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Game Maker's Toolkit

Game Maker's Toolkit

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135 items
Last updated on Feb 1, 2024
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Super Mario's Invisible Difficulty Settings
29:16
How Jusant Makes Rock-Climbing More Immersive
19:12
How Nintendo Designed Ultrahand
9:25
How to Make a Good 2D Camera
11:38
The 3 Types of Detective Game
23:44
The Genius AI Behind The Sims
21:38
Valve's "Secret Weapon"
17:32
Why Capcom is the King of Remakes
13:29
How To Think Like A Game Designer
13:07
How Neon White Lets You Speedrun Speedrunning
9:48
The World Design of Elden Ring
19:50
You Should Play Rollerdrome
10:12
How Game Designers Solved These 11 Problems
15:41
How To Combine Video Game Genres
13:11
Can you fix this platformer?
2:22
How Video Game Economies are Designed
16:12
Wait, Didn't Arkane Already Make Deathloop?
25:27
The Power of Invisible Choices
12:58
How The Forgotten City Creates The Perfect Mystery
17:11
How Accessible Were 2021's Games?
16:46
Can we Improve Tutorials for Complex Games?
21:27
The Power of Video Game HUDs
16:30
How to Become a Game Designer
15:08
How to Turn Movement into a Game Mechanic
13:27
How the Nemesis System Creates Stories
22:29
How Watch Dogs: Legion Generates Infinite Londoners
13:30
How Accessible Were 2020's Biggest Games?
18:37
How Zelda's Puzzle Box Dungeons Work
12:47
Who Gets to be Awesome in Games?
14:02
Are Lives Outdated Game Design?
8:45
This Psychological Trick Makes Rewards Backfire
11:27
The Games That Designed Themselves
12:15
Commanding Shepard
53:37
How do Stealth Games Deal with Detection? - School of Stealth Part 3
13:27
Should Designers Listen to Negative Feedback?
16:46
The Five Types of Stealth Game Gadget - School of Stealth Part 2
11:44
The 4 "P"s of DOOM's Amazing Combat
12:31
How Stealth Game Guards See and Hear - School of Stealth Part 1
12:43
The Genius of Prey's Gloo Cannon
8:35
How Level Design Can Tell a Story
18:11
Shovel Knight's Signature Moves
17:52
The Two Types of Random in Game Design
19:18
How Baba Is You Makes Brain Busting Puzzles
15:52
How Accessible Were 2019’s Biggest Games?
19:32
Clockwork Games and Time Loops
13:35
Why Does Celeste Feel So Good to Play?
17:34
Can We Make Talking as Much Fun as Shooting?
12:43
How to Make Your First Super Mario Maker 2 Level
12:59
Why Metro Exodus is so Immersive
14:15
How to Make an Indie Game Trailer
14:32
The Challenge of Cameras
12:03
The Tragedy of Halo 3: ODST
12:30
How Games Get Balanced
15:35
How Synergies Make Slay the Spire Fun
10:16
Making Hitman 2's Best Level
19:16
Roguelikes, Persistency, and Progression
11:37
The Year Stealth Games Got Serious
12:11
How Return of the Obra Dinn Turns You Into a Detective
9:41
Building Better Skill Trees
9:50
How Mega Man 11's Levels Do More With Less
11:45
Does Spidey's Web-Swinging 'Make You Feel Like Spider-Man'?
13:14
How Overcooked’s Kitchens Force You to Communicate
8:16
Playing Past Your Mistakes
10:11
Forging God of War's Leviathan Axe
12:26
Are Score Systems Still Relevant?
10:53
What Makes a Good Combat System?
17:25
How to Keep Players Engaged (Without Being Evil)
10:46
What Makes a Good Puzzle?
17:42
What Makes Celeste's Assist Mode Special
14:05
The Rise of the Systemic Game
12:50
Breaking Down the Best World in Rayman Legends
7:49
How Games Use Feedback Loops
13:11
How Snake Pass Became a Platformer Without Jumping
10:38
5 Amazing Levels from 2017
20:03
The Design Behind Super Mario Odyssey
12:53
How Cuphead's Bosses (Try to) Kill You
10:19
How Game Designers Protect Players From Themselves
11:52
How AM2R and Samus Returns remade Metroid 2
18:07
What Makes a Good Detective Game?
19:31
Deconstructing Ori and the Blind Forest's Best Bit
8:50
Do We Need a Soulslike Genre?
13:53
Donkey Kong Country: Tropical Freeze - Mario's Level Design, Evolved
12:34
What Makes Good AI?
15:42
The Design of Dead Space - Part 3
13:32
The Design of Dead Space - Part 2
12:23
The Design of Dead Space - Part 1
12:05
What Made Psychonauts Special
9:25
Legend of Zelda: Breath of the Wild - An Open World Adventure
11:30
The Secret of Mario's Jump (and other Versatile Verbs)
12:32
The Magic of the First Legend of Zelda
13:14
Finding the Fun in FPS Campaigns
11:49
The Last Guardian and the Language of Games
11:36
How Event[0]'s AI Puzzle Assistant Works
9:20
5 Game Design Innovations from 2016
11:05
Nintendo - Putting Play First
12:02
Why We Remember Bioshock's Fort Frolic
11:13
Deus Ex: Mankind Divided's Amazing Open World
10:10
Shovel Knight and Nailing Nostalgia
9:21
The Comeback of the Immersive Sim
11:29
How Games Do Health
7:37