🤍 I hope you enjoy this look back at my first 365 days working as an indie game developer. I wanted to share a lot of advice, thoughts, and experiences that I learned during this first year that may help anyone else interested in pursuing this as a hobby or profession! I have been using Unreal Engine 4 to create my sci fi FPS game: Arcadian Rift, however this video will cover more general topics that are not specific to any game engine. In the video I cover topics such as getting started, learning the software, advice on development, and how to stay motivated and focused! MUSIC USED: TheFatRat Denny Schneidemesser Epidemic Sound GAME FOOTAGE: Horizon Zero Dawn Genshin Impact Team Fortress 2 The Design of Subnautica 🤍 Stress-Free Game Development: Powering Up Your Studio With DevOps 🤍 WISHLIST My Steam Game: Arcadian Rift: 🤍 SUPPORT Me on Patreon: 🤍 FOLLOW ME on Twitter: 🤍

Designing Addiction: The Twisted Psychology Of Game Design


Is it possible to design a video game to be addictive and if so, what exactly keeps you playing? Loot boxes and microtransactions have dominated recent discussions on gambling in video games and gaming addiction. But game studios were deliberately designing addiction into games long before either of these existed. This is why outlawing them won't stop developers from using the same twisted psychology tricks that made them so successful to design even more addictive experiences in the future. In this video, I take a look at the strategies, techniques and dark patterns used to make games difficult to put down. How they share many similarities to online casinos and online gambling, and how they have been a part of gaming long before microtransactions or loot boxes. #lootboxes #microtransactions #gamedesign Links: Addiction by Design: 🤍 Kotaku article on loot box bill 🤍 Positive reinforcement 🤍 Interview with Jamie Griessmer 🤍 Apex legends loot box FAQ 🤍 A very long article on variable-ratio schedules 🤍 00:00 Intro 1:12 The war on loot boxes 2:35 Designing addiction 4:18 Psychological tactics 6:34 Gambling parallels 10:23 Raising the stakes 14:27 Where do we go from here? OTHER VIDEOS = Re-Reviews: 🤍 All Videos: 🤍 DISCOUNTS ON STEAM GAMES = 🤍?ref=goukigod SUBSCRIBE & SUPPORT = ★ SUBSCRIBE: 🤍 ★ SUBSCRIBE via RSS: 🤍 ★ Support via Patreon: 🤍 SOCIAL = ★ Instagram: 🤍 ★ Facebook: 🤍 ★ Twitter: 🤍 ★ Email: goukigod🤍 ★ Patreon: 🤍 CHANNEL = ★ Latest video: 🤍 ★ Channel: 🤍

Bridging the Gap Between UX Principles and Game Design


In this 2018 GDC session, Epic Games' Jim Brown discusses the intersection between game design and UX, and outlines some unexpected ways that the two disciplines can work together to improve the overall gameplay experience. Join the GDC mailing list: 🤍 Follow GDC on Twitter: 🤍 GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Are Lives Outdated Game Design?


Are lives an outdated relic of the arcade era, or are they still relevant to game design in 2020? Support Game Maker's Toolkit on Patreon - 🤍 Crash Bandicoot 4 game code provided by the publisher Sources [1] Super Meat Boy's McMillen Explains 'Why So Hard?' | Gamasutra 🤍 [2] Sonic Mania’s Save System Sucks | USGamer 🤍 Games shown in this episode (in order of appearance) Crash Bandicoot 4: It's About Time (Toys for Bob, 2020) Fire Emblem: Three Houses (Intelligent Systems, 2019) Battletoads (Dlala Studios, 2020) Pac-Man (Namco, 1980) Super Mario 3D World (Nintendo, 2013) Super Mario World (Nintendo, 1990) Sonic Mania (Sega, 2017) Kirby Star Allies (HAL Laboratory, 2018) Donkey Kong (Nintendo, 1981) Donkey Kong Country (Rare, 1994) Donkey Kong Country: Tropical Freeze (Retro Studios, 2014) Rayman Legends (Ubisoft Montpellier, 2013) The End Is Nigh (Edmund McMillen & Tyler Glaiel, 2017) Super Mario Odyssey (Nintendo, 2017) Super Meat Boy (Team Meat, 2010) Streets of Rage 4 (Dotemu / Lizardcube / Guard Crush Games, 2020) Mega Man 11 (Capcom, 2018) Disney's Aladdin (Capcom, 1993) Castlevania: Rondo of Blood (Konami, 1993) Super Mario Bros. 3 (Nintendo, 1988) Mega Man 2 (Capcom, 1988) Super Mario Bros. (Nintendo, 1985) Celeste (Matt Makes Games, 2018) Mega Man 3 (Capcom, 1990) Crash Bandicoot N. Sane Trilogy (Vicarious Visions, 2017) New Super Mario Bros. U (Nintendo, 2012) Furi (The Game Bakers, 2016) Kero Blaster (Pixel, 2014) Sonic Generations (Sonic Team, 2011) Spelunky 2 (Mossmouth, 2020) The Messenger (Sabotage Studios, 2018) Shovel Knight (Yacht Club Games, 2014) Panzer Paladin (Tribute Games, 2020) Ori and the Blind Forest (Moon Studios, 2015) DoDonPachi Resurrection (Cave, 2008) Sonic Forces (Sonic Team, 2017) Trials Evolution (RedLynx, 2012) Bloodstained: Curse of the Moon (Inti Creates, 2018) Music used in this episode Music provided by Music Vine - 🤍 Contribute translated subtitles (and see translation credits) - 🤍

The Design Philosophy of Famous Game Designers | Sid Meier, Will Wright, Miyamoto and Kojima


In this this Video, I Examine the Design Philosophy of Various Game Designers , and attempt to draw comparisons between their various perspectives. Although People as varied as Will Wright and Miyamoto may seem worlds apart, there are commonalities in the perspectives of game designers that suggests a united vision for the future of game design. Support the channel on Patreon 🤍 Sid Meier's Interesting Decisions 🤍 Will Wrights Dynamics for Designers 🤍 Jonathan Blow Dynamical Meaning 🤍 Jesper Juul The Pure Game 🤍 Clint Hocking Ludonarrative Dissonance 🤍 Ken Levine Radical Recognition 🤍 Warren Spector's Design 🤍 Hideo Kojima 🤍 HIdetaka Miyazaki 🤍 Fumito Ueda Design By Subtraction 🤍 David Jaffe 🤍 Miyamoto 🤍 Tetsuya Miziguchi 🤍 Yoko Taro 🤍

Good Game Design - Movement


Get Surfshark VPN at 🤍 and enter promo code SNOMAN for 83% off and 3 extra months for free! Check out the new Snoman GAMEPLAY channel: 🤍 Movement is a vital game design element that can either make or break an experience for me. Any other aspects I missed? Let me know in the comments below! PATREON ► 🤍 MERCH STORE ► 🤍 SNOMAN GAMING 2 ► 🤍 DISCORD SERVER ► 🤍 TWITTER ► 🤍

Diventare GAME DESIGNER • Pensare e Realizzare un Videogioco


Corso di Game Design dell'Istituto Volta ▶ 🤍 Tutto parte da un'idea, ma le idee e la passione spesso non bastano: devono essere accompagnate da una solida preparazione. ● Altri Link Utili sull'Istituto Volta Pagina facebook: 🤍 Profilo Twitter: 🤍 Canale YouTube: 🤍 ● Video sponsorizzato dall'Istituto Volta

How Do You Design a Cast of Enemies?


The first 1000 people who click the link will get 2 free months of Skillshare Premium: 🤍 You could have the ultimate combat system for your game, but what good is it if you've got no one to fight? Constructing a cast of enemies is a tough task. Even great games like Breath of the Wild and Paper Mario: The Origami King haven't nailed it perfectly. You need to carefully balance visual and mechanical design to keep things interesting, and games like Pikmin and the Dragon Quest series have each figured out a way to do that well. Let's talk about how to design a cast of enemies, some problems to avoid, and some opportunities to add flair to make your fights worth fighting. Support Design Doc on Patreon: 🤍 Design Doc on Twitter: 🤍 This video was sponsored by Skillshare #dragonquest #papermario #breathofthewild

I Paid Game Developers on Fiverr to Make the Same Game


Start your free trial on GameMaker Studio 2 here: 🤍 Thanks to YoYo Games for sponsoring the video! I Paid Game Developers on Fiverr to Make the Same Game In this video, I pay three different Game Developers on Fiverr to make the same game. I send all game developers the same game brief, and they try to make the same game in this Fiverr Game Development challenge. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ My Patreon: 🤍 Follow Me: TikTok: 🤍 Dragon Ball Channel: 🤍 Minecraft Channel: 🤍 Twitter: 🤍 Instagram: 🤍 Contact: badgamedevbusiness🤍

I Wish I Had Known This Before I Started Unity Game Development...


In this video I cover several tips for beginners and skilled developers alike! I wish I had known many of these unity skills before making my game Couch Combat… The Unity Spring Sale is going on now: 🤍 Samyam’s Scriptable Object Video: 🤍 Wishlist Couch Combat on Steam: 🤍 Join My Pateron for an exclusive Couch Combat Beta: 🤍 My Discord Server: 🤍 My Twitter: 🤍 Chapters 0:00 Intro 0:49 Unity Tips 3:46 General Tips 9:45 Quick Specific Tips

How Video Game Economies are Designed


GMTK is powered by Patreon - 🤍 In this video, I’ll show you how a typical video game economy is designed - and how resources flow around the system. As we go, I’ll show you how these economic entities can be used to create interesting gameplay for the player. = Before you watch = Content warning: Combat, mild blood. = Sources and Resources = - Sources [1] The Living World of 'The Witcher' 🤍 [2] Patch 1.05 for PC out now! 🤍 - Additional resources The Pillars of Internal Economy — An Introduction to Game Economics 🤍 Feedback Loops in Game Economics 🤍 Keys to Economic Systems 🤍 The Economy of EVE Online 🤍 = Chapters = 00:00 - Intro 01:23 - What is an economy? 01:53 - Entity 1: The Tap 03:04 - Entity 2: The Inventory 03:46 - Entity 3: The Convertor 05:58 - Dealing with grind 09:48 - Entity 4: The Drain 12:09 - Entity 5: The Trader 14:22 - Conclusion 15:31 - Patreon Credits = Games Shown = The Witcher 3: Wild Hunt (2015) Frostpunk (2018) Destiny 2 (2017) Yakuza: Like a Dragon (2020) Diablo III (2012) Horizon Forbidden West (2022) Metro Exodus (2019) Factorio (2020) Far Cry 4 (2014) Detroit: Become Human (2018) The Legend of Zelda: Skyward Sword (2011) Ghost of Tsushima (2020) Call of Duty: Modern Warfare Remastered (2016) DOOM Eternal (2020) Red Dead Redemption 2 (2018) Stardew Valley (2016) Elden Ring (2022) Pokémon Legends: Arceus (2022) Anno 1800 (2019) Call of Duty: Black Ops Cold War (2020) Minecraft (2011) Borderlands 3 (2019) The Legend of Zelda: Breath of the Wild (2017) DOOM (2016) Life is Strange (2015) Resident Evil Village (2021) Shadow Warrior 2 (2016) The Last of Us Part II (2020) The Legend of Zelda: Link's Awakening (2019) The Elder Scrolls V: Skyrim (2011) Resident Evil 4 (2005) Octopath Traveler (2018) Dying Light 2: Stay Human (2022) Ratchet & Clank: Rift Apart (2021) Dragon Quest XI: Echoes of an Elusive Age (2017) Cyberpunk 2077 (2020) Hades (2020) Assassin's Creed: Odyssey (2018) Cookie Clicker (2013) Rogue Legacy (2013) Forager (2019) Tony Hawk's Pro Skater 1 + 2 (2020) No Man's Sky (2016) Satisfactory (In Early Access) Fallout 3 (2008) Darkest Dungeon (2016) Civilization V (2010) Deathloop (2021) Animal Crossing: New Horizons (2020) Subnautica (2018) Death Stranding (2019) Don't Starve (2013) Monopoly Plus (2014) XCOM 2 (2016) Assassin's Creed: Origins (2017) Offworld Trading Company (2016) Kirby and the Forgotten Land (2022) Stellaris (2016) AdVenture Capitalist (2014) Moonlighter (2018) The Ascent (2021) EVE Online (2003) = Credits = Music provided by Epidemic Sound - 🤍 (Referral Link) Icons provided by The Noun Project - 🤍 The Loot Cave | JB3 🤍 Getting Started In Satisfactory! Satisfactory Gameplay Episode 1 | Broadbent 🤍 Simple, Tileable Early Smelting Designs | Factorio 0.18 Tutorial/Guide/How-to | Nilaus 🤍 Monopoly Plus | PC Gameplay | 1080p HD | Max Settings | ZephyrMantis 🤍 = Subtitles = Contribute translated subtitles - 🤍

Что ищут прямо сейчас на
game design falla Настя osu!game JBL FLIP 4 Ledger Nano S احمد فهيم فوركس 1c erp монтаж wi fi Ford puma review мониторинг сети mining hdd рыболовные узлы симптомы панических атак в каком жк купить квартиру полив томатов kennys hack rdr2 maya arnold rendering СОНИК