13:07
Kart Racers - Designing Fun for Everyone ~ Design Doc
Design Doc
12:38
Designing AI Allies - How Games Create Great Party Members and Companions ~ Design Doc
12:25
The Evolution of Roguelike Design - How Rogue led to FTL, Spelunky, and So Many More ~ Design Doc
13:11
Moonlighter and Recettear - Item Shop Games ~ Design Doc
11:49
How To Make Great Game Rivals - Pokemon and Devil May Cry ~ Design Doc
15:19
Boss Battle Design ~ Design Doc
16:24
Experimental Kart Racers - Sonic, Kirby, Snowboard Kids & More
10:38
Designing Narrative Choice - Add Branching Paths to Game Stories Without a AAA Budget ~ Design Doc
Teaching Game Mechanics Well - Guidance VS. Hand Holding ~ Design Doc
13:56
Sonic & Gameplay Variety - How FOCUSED Gameplay Improves a Game ~ Design Doc
7:00
Mechanics & Character Design - How Mario & Dark Souls Communicate Characters ~ Design Doc
7:07
Directing Exploration - How Games Guide Players WITHOUT Tutorials ~ Design Doc
5:19
How Games Convey Pain - Exploring Life Bars and Feedback ~ Design Doc
16:38
Inventory UX Design - How Zelda, Resident Evil, and Doom Make Great Game Menu UX
16:13
Boss Battle Design Vol. 2 - Designing Engaging Boss Fights in Games
20:20
What Makes A Game Replayable?
12:50
What Makes For A Better Mario Boss?
19:26
What's the Point of Status Effects? ~ Design Doc
17:29
How Can I Stop Item Hoarding In Games?
17:56
What Makes a Good Level Up System?
18:25
What Makes a Great Hub World? - How Mario 64, Spyro, and Hades Made Theirs ~ Design Doc
15:39
Boss Battle Design Vol. 3 - Okami, Sonic Mania, and what's wrong with Zorah Magdaros
17:47
Collectibles - How To Make Chores Fun In Games
18:20
Side Quests - How To Make A Good Detour
What's the Point of Critical Hits?
15:03
Whatever Happened to Random Battles?
11:03
What Makes a Game Cozy? ~ Design Doc
17:52
Why Is It So Hard To Make Games On Rails?
24:00
How Do You Make Fun Unlockables?
18:44
What's The Point of a First Level?
0:53
The Cuphead Show! | Calling All Bosses | Netflix
Netflix
17:43
How Do You Improve Turn Based Combat?
36:41
The Evolution of Mario Kart Tracks
16:18
How Do Save Systems Shape Games?
18:17
What's The Point of Elements in Games?
15:35
What Makes A Game Speedrun Friendly?
19:46
What's The Point of a Day-Night Cycle in Games?
22:28
What Makes A Great Double Boss Fight?
18:50
What's the Deal with Fast Travel?
16:10
What Makes Good Rhythm Game UX?
26:32
What Makes A Good Difficulty Option?
21:12
What Makes A Great Impossible Boss?
18:01
What Makes A Hot Fire Level?
43:44
The Evolution of Mario Kart Items
22:21
What Makes A Good Boss Rush?
19:20
What Makes A Good Game Companion?
23:14
How Can You Make Backtracking Fun?
26:27
What Makes A Good Super Move?
19:07
How Do Games Play With Poison?
23:56
How Can You Spice Up A Healing System?
26:50
What Makes A Great In-Game Shop?
22:01
What Makes A Great Sleep Mechanic?
How Do Games Design Around No Damage?
20:26
What Makes A Good Multiple Phase Boss Fight?
What's Up With These Sketchy Tutorials?
21:16
What Makes A Terrible Gimmick Boss?
19:50
Using Luck Mechanics, But Only The Good Ones
22:04
What Makes A Good Spooky Stage?
25:23
How Do Games Make Stealing Fun?
24:24
Really Slow Boss Fights