25:23
How Do Games Make Stealing Fun?
Design Doc
20:39
Good Design, Bad Design Vol. 16: The Best and Worst of Video Game Graphic Design
22:04
What Makes A Good Spooky Stage?
19:50
Using Luck Mechanics, But Only The Good Ones
21:16
What Makes A Terrible Gimmick Boss?
19:56
Good Design, Bad Design Vol. 15: The Best and Worst of Video Game Graphic Design
21:18
Building A Good Place To Fight - RPG Battlefields
19:07
What's Up With These Sketchy Tutorials?
20:26
What Makes A Good Multiple Phase Boss Fight?
21:12
How Do Games Design Around No Damage?
22:01
What Makes A Great Sleep Mechanic?
26:50
What Makes A Great In-Game Shop?
23:56
How Can You Spice Up A Healing System?
How Do Games Play With Poison?
21:17
What Makes A Great Rival Boss?
26:27
What Makes A Good Super Move?
23:14
How Can You Make Backtracking Fun?
19:20
What Makes A Good Game Companion?
22:21
What Makes A Good Boss Rush?
43:44
The Evolution of Mario Kart Items
18:01
What Makes A Hot Fire Level?
What Makes A Great Impossible Boss?
26:32
What Makes A Good Difficulty Option?
16:10
What Makes Good Rhythm Game UX?
18:50
What's the Deal with Fast Travel?
22:28
What Makes A Great Double Boss Fight?
19:06
What Makes A Cool Winter Level?
19:46
What's The Point of a Day-Night Cycle in Games?
15:07
Good Design, Bad Design Vol. 14 - Great and Terrible Graphic Design in Games
21:05
What Makes a Good Cast of Game Villains?
19:51
Why Do Games Shift in Tone?
19:33
What Makes A Good Secret Boss?
15:35
What Makes A Game Speedrun Friendly?
18:17
What's The Point of Elements in Games?
16:18
How Do Save Systems Shape Games?
36:41
The Evolution of Mario Kart Tracks
17:43
How Do You Improve Turn Based Combat?
18:44
What's The Point of a First Level?
18:04
What Makes A Good Colossal Boss?
15:28
What Makes a Good RPG Town?
23:05
Good Design, Bad Design Vol. 13 with JoCat - Advance Wars, Chicory, Astroneer and More ~ Design Doc
24:00
How Do You Make Fun Unlockables?
How Do You Make A Great Sequel?
16:03
What Makes A Great First Boss?
17:52
Why Is It So Hard To Make Games On Rails?
11:03
What Makes a Game Cozy? ~ Design Doc
15:03
Whatever Happened to Random Battles?
15:42
How Do You Build RPG Party Chemistry?
17:47
What's the Point of Critical Hits?
14:23
The Zelda Pattern - How to Spice Up Bland Game Boss Design ~ Design Doc
17:36
Good Design, Bad Design Vol. 12 - Video Game Graphic Design at its Best and Worst
18:20
Side Quests - How To Make A Good Detour
Collectibles - How To Make Chores Fun In Games
15:39
Boss Battle Design Vol. 3 - Okami, Sonic Mania, and what's wrong with Zorah Magdaros
19:27
Good Design, Bad Design Vol. 11 - Tetris, Hyper Light Drifter, and Great Game Animation
20:03
What Led Supergiant To Hades? ~ Design Doc
18:25
What Makes a Great Hub World? - How Mario 64, Spyro, and Hades Made Theirs ~ Design Doc
17:56
What Makes a Good Level Up System?
16:34
How Do You Design a Cast of Enemies?
24:50
Good Design, Bad Design X - More of the Best and Worst Graphic Design in Games
17:29
How Can I Stop Item Hoarding In Games?
19:26
What's the Point of Status Effects? ~ Design Doc
20:23
Good Design, Bad Design Vol. 9 - The Graphic Design of Animal Crossing, Resident Evil 2, and More
21:47
What Makes a Good New Game Plus?
12:50
What Makes For A Better Mario Boss?
20:20
What Makes A Game Replayable?
17:05
Good Design, Bad Design Vol. 8 - Analyzing the Graphic Design in Cuphead, Jackbox, and More
15:52
Design Doc's Favorite Games of the Year - Fire Emblem, Ring Fit Adventure, and Yooka-Laylee
22:59
Designing Modern Adventure Games - Ace Attorney, Danganronpa, and More ~ Design Doc
16:52
Designing Classic Adventure Games - King's Quest, Myst, Monkey Island and More
22:39
Good Design, Bad Design Vol. 7 - The Best and Worst of Graphic and UI Design in Games ~ Design Doc
16:13
Boss Battle Design Vol. 2 - Designing Engaging Boss Fights in Games
15:44
Game Design Rebrands - New Core Mechanics vs. Fan Expectations ~ Design Doc
14:07
The History of Console Cheat Devices - How the Game Genie and GameShark Took Over The 90s
20:00
Good Design, Bad Design Vol. 6 - The Best and Worst of Video Game Graphic Design
16:38
Inventory UX Design - How Zelda, Resident Evil, and Doom Make Great Game Menu UX
16:24
Experimental Kart Racers - Sonic, Kirby, Snowboard Kids & More
12:52
Game Patents - Protecting Crazy Taxi's Arrow, Nintendo's D-Pad & More
15:19
Boss Battle Design ~ Design Doc
11:41
Final Fantasy IX - How to Pace a Game ~ Design Doc
17:54
Good Design, Bad Design Vol. 5 - The Best and Worst of Video Game Graphic Design ~ 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
17:10
The Decline of SSX ~ Design Doc
18:10
Good Design, Bad Design Vol. 4 - The Best and Worst of Video Game Graphic Design ~ Design Doc
12:00
The Design of Octopath Traveler ~ Design Doc
13:07
Kart Racers - Designing Fun for Everyone ~ Design Doc
13:11
Moonlighter and Recettear - Item Shop Games ~ Design Doc
16:40
Good Design, Bad Design Vol. 3 - Amazing and Awful Video Game Graphic Design ~ Design Doc
12:01
RollerCoaster Tycoon: A Timeless Design ~ Design Doc
11:11
Star Fox 64 VS Star Fox Zero - An Endless Time Loop ~ Design Doc
12:57
Breath of the Wild's Exploration Cycle ~ Design Doc
10:23
Final Fantasy VIII's Divisive Junction System ~ Design Doc
11:49
How To Make Great Game Rivals - Pokemon and Devil May Cry ~ Design Doc
12:19
Great High Concept Games You Haven't Played - Battle Chef Brigade ~ Design Doc
15:37
Good Design, Bad Design Vol. 2 - Great & Terrible Video Game Graphic Design Examples ~ Design Doc
7:40
Golf Story - Why Golf RPGS Work ~ Design Doc
15:40
FFX VS FFXIII - Two Linear Games, Two Outcomes ~ Design Doc
10:38
Designing Narrative Choice - Add Branching Paths to Game Stories Without a AAA Budget ~ Design Doc
7:52
The Forgotten Depth of Kingdom Hearts ~ Design Doc