24:00
Can I fix Zelda's UI using Unity?
Game Maker's Toolkit
27:05
How a Super Smash Bros. Fighter is Designed
15:38
10 Game Design Lessons from 10 Years of GMTK
29:37
What Makes a Game Feel Mysterious?
2:13:14
The 100 Games That Taught Me Game Design
29:16
Super Mario's Invisible Difficulty Settings
19:12
How Jusant Makes Rock-Climbing More Immersive
9:25
How Nintendo Designed Ultrahand
11:38
How to Make a Good 2D Camera
23:44
The 3 Types of Detective Game
21:38
The Genius AI Behind The Sims
17:32
Valve's "Secret Weapon"
13:29
Why Capcom is the King of Remakes
13:07
How To Think Like A Game Designer
9:48
How Neon White Lets You Speedrun Speedrunning
19:50
The World Design of Elden Ring
10:12
You Should Play Rollerdrome
15:41
How Game Designers Solved These 11 Problems
13:11
How To Combine Video Game Genres
2:22
Can you fix this platformer?
16:12
How Video Game Economies are Designed
25:27
Wait, Didn't Arkane Already Make Deathloop?
12:58
The Power of Invisible Choices
17:11
How The Forgotten City Creates The Perfect Mystery
16:46
How Accessible Were 2021's Games?
21:27
Can we Improve Tutorials for Complex Games?
16:30
The Power of Video Game HUDs
15:08
How to Become a Game Designer
13:27
How to Turn Movement into a Game Mechanic
22:29
How the Nemesis System Creates Stories
13:30
How Watch Dogs: Legion Generates Infinite Londoners
18:37
How Accessible Were 2020's Biggest Games?
12:47
How Zelda's Puzzle Box Dungeons Work
14:02
Who Gets to be Awesome in Games?
8:45
Are Lives Outdated Game Design?
11:27
This Psychological Trick Makes Rewards Backfire
12:15
The Games That Designed Themselves
53:37
Commanding Shepard
How do Stealth Games Deal with Detection? - School of Stealth Part 3
Should Designers Listen to Negative Feedback?
11:44
The Five Types of Stealth Game Gadget - School of Stealth Part 2
12:31
The 4 "P"s of DOOM's Amazing Combat
12:43
How Stealth Game Guards See and Hear - School of Stealth Part 1
8:35
The Genius of Prey's Gloo Cannon
18:11
How Level Design Can Tell a Story
17:52
Shovel Knight's Signature Moves
19:18
The Two Types of Random in Game Design
15:52
How Baba Is You Makes Brain Busting Puzzles
19:32
How Accessible Were 2019’s Biggest Games?
13:35
Clockwork Games and Time Loops
17:34
Why Does Celeste Feel So Good to Play?
Can We Make Talking as Much Fun as Shooting?
12:59
How to Make Your First Super Mario Maker 2 Level
14:15
Why Metro Exodus is so Immersive
14:32
How to Make an Indie Game Trailer
12:03
The Challenge of Cameras
12:30
The Tragedy of Halo 3: ODST
15:35
How Games Get Balanced
10:16
How Synergies Make Slay the Spire Fun
19:16
Making Hitman 2's Best Level
11:37
Roguelikes, Persistency, and Progression
12:11
The Year Stealth Games Got Serious
9:41
How Return of the Obra Dinn Turns You Into a Detective
9:50
Building Better Skill Trees
11:45
How Mega Man 11's Levels Do More With Less
13:14
Does Spidey's Web-Swinging 'Make You Feel Like Spider-Man'?
8:16
How Overcooked’s Kitchens Force You to Communicate
10:11
Playing Past Your Mistakes
12:26
Forging God of War's Leviathan Axe
10:53
Are Score Systems Still Relevant?
17:25
What Makes a Good Combat System?
10:46
How to Keep Players Engaged (Without Being Evil)
17:42
What Makes a Good Puzzle?
14:05
What Makes Celeste's Assist Mode Special
12:50
The Rise of the Systemic Game
7:49
Breaking Down the Best World in Rayman Legends
How Games Use Feedback Loops
10:38
How Snake Pass Became a Platformer Without Jumping
20:03
5 Amazing Levels from 2017
12:53
The Design Behind Super Mario Odyssey
10:19
How Cuphead's Bosses (Try to) Kill You
11:52
How Game Designers Protect Players From Themselves
18:07
How AM2R and Samus Returns remade Metroid 2
19:31
What Makes a Good Detective Game?
8:50
Deconstructing Ori and the Blind Forest's Best Bit
13:53
Do We Need a Soulslike Genre?
12:34
Donkey Kong Country: Tropical Freeze - Mario's Level Design, Evolved
15:42
What Makes Good AI?
13:32
The Design of Dead Space - Part 3
12:23
The Design of Dead Space - Part 2
12:05
The Design of Dead Space - Part 1
What Made Psychonauts Special
11:30
Legend of Zelda: Breath of the Wild - An Open World Adventure
12:32
The Secret of Mario's Jump (and other Versatile Verbs)
The Magic of the First Legend of Zelda
11:49
Finding the Fun in FPS Campaigns
11:36
The Last Guardian and the Language of Games
9:20
How Event[0]'s AI Puzzle Assistant Works
11:05
5 Game Design Innovations from 2016
12:02
Nintendo - Putting Play First
11:13
Why We Remember Bioshock's Fort Frolic
10:10
Deus Ex: Mankind Divided's Amazing Open World
9:21
Shovel Knight and Nailing Nostalgia
11:29
The Comeback of the Immersive Sim
7:37
How Games Do Health
6:07
Downwell's Dual Purpose Design
10:20
What Mirror's Edge Catalyst Should Have Learned From Burnout Paradise
Hitman, and the Art of Repetition
A Deep Dive into Star Fox Zero's Controls
Controllers Control Everything
9:47
Should Dark Souls Have an Easy Mode? (See Pinned Comment)
7:13
How (and Why) Spelunky Makes its Own Levels
9:00
Depth, Mastery, and Vanquish
How Jonathan Blow Designs a Puzzle
8:59
Morality in the Mechanics
7:59
What We Can Learn From DOOM
Anatomy of a Side Quest: Beyond the Beef
How Her Story Turns Video Clips into Clues
7:40
5 Bits of Good Game Design from 2015
8:38
Climbing in Games
8:00
Following the Little Dotted Line
Why Nathan Drake Doesn't Need a Compass
6:51
Ico, and Design by Subtraction
10:03
Is Until Dawn a Good Horror Movie?
5:59
3 Lessons from a Real-time, Turn-based Game
15:03
Analysing Mario to Master Super Mario Maker
9:40
Point and Click Puzzle Design
5:53
Is The Swindle the First Great Heist Game?
6:16
Batman Arkham Knight and the Scourge of Scale
6:34
Puzzle Solving... or Problem Solving?
6:00
What Capcom Didn't Tell You About Resident Evil 4
7:23
Telling Stories with Systems
7:05
Getting Lost in Axiom Verge
5:32
Redesigning Death
5:10
Super Mario 3D World's 4 Step Level Design
5:19
Secrets of Game Feel and Juice
6:36
Half-Life 2's Invisible Tutorial
5:14
Theme and Mechanics in Far Cry 2 and Far Cry 4
4:50
Sequence Breaking with Toki Tori 2
Adaptive Soundtracks in Games