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Designing Game Rules - PAX South 2016
 
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The rules of a game literally define it. In videogames, they are intrinsic limitations. In tabletop, players must enforce them. In all games, players need to learn them. There are good and bad ways to teach a game. From awful tutorials to unparseable rulebooks, elegant demos to hour-long slogs, join us for a mechanical discussion of how game rules are (and should be) written, how players learn games, and why so few people are willing to read a 100 page rulebook (nevermind the appendices)! Panelists: Brandon "Rym" DeCoster [Producer, GeekNights], Scott Rubin [Host, GeekNights] Presented at PAX South 2016!
Views: 73307 Rym DeCoster
Game Design Process: Designing Your Video Game
 
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In today’s video, we continue our series on game design process. We will show you how to conceptualize and differentiate your game design’s vision, how to define your design priorities, and how to communicate your vision so that you can gets others on board with your plan. This is the second video in a two part series - View part 1 here: https://www.youtube.com/watch?v=utmlfUZvdJw ► A New Gamedev Video Every Week! Subscribe ► https://www.youtube.com/channel/UCd_lJ4zSp9wZDNyeKCWUstg/?sub_confirmation=1 ► 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. ► Ask a Question We answer your #gamedev questions! If you’re curious about anything in the game development world, leave a comment or tweet us at @askgamedev ► Follow us Facebook: https://www.facebook.com/askgamedev/ Instagram: https://www.instagram.com/askgamedev/ Twitter: https://twitter.com/askgamedev Web: http://www.askgamedev.com Emoji artwork provided by EmojiOne - http://emojione.com Check out Ask Gamedev on Discord! Chat about game development in realtime. https://discord.gg/RuhjHzZ
Views: 8833 Ask Gamedev
Designing Games for Game Designers
 
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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: https://ubm.io/2yWXW38 Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/Official_GDC 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.
Views: 6008 GDC
Day in the Life: Video Game Designer
 
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Kim is a video game designer for Mind Control Software. As part of ConnectEd's "Day in the Life" series, Kim discusses her duties as a level designer and the education that helped her land the job. Explore more career videos at http://connectedstudios.org/life_videos Follow us on Facebook! https://facebook.com/connectedstudios
Views: 1012678 ConnectEd
Designing Race for the Galaxy: Making a Strategic Card Game
 
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In this 2018 GDC talk, game designer Tom Lehmann discusses his acclaimed card game Race for the Galaxy, walking through through its use of cards as resources, simultaneous play, luck mitigation via card-sifting, use of icons, and how ideas from economics and optimization theory influenced its design. Register for GDC: https://ubm.io/2yWXW38 Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/Official_GDC 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.
Views: 2674 GDC
Designing Apps and Games for Kids (The Right Way)
 
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In this 2014 GDC Next talk, ChoreMonster's Paul Armstrong and Alex Bowman, Ubooly's Carly Gloge, and THUP Games's Jim Nichols explain how to design useful, entertaining games and apps like kids and not just for kids. 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 https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 4927 GDC
Clash of Clans: Designing Games That People Will Play For Years
 
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Building a game that people play for years is no simple task and has no magic formula. However, in this session taking place at GDC 2015, Clash of Clans developer, Jonas Collaros takes an insider's look at the hit game's development history and asks: what lessons can Clash teach?
Views: 14782 GDC
Designing a game character
 
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🎨 Come join our growing art community over at https://forums.cubebrush.co/! ▶ Cubebrush Art Resources - https://cubebrush.co/ Facebook: https://www.facebook.com/cubebrush Twitter: https://twitter.com/cubebrush Arnold Tsang portfolio: http://arnistotle.deviantart.com/ Part 2 will be about line-art coloring! Don't miss it! Don't forget to subscribe for more videos every week!!
Views: 98442 Brushboost
Building Streaming Into Your Game - Designing Games for Observers - Extra Credits
 
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Thanks to Squarespace for sponsoring this video. Go to Squarespace.com for a free trial and when you’re ready to launch, go to http://squarespace.com/extracredits to save 10% off your first purchase of a website or domain Adding streaming-friendly features to your game *can* increase its marketability, but they have to be as well-thought out as the rest of the gameplay mechanics that cater directly to players. Join our weekly Tuesday book club at 5pm PDT (we're reading Dune right now!) at https://www.twitch.tv/extracredits Subscribe to Extra Credits for more episodes every Wednesday! http://bit.ly/SubToEC Get info about all our shows at http://becausegamesmatter.com ___________ Get your Extra Credits gear at the store! http://bit.ly/ExtraStore Thanks for participating in this week's discussion! We want you to be aware of our community posting guidelines so that we can have high-quality conversations: https://goo.gl/HkzwQh Contribute community subtitles to Extra Credits: http://www.youtube.com/timedtext_cs_panel?c=UCCODtTcd5M1JavPCOr_Uydg&tab=2 Talk to us on Twitter (@ExtraCreditz): http://bit.ly/ECTweet Follow us on Facebook: http://bit.ly/ECFBPage ___________ Would you like James to speak at your school or organization? For info, contact us at: http://james-portnow.com ___________ ♪ Intro Music: "Penguin Cap" by CarboHydroM http://bit.ly/1eIHTDS ♪ Outro Music: "Советский Космонавт" by: Sir_NutS https://ocremix.org/remix/OCR03291
Views: 73935 Extra Credits
Top 10 Tips for Getting Into The Video Game Industry
 
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Want to get into the video game industry but don’t know where to start? Well with a little help from Smite Developer Hi-Rez Studio, we’re here to give you some tips for getting your dream job. Join http://www.watchmojo.com as we countdown our picks for the Top 10 getting into the Video Game Industry. Check us out at http://www.Twitter.com/WatchMojo, http://instagram.com/watchmojo and http://www.Facebook.com/WatchMojo. Also, check out our interactive Suggestion Tool at http://www.WatchMojo.com/suggest :) This video was brought to you by SMITE, the online Battleground of the Gods. Play free at www.smitegame.com and seize victory in intense battles of godlike action, each fueled by over 10,000 years of mythology. The SMITE World Championship will be taking place in Atlanta Georgia on January 9th-11th. Featuring a prize pool of over $2.5 million dollars and the best SMITE teams from around the world, this tournament will be one of the biggest gaming events in eSports history. If you want to suggest an idea for a WatchMojo video, check out our interactive Suggestion Tool at http://www.WatchMojo.com/suggest :) Want a WatchMojo cup, mug, t-shirts, pen, sticker and even a water bottle? Get them all when you order your MojoBox gift set here: http://watchmojo.com/store/ WatchMojo is a leading producer of reference online video content, covering the People, Places and Trends you care about. We update DAILY with 2-3 Top 10 lists, Origins, Biographies, Versus clips on movies, video games, music, pop culture and more!
Views: 1429787 WatchMojo.com
How the inventor of Mario designs a game
 
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Shigeru Miyamoto's design philosophy, explained. Subscribe to our channel! http://goo.gl/0bsAjO Vox.com is a news website that helps you cut through the noise and understand what's really driving the events in the headlines. Check out http://www.vox.com to get up to speed on everything from Kurdistan to the Kim Kardashian app. Check out our full video catalog: http://goo.gl/IZONyE Follow Vox on Twitter: http://goo.gl/XFrZ5H Or on Facebook: http://goo.gl/U2g06o
Views: 2777993 Vox
Animation and Game Art Design
 
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For more information about the Animation and Game Art Design program at JCCC, email csitdept@jccc.edu, or click on http://www.jccc.edu/academics/arts-design/animation/.
Views: 28416 JCCCvideo
Level Design Workshop: Designing Celeste
 
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In this 2017 GDC session, Celeste lead developer Matt Thorson touches on a range of topics through the tools and process of designing 300+ hardcore platformer stages for 'Celeste', arranging the sprawling area maps that make up the mountain, and weaving story elements through its game world. Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/Official_GDC 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.
Views: 51592 GDC
Kart Racers - Designing Fun for Everyone ~ Design Doc
 
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Kart racers have such a wide appeal compared to most other genres. What do they do to draw in such a large audience? Let's look at the tools used by Mario Kart, Sonic All-Stars, Crash Team Racing and Diddy Kong Racing to appeal to so many people. Support Design Doc on Patreon and help us release videos faster: http://www.patreon.com/designdoc https://twitter.com/Warbot400
Views: 67890 Design Doc
Designing Core Loops | Suleman ALI
 
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Core loops make or break social games. Learn from our years of mistakes and successes in designing core loops. Learn how to design core loops, what makes a great core loop, and how to iterate on your core loop. Delivered at Casual Connect Seattle, July 2012. Download Slides: http://casualconnect.org/lectures/design/designing-core-loops-suleman-ali
Views: 4985 CasualConnect
Making Games Better for Players with Motor Disabilities | Designing for Disability
 
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Video games are for everyone. But disabled people can be left out if developers don’t consider their needs. In this series of videos, I’ll be sharing guidelines and best practices for making games more accessible to a wide range of disabilities. This time, I’m looking at design choices and menu options that will affect those who have motor, mobility, or physical disabilities. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Have Mark talk at your studio, university, or event - https://gamemakerstoolkit.tumblr.com Resources Game accessibility guidelines http://gameaccessibilityguidelines.com Games shown in this episode (in order of appearance) Marvel’s Spider-Man (Insomniac Games, 2018) Ori and the Blind Forest (Moon Studios, 2015) Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015) Nioh (Team Ninja, 2017) Snake Pass (Sumo Digital, 2017) Titanfall 2 (Respawn Entertainment, 2016) Uncharted: The Lost Legacy (Naughty Dog, 2017) Rocket League (Psyonix, 2015) Tom Clancy's Rainbow Six Siege (Ubisoft Montreal, 2015) Nier: Automata (Platinum Games, 2017) Overwatch (Blizzard Entertainment, 2016) Star Fox Zero (Nintendo / PlatinumGames, 2016) The Legend of Zelda: Twilight Princess (Nintendo, 2006) Donkey Kong Country Returns (Retro Studios, 2010) Super Mario Odyssey (Nintendo, 2017) Splatoon 2 (Nintendo, 2017) PlayStation VR Worlds (London Studio, 2016) XCOM 2 (Firaxis, 2016) XCOM: Enemy Unknown (Firaxis Games, 2012) Shadow of the Tomb Raider (Eidos Montreal, 2018) Her Story (Sam Barlow, 2015) Wolfenstein II: The New Colossus (MachineGames, 2017) Fortnite (Epic Games, 2017) Bayonetta 2 (PlatinumGames, 2014) Doom (id Software, 2016) The Witness (Thekla, Inc, 2016) Battlefield 4 (EA DICE, 2013) Mario Kart 8 Deluxe (Nintendo, 2017) Batman: Arkham Asylum (Rocksteady Studios, 2009) A Way Out (Hazelight, 2018) The Last of Us (Naughty Dog, 2013) Tomb Raider (Crystal Dynamics, 2013) Detroit: Become Human (Quantic Dream, 2018) Alien: Isolation (The Creative Assembly, 2014) Furi (The Game Bakers, 2016) Dead Space 2 (Visceral Games, 2011) Celeste (Matt Makes Games, 2018) Fallout 4 (Bethesda Game Studios, 2015) God of War (Santa Monica Studio, 2018) The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011) Dark Souls (From Software, 2011) Forza Horizon 4 (Playground Games, 2018) Music used in this episode 00:00 - Puzzle Pieces, Lee Rosevere 00:32 - Substory Theme A (Yakuza 0) 01:28 - Dynamic Theme Music (Life is Strange: Before the Storm) 04:16 - Zen 4 (Life is Strange: Farewell) 09:08 - Main Menu (Life is Strange: Before the Storm)
Views: 124855 Mark Brown
Making Games Better for Gamers with Colourblindness & Low Vision | Designing for Disability
 
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Video games are for everyone. But disabled people can be left out if developers don’t consider their needs. In this series of videos, I’ll be sharing guidelines and best practices for making games more accessible to a wide range of disabilities. This time, I’m looking at design choices and menu options that will affect those who are colourblind or have low vision. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Resources Game accessibility guidelines http://gameaccessibilityguidelines.com Color Oracle https://colororacle.org Sim Daltonism https://michelf.ca/projects/sim-daltonism/ Colourblind Simulator - Unity https://www.alanzucconi.com/2015/12/16/color-blindness/ Colourblind Simulator - Game Maker https://marketplace.yoyogames.com/assets/486/color-blindness-simulation Guidelines for Building Blind-Accessible Computer Games http://www.blindcomputergames.com/guidelines/guidelines.html Screenreader support on Xbox One (video) https://channel9.msdn.com/Events/GDC/GDC-2017/GDC2017-009 Accessibility on iOS https://developer.apple.com/library/archive/documentation/UserExperience/Conceptual/iPhoneAccessibility/Introduction/Introduction.html Accessibility on Android https://material.io/design/usability/accessibility.html#understanding-accessibility Games shown in this episode (in order of appearance) Half-Life 2 (Valve Corporation, 2004) Hue (Fiddlesticks Games, 2016) God of War (Santa Monica Studio, 2018) Cuphead (Studio MDHR, 2017) BioShock 2 (2K Marin, 2010) DOOM (id Software, 2016) Tom Clancy's Rainbow Six Siege (Ubisoft Montreal, 2015) Super Smash Bros. for Wii U (Sora, 2014) Fortnite (Epic Games, 2017) ReCore (Armature Studio, 2016) ChromaGun (Pixel Maniacs, 2015) Into the Breach (Subset Games, 2018) Battlefield 1 (EA DICE, 2016) Call of Duty: Modern Warfare 3 (Infinity Ward, 2011) The Spectrum Retreat (Dan Smith Studios, 2018) Rocket League (Psyonix, 2015) Pyre (Supergiant Games, 2017) Overwatch (Blizzard Entertainment, 2016) Splatoon 2 (Nintendo, 2017) Dead Rising (Capcom, 2006) Kirby's Epic Yarn (Good-Feel, 2010) Life Is Strange: Before the Storm (Deck Nine, 2017) Yakuza 0 (Sega, 2017) Invisible, Inc. (Klei Entertainment, 2015) Monster Hunter: World (Capcom, 2018) Borderlands: The Pre-Sequel (Gearbox Software, 2014) Assassin's Creed: Origins (Ubisoft Montreal, 2017) Alien: Isolation (The Creative Assembly, 2014) Kingdom Come: Deliverance (Warhorse Studios, 2018) Gone Home (Fulbright, 2013) The Awesome Adventures of Captain Spirit (Dontnod Entertainment, 2018) Street Fighter IV (Capcom, 2008) Shoot 1UP (Mommy’s Best Games, 2010) Mortal Kombat X (NetherRealm Studios, 2015) Injustice: Gods Among Us (NetherRealm Studios, 2013) Killer Instinct (Double Helix Games, 2013) Skullgirls (Reverge Labs, 2012) Hearthstone (Blizzard Entertainment, 2014) Dream Daddy: A Dad Dating Simulator (Game Grumps, 2017) Semblance (Nyamakop, 2018) Transformers: Devastation (Platinum Games, 2015) Music used in this episode 00:00 - Puzzle Pieces, Lee Rosevere 00:33 - Substory Theme A (Yakuza 0) 03:11 - Free Roam Theme (Life is Strange: Farewell) 07:33 - Zen 4 (Life is Strange: Farewell) 12:26 - Dynamic Theme Music (Life is Strange: Before the Storm) 13:23 - k. Part 2 - 01 untitled 1, animeistrash
Views: 166928 Mark Brown
Designing Games For Dev Motivation | Motivational Design
 
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Designing games for maximum productivity can be great for businesses. But for individuals or small teams, sometimes a better method is needed. 67 Tips for Game Developers: http://gdu.io/insiders?ref=yt Serious about success in game development? Wanna make indie games that ROCK?! Join Underground ELITE: https://www.patreon.com/GameDevUnderground *** FOLLOW ME: *** Twitter: http://twitter.com/timruswick Twitch: https://www.twitch.tv/timruswick *** FOLLOW GDU: *** Blog: http://gdu.io/blog/ Twitter: http://twitter.com/gamedevudg Facebook: http://facebook.com/gamedevudg Discord: https://discord.gg/cYMGA77 If you are an indie developer and you are looking for a fantastic community and help to refine, manage, and market your game, join us! http://gdu.io
Views: 1036 Game Dev Underground
Designing a Board Game, Part 1 - Inspiration, Restrictions, Concept, Goals - Game Design Journal
 
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Hey gang! This is the first of a many part series documenting my journey designing and hopefully publishing a board game. This is background, setting goals, and the first seed of an idea for what I'll be developing. Each step along the way will get a video, and hopefully when its all done we can follow the path and see the major design choices. I'll talk about why I go in the direction I go in future videos, but the main goal remains the same: FINISH A GAME AND PUBLISH IT! Check out my livestreams at https://www.twitch.tv/TheRumHam Subscribe for the best mobile game strategy content! : https://www.youtube.com/c/TheRumHam?sub_confirmation=1 Follow me on Twitter : https://twitter.com/TheRumHam_CR
Skirmish - Designing A Tabletop Battle Game
 
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The things I do when I am bored.
Views: 1452 scannerbarkly
Making Games: Designing for Play
 
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From the Interactive Media & Games Seminar Series; Dan Klein, a Stanford Lecturer in the Graduate School of Business, the Department of Theater and Performance Studies, and the d.school, looks at simple models of human play, and then applies Design Thinking to Game Design in order to make up games for each other.
Views: 1898 Stanford
DESIGNING BEAUTIFUL LEVELS FOR YOUR GAMES! | Game Quest
 
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Level Design is a hard and deep topic, with a bunch of factors you must learn and master. In this video, we're going to talk about what those are, and start this series of videos we'll make about level designing! We take the examples mainly from Unity, but these tricks and the knowledge shred in these videos can be applied to any game engine. Thumbnail art by Maarten Hof (https://www.youtube.com/watch?v=vYsB1CbUh08) ♥ Support Sykoo on Patreon: https://www.patreon.com/SykooSam ···················································································· ♥ Subscribe: https://bit.ly/2KSX5F2 ● Twitter: https://twitter.com/SykooSam ● Instagram: http://www.instagram.com/SykooSam ● Twitch: http://www.twitch.com/sykootv ● Join Sykoo's Discord server: https://discord.gg/4kRCajN ● Business email: sam@sykoos.com ···················································································· At Sykoo, we make educational content for free. We wish to promote that cause, and you can help by supporting us through Patreon, leaving a like on this video, and Subscribing to the channel! 🎵 SHAHMEN – MARK (EMR3YGUL Remix) (INFINITY BASS)
Views: 15796 Sykoo
Designing Games Around Repetitive Mechanics | Danilo RADOJCIN
 
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Download Slides: http://gamesauce.org/news/2015/06/23/danilo-radojcin-the-story-behind-the-games-casual-connect-video/ Delivered Casual Connect Europe 2015 Evolution of games developed with linear mechanics, point and click adventures and how to make them lovable Discussing challenges repetitive mechanics represent to developers and the ways to avoid its obstacles Pros and cons of game designing in linear mechanics environment Changing perception of simple game mechanics using gameplay Future of games with simple and repetitive mechanics.
Views: 2395 CasualConnect
Designing a Game Character!
 
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Take a look into the process I use for designing characters for video games! As always, instead of starting with the visuals, we're designing toward a purpose. This character is not "done", however! I'll be revisiting the character in future videos. Videos and articles everyday this month at Character Design Forge: http://characterdesignforge.com Signup to be notified when the Learn Character Design Course launches! http://learncharacterdesign.com On social media: http://twitter.com/bageldenizen http://instgram.com/bageldenizen
5 TIPS for Designing Better Maps & Levels | Game Development Tutorial HOW TO
 
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Are you a game designer, struggling to improve your map/level creation skills? Wanna know how to make better maps? BenderWaffles is here to give you his top 5 tips for designing better maps and levels. No matter what genre of game you are making, you’ll have to make maps. I mean, unless you are making a text adventure, in which case I have no idea why you are watching this video…Whatever, you do you. Enough people have asked me for my advice on map making so I figured I would help you all out by giving you my top tips for creating great maps. So I could go on and on for hours on this topic, but these are a few of my top pieces of advice for map makers and level designers. If you want to see more videos like this, toss this video a like and comment down below, I’d love to hear from ya. Don’t forget to subscribe guys and have a good one! http://screenrant.com/ https://www.facebook.com/ScreenRant/?fref=ts Twitter: @BenderWaffles Facebook: facebook.com/benderwaffles Patreon: patreon.com/benderwaffles Suggested Videos: BenderWaffles Teaches: RPG Maker - Basic Custom Tilesets - https://www.youtube.com/watch?v=AKwQ5ZpQMxo Don't Stop... - BenderWaffles Ponders - https://www.youtube.com/watch?v=YuRgKBhGS44 Cold Funk - Funkorama by Kevin MacLeod is licensed under a Creative Commons Attribution license (https://creativecommons.org/licenses/by/4.0/) Source: http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100499 Artist: http://incompetech.com/
Views: 33225 BenderWaffles
Less is More: Designing Awesome AI for Games
 
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In this GDC 2015 talk, Radial Games' Kimberly Voll shows how to build AI that aren't necessarily brilliant, but are certainly believable, in order to convince players that the world they're playing in is inhabited by compelling characters. 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 https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 44408 GDC
Making Games Better for the Deaf and Hard of Hearing | Designing for Disability
 
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Video games are for everyone. But disabled people can be left out if developers don’t consider their needs. In this series of videos, I’ll be sharing guidelines and best practices for making games more accessible to a wide range of disabilities. Starting with auditory options, for the deaf and hard of hearing. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Sources How Ubisoft is Putting the Spotlight on Accessibility | Bungie https://news.ubisoft.com/article/how-ubisoft-is-putting-the-spotlight-on-accessibility Resources Game accessibility guidelines http://gameaccessibilityguidelines.com BBC Subtitle Guidelines http://bbc.github.io/subtitle-guidelines/ [PDF] Channel 4 Subtitle Guidelines http://www.channel4.com/media/documents/corporate/foi-docs/SG_FLP.pdf Netflix Subtitle Guidelines https://partnerhelp.netflixstudios.com/hc/en-us/articles/215758617-Timed-Text-Style-Guide-General-Requirements Deaf Game Reviews http://oneoddgamergirl.net AbleGamers http://www.ablegamers.org What Video Game Subtitling Got Wrong In 2017 | Max Deryagin https://www.md-subs.com/what-game-subs-got-wrong-in-2017 Games shown in this episode (in order of appearance) God of War (Santa Monica Studio, 2018) Fortnite (Epic Games, 2017) Half-Life 2: Episode One (Valve Corporation, 2006) Celeste (Matt Makes Games, 2018) Overwatch (Blizzard Entertainment, 2016) Assassin's Creed: Origins (Ubisoft Montreal, 2017) Uncharted 4: A Thief's End (Naughty Dog, 2016) inFamous First Light (Sucker Punch Productions, 2014) Mad Max (Avalanche Studios, 2015) Batman: Arkham Asylum (Rocksteady Studios, 2009) The Vanishing of Ethan Carter (The Astronauts, 2014) Borderlands 2 (Gearbox Software, 2012) Bayonetta (PlatinumGames, 2009) Call of Duty: Black Ops II (Treyarch, 2012) Rise of the Tomb Raider (Crystal Dynamics, 2015) Sleeping Dogs (United Front Games, 2012) Dishonored 2 (Arkane Studios, 2016) Horizon Zero Dawn (Guerrilla Games, 2017) Life Is Strange: Before the Storm (Deck Nine, 2017) Hitman (iO Interactive, 2016) Knack II (SIE Japan Studio, 2017) Detroit: Become Human (Quantic Dream, 2018) Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015) Darkest Dungeon (Red Hook Studios, 2016) The Spectrum Retreat (Dan Smith Studios, 2018) Yakuza 6: The Song of Life (Sega, 2016) Uncharted: The Lost Legacy (Naughty Dog, 2017) Prey (Arkane Studios, 2017) Hellblade: Senua's Sacrifice (Ninja Theory, 2017) The Witcher 3: Wild Hunt (CD Projekt, 2015) Deus Ex: Human Revolution (Eidos Montreal, 2011) Assassin's Creed Syndicate (Ubisoft Quebec, 2015) Binary Domain (Sega, 2012) Mirror's Edge (EA DICE, 2008) Wolfenstein II: The New Colossus (MachineGames, 2017) Minecraft (Mojang, 2011) Final Fantasy XIV (Square Enix, 2010) Call of Duty: WWII (Sledgehammer Games, 2017) The Witness (Thekla, Inc, 2016) Crypt of the NecroDancer (Brace Yourself Games, 2015) Undertale (Toby Fox, 2015) Ni no Kuni II: Revenant Kingdom (Level-5, 2018) Mortal Kombat X (NetherRealm Studios, 2015) Metal Gear Solid 3: Snake Eater (Konami, 2004) Bastion (Supergiant Games, 2011) Moss (Polyarc, 2018) Music used in this episode 00:00 - Puzzle Pieces, Lee Rosevere 00:58 - Substory Theme A (Yakuza 0) 02:13 - Free Roam Theme (Life is Strange: Farewell) 06:31 - Dynamic Theme Music (Life is Strange: Before the Storm) 09:19 - Zen 3 (Life is Strange: Farewell) 10:25 - Zen 5 (Life is Strange: Farewell) 11:36 - Substory Theme A (Yakuza 0) 12:22 - k. Part 2 - 01 untitled 1, animeistrash Other credits Zodiac © Paramount, Warner Bros WALL-E © Disney Memento © Newmarket Queer Eye © Netflix The Americans © FX
Views: 166530 Mark Brown
Designing for a Touch Screen - What Games Play Best on Mobile - Extra Credits
 
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Not all game genres or mechanics transfer well to mobile. Instead of shoehorning inappropriate types of interfaces and inputs in your mobile game, embrace the innate strengths of the hardware you're designing on. Subscribe for new episodes every Wednesday! http://bit.ly/SubToEC (---More below) (Original air date: July 10, 2013) _______ Get your Extra Credits gear at the store! http://bit.ly/ExtraStore Play games with us on Extra Play! http://bit.ly/WatchEXP Watch more episodes from this season of Extra Credits! http://bit.ly/2qTCHK5 Contribute community subtitles to Extra Credits: http://www.youtube.com/timedtext_cs_panel?c=UCCODtTcd5M1JavPCOr_Uydg&tab=2 Talk to us on Twitter (@ExtraCreditz): http://bit.ly/ECTweet Follow us on Facebook: http://bit.ly/ECFBPage Get our list of recommended games on Steam: http://bit.ly/ECCurator _________ Would you like James to speak at your school or organization? For info, contact us at: contact@extra-credits.net _________ ♪ Intro Music: "Penguin Cap" by CarboHydroM http://bit.ly/1eIHTDS ♪ Outro Music: "K.K. Cruisin" by Benjamin Briggs http://bit.ly/1joi6sL
Views: 427813 Extra Credits
Controlling Chaos Designing Compelling Combat in Action Games -  Adam Bormann -  Game Design
 
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In real life, combat is unpredictable and chaotic. If games tried to realistically model combat, it would create random-feeling combat, and wouldn’t be very much fun, not to mention far too difficult. In action games, we use systems and design principles to create scenarios where we can control the chaos and teach the player to predict what may happen. Once they feel comfortable, the player can start playing the game intentionally; understanding the choices they are making, and anticipating what challenges the designers might throw at them next. Once the player understands how to make meaningful choices in a combat experience, your game can become an engaging and compelling experience. We will look at decisions designers often make about weapons, player abilities, cameras, combat intensity and difficulty, enemy design and patterns and see how these choices affect a player’s experience and enjoyment. By examining how designers can clearly communicate the options the player has and whether or not they chose the right option, we can learn about how the player and the designers have a dialogue through the game. Players who understand the choices they are making in combat, can predict probable outcomes, and aren’t overwhelmed by the chaos of the game will be more engaged and will have more fun, even when the game is challenging. Attendees should get a greater understanding of the moment-to-moment decisions that we ask players to make in action games and concrete examples of how to make them meaningful choices. They should understand how and why designers can manage the chaos of individual combat encounters.
How Game Designers Protect Players From Themselves | Game Maker's Toolkit
 
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A designer’s job often involves making sure players are experiencing the game in the most fun or interesting way. In this video, I look at examples of games that have tried to achieve this - sometimes with success, and sometimes with controversy. Note: Those World of Warcraft numbers are completely made up, for illustrative purposes. Follow me on Twitter - https://twitter.com/britishgaming Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Sources Sid Meier: The Psychology of Game Design | GDC Vault https://www.gdcvault.com/play/1012186/The-Psychology-of-Game-Design Firaxis’ Jake Solomon On What Went Right And Wrong With XCOM 2| Rock Paper Shotgun https://www.rockpapershotgun.com/2016/02/25/making-of-xcom-2/ Water Finds a Crack | Designer Notes https://www.designer-notes.com/?p=369 Spelunky by Derek Yu | Boss Fight Books https://bossfightbooks.com/products/spelunky-by-derek-yu Disable Timers | XCOM 2 Steam Workshop https://steamcommunity.com/sharedfiles/filedetails/?id=616964599 Rest | WOWWiki http://wowwiki.wikia.com/wiki/Rest Designer Notes 15: Nels Anderson | Idle Thumbs https://www.idlethumbs.net/designernotes/episodes/nels-anderson Further Reading / Viewing Bloodborne Is Genius, And Here’s Why | hbomberguy https://www.youtube.com/watch?v=AC3OuLU5XCw Nioh - Commanding Attention | Turbo Button https://www.youtube.com/watch?v=dXea0FNvk3c New Doom's deceptively simple design | Gamasutra https://www.gamasutra.com/view/news/295254/Make_me_think_make_me_move_New_Dooms_deceptively_simple_design.php How Hyper Light Drifter’s Ammo Recharges Its Combat | Rock Paper Shotgun https://www.rockpapershotgun.com/2016/07/29/how-hyper-light-drifters-ammo-recharges-its-combat/ Games shown in this episode (in order of appearance) XCOM: Enemy Unknown (Firaxis Games, 2012) Final Fantasy XV (Square Enix, 2016) Dead Rising 2 (Capcom Vancouver, 2010) Civilization IV (Firaxis Games, 2005) Nioh (Team Ninja, 2017) XCOM 2 (Firaxis, 2016) Spelunky (Derek Yu, 2012) World of Warcraft (Blizzard Entertainment, 2004) Sunset Overdrive (Insomniac Games, 2014) New Super Mario Bros. U (Nintendo, 2012) Sonic Mania (Sega, 2017) Vanquish (PlatinumGames, 2010) DOOM (id Software, 2016) Call of Duty: Infinite Warfare (Infinity Ward, 2016) Bloodborne (From Software, 2015) Burnout Revenge (Criterion Games, 2005) Hyper Light Drifter (Heart Machine, 2016) Sonic Generations (Sonic Team, 2011) Bayonetta 2 (PlatinumGames, 2014) Devil May Cry 3: Dante's Awakening (Capcom, 2005) Tony Hawk's Pro Skater 3 (Neversoft, 2001) Splinter Cell: Blacklist (Ubisoft Toronto, 2013) Wolfenstein: The New Order (MachineGames, 2014) Project Gotham Racing 4 (Bizarre Creations, 2007) Bulletstorm (People Can Fly, 2011) Sleeping Dogs (United Front Games, 2012) Uncharted 2: Among Thieves (Naughty Dog, 2009) The Last of Us (Naughty Dog, 2013) Uncharted: The Lost Legacy (Naughty Dog, 2017) Uncharted 3: Drake's Deception (Naughty Dog, 2011) Batman: Arkham Asylum (Rocksteady Studios, 2009) Hitman (iO Interactive, 2016) Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015) Mark of the Ninja (Klei Entertainment, 2012) Hellblade: Senua's Sacrifice (Ninja Theory, 2017) The Legend of Zelda: Breath of the Wild (Nintendo, 2017) Dead Rising (Capcom, 2006) Music used in this episode https://soundcloud.com/arsy1 Arcee on Soundcloud Additional credits Hellblade Development Diary 11: First Playable | Ninja Theory https://www.youtube.com/watch?v=rpf7ygDaCzM World of Warcraft | YouTube https://www.youtube.com/user/WorldofWarcraft
Views: 2587377 Mark Brown
Designing for Youth - Making Games for Players Under 14 - Extra Credits
 
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Good games inspire children to learn through play, whether in the classroom or at home. Understanding the educational needs of different age groups, from kindergarten to middle school, allows designers to create games that give children the opportunity to explore and grow. Subscribe for new episodes every Wednesday! http://bit.ly/SubToEC (---More below) _______ Get your Extra Credits gear at the store! http://bit.ly/ExtraStore Play games with us on Extra Play! http://bit.ly/WatchEXP Watch more episodes from this season of Extra Credits! http://bit.ly/2ssxjla Contribute community subtitles to Extra Credits: http://www.youtube.com/timedtext_cs_panel?c=UCCODtTcd5M1JavPCOr_Uydg&tab=2 Talk to us on Twitter (@ExtraCreditz): http://bit.ly/ECTweet Follow us on Facebook: http://bit.ly/ECFBPage Get our list of recommended games on Steam: http://bit.ly/ECCurator _________ Would you like James to speak at your school or organization? For info, contact us at: contact@extra-credits.net _________ ♪ Intro Music: "Penguin Cap" by CarboHydroM http://bit.ly/1eIHTDS ♪ Outro Music: "Grape Soda" by halc & Proto-Dome http://bit.ly/1hqmCiS
Views: 415071 Extra Credits
Bethesda's Game Design is Insulting
 
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A personal rant about why I think Bethesda's RPG design is over-hyped and condescending. --------------------------------------------------------------------------- Music: The Elder Scrolls IV: Oblivion OST https://www.youtube.com/watch?v=SpqSdORmCX4 -------------------------------------------------------------------- Games Appearing in this video: Fallout Fallout 2 Fallout 3 Fallout New Vegas Fallout 4 The Elder Scrolls IV: Oblivion The Elder Scrolls V: Skyrim ------------------------------------------------------------ Follow Me on Twitter: https://twitter.com/ActuallyHugbox Stalk Me on Steam: http://steamcommunity.com/id/hugb0x
Views: 1583207 Hugbox
Designing For Emotional Reactions In Games
 
08:31
Emotion is extremely powerful in games...but why do so many developers not DESIGN for emotional reactions? I Share my thoughts in this video. 67 Tips for Game Developers: http://gdu.io/insiders?ref=yt Serious about success in game development? Wanna make indie games that ROCK?! Join Underground ELITE: https://www.patreon.com/GameDevUnderground *** FOLLOW ME: *** Twitter: http://twitter.com/timruswick Twitch: https://www.twitch.tv/timruswick *** FOLLOW GDU: *** Blog: http://gdu.io/blog/ Twitter: http://twitter.com/gamedevudg Facebook: http://facebook.com/gamedevudg Discord: https://discord.gg/cYMGA77 If you are an indie developer and you are looking for a fantastic community and help to refine, manage, and market your game, join us! http://gdu.io
An Interior Designer Designs A Home in The Sims 4
 
04:10
"Some spicing up is definitely going to happen!" GAME The Sims 4 - Electronic Arts Check out more awesome videos at BuzzFeedBlue! https://bit.ly/YTbuzzfeedvideo https://bit.ly/YTbuzzfeedblue1 https://bit.ly/YTbuzzfeedviolet GET MORE BUZZFEED: https://www.buzzfeed.com https://www.buzzfeed.com/videos https://www.youtube.com/buzzfeedvideo https://www.youtube.com/boldly https://www.youtube.com/buzzfeedblue https://www.youtube.com/buzzfeedviolet https://www.youtube.com/perolike https://www.youtube.com/ladylike BuzzFeedBlue Sports, video games, Unsolved & more epic daily videos! Credits: https://www.buzzfeed.com/bfmp/videos/37511 MUSIC Licensed via Audio Network SFX Provided By AudioBlocks (https://www.audioblocks.com) EXTERNAL CREDITS Kevin Lee Yi https://www.instagram.com/kevinleeyi/
Views: 2530918 BuzzFeed Multiplayer
Disposable Heroes: Designing AI Characters for War Games | Design Dive
 
19:31
AI and Games is a crowdfunded show and wouldn't be possible wthout the wonderful people who support it on Patreon. https://www.patreon.com/posts/disposable-ai-in-22551835 Vote on the next episode of Design Dive at: https://www.patreon.com/posts/22568851 -- As the 100th armistice day looms, I figured what better time to raise this difficult topic. Design Dive is back with a new episode looking at how we employ non-player characters in games based on real-world conflict. -- Get yourself an AI and Games t-shirt over on Teespring! https://teespring.com/stores/aiandgames You can follow AI and Games (and me) on Facebook, Twitter and Instagram: http://www.facebook.com/AIandGames http://www.twitter.com/AIandGames http://www.instagram.com/aiandgames/ http://www.twitter.com/GET_TUDA_CHOPPA -- Video Footage at the opening of this video: "Nov 11, 1918 - Scenes in Paris, France on Armistice Day" https://www.youtube.com/watch?v=QOXv5-a8pvg Music in this video (in order): 'Music Theme 1' - Battlefield V OST 'Main Theme' - Battlefield 1 OST 'Disposable Heroes' - Metallica 'Little Trinketry' - Valiant Hearts OST 'A Brotherhood of Heroes' - Call of Duty WWII OST #Armistice100 #BattlefieldV #GameDesign
Views: 5933 AI and Games
DESIGNING our GAME ENGINE
 
26:33
Patreon ► https://patreon.com/thecherno Instagram ► https://instagram.com/thecherno Twitter ► https://twitter.com/thecherno Discord ► https://thecherno.com/discord Series Playlist ► https://thecherno.com/engine Gear I use: ----------------- BEST laptop for programming! ► http://geni.us/pakTES My FAVOURITE keyboard for programming! ► http://geni.us/zNhB FAVOURITE monitors for programming! ► http://geni.us/Ig6KBq MAIN Camera ► http://geni.us/t6xyDRO MAIN Lens ► http://geni.us/xGoDWT Second Camera ► http://geni.us/CYUQ Microphone ► http://geni.us/wqO6g7K
Views: 16586 TheChernoProject
Designing Games That Include Social Simulation
 
52:21
Social simulation is a powerful yet underappreciated game design tool. Although other aspects of game simulation have grown vastly more sophisticated over the years, the ability for NPCs to interact dynamically with both the player and each other has remained limited. This talk covers a wide-ranging retrospective of social simulation in games, and explores how and if such interactions may be furthered. What is it that has impeded the expansion of social simulation mechanics? Is it the attitudes of players or developers? Also, what can social simulation offer your game? By offering answers and insights, this talk inspires deeper thought about exploring personal relationships through game systems. 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 https://twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference http://www.gdconf.com/
Views: 4067 GDC
Designing An RPG (That’s Actually Good) - DRAWFEE GAME JAM
 
25:30
This episode features Caldwell and Julia along with Game Jam Team Leader Teddy Dief. The World Trees are: Teddy Dief, Jenny Jiao Hsai, and Ethan Redd. https://twitter.com/TeddyDief https://twitter.com/q_dork https://twitter.com/EthanRedd We're devoting this ENTIRE WEEKEND to developing video games FROM SCRATCH. Follow us at facebook.com/drawfee to keep up with our progress/rapid mental decay. NO sleep (except a little), NO rules (except the ones we come up with, for the game), NO apologies!! (sorry.) Schedule: Friday, Dec 15th Drawfee Game Jam Kickoff Presentations 7:00pm - 11pm EST Saturday, Dec 16th 10am - 11am EST 12pm - 3pm EST 4pm - 7pm EST Sunday, Dec 17th 10am - 1pm EST 2pm - 5pm EST Final Presentations 5pm - 6pm EST NEW VIDEOS EVERY WEEKDAY @12pm EST on FACEBOOK! https://www.facebook.com/drawfee LISTEN TO WHAT SHOULD WE DRAW! http://bit.ly/1pgnuSH VISIT THE DRAWFEE STORE! https://www.teepublic.com/user/Drawfee FOLLOW US ON TWITTER! https://twitter.com/DrawfeeShow https://twitter.com/caldy https://twitter.com/AtNathanYaffe AND ON INSTAGRAM! http://bit.ly/2lres2S AND ON TUMBLR! http://www.drawfee.com THE DRAWFEE SUBREDDIT: https://www.reddit.com/r/MorningDrawfee/ THE DRAWFEE DISCORD: discord.gg/RbXShnq
Views: 105530 The Drawfee Channel
Designing a Trance: Meditation and Game Design
 
36:25
In this 2017 GDC talk, independent designer Robin Arnott explains how to leverage trance itself as more than the byproduct of good game design, but as a tool for deepening a player's relationship with themselves and with others in gameplay. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 4206 GDC
Designing Educational Games for Fun: Throwing out the Chocolate-Covered Broccoli | Jenna HOFFSTEIN
 
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Download Slides: http://gamesauce.org/news/2014/08/06/jenna-hoffstein-is-amazed-by-education-casual-connect-video/ Delivered at Casual Connect USA, July 2014 Educational games struggle, and often fail, to provide entertaining experiences while delivering high-quality educational content. Instead of rewarding players with fun for getting an answer right, this talk will explore how to make the learning itself fun.
Views: 986 CasualConnect
Lecture - Challenge of designing multiplayer games
 
45:26
Tim Donks shares his experiences from creating huge multiplayer games. Tim as worked on games like Age of Conan, The Secret World and Homefront the revolution.
Views: 827 The Gathering
Designing Games For Accessibility
 
13:25
Games that inspire me: https://kit.com/kiramagrann I'm thinking about this a lot right now so here's some tips that I keep in mind when I'm designing! Music: viilo - summit Support me on Patreon! Patreon: https://www.patreon.com/kiramagrann SUBSCRIBE FOR MORE VIDEOS http://bit.ly/2Fh0j7f FOLLOW MY SOCIAL MEDIA Twitter: https://twitter.com/Kiranansi / @kiranansi Instagram: https://www.instagram.com/anansigirl / @anansigirl A Cozy Den (my cozy game about lesbisnakes): https://kiramagrann.itch.io/a-cozy-den Gnome Stew (where I blog): https://gnomestew.com/game-mastering/gming-advice/love-your-players-love-yourself/
Views: 135 Kira Magrann
Designing Family Games: Lecture
 
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This is James Ernest’s 30-minute lecture on the basics of designing family games. Topics include the definitions of play and fun, separating luck and skill, and thinking with your child brain. Shot in a small lecture hall on a cruise ship in February 2016. Note that this is not the complete lecture because the cameras shut off briefly in the middle, but it has most of the best pieces. Apologies for the clipping audio. Still learning how to use the microphone, but the content is good enough that we used this audio anyway. Games by James Ernest: http://cheapass.com The goat video: https://www.youtube.com/watch?v=58-atNakMWw Dave Howell: http://howell.seattle.wa.us A Theory of Fun for Game Design (Raph Koster): https://www.theoryoffun.com Paper about Lucky People: http://richardwiseman.com/resources/The_Luck_Factor.pdf Mathematics and Strategy in Gambling Games: https://wizardofodds.com/games/ Self Determination Theory (CAR): https://en.wikipedia.org/wiki/Self-determination_theory Disneyland: https://disneyland.disney.go.com
Views: 498 James Ernest
Designing A Real Time Strategy Game || Moritz Zumbuhl
 
40:00
Watch Moritz Zumbuhl, President & CEO/Co-Founder, Blindflug Studios AG talk about "Designing A Real Time Strategy Game" at Nasscom Game Developers Conference 2015 held in Westin, Pune.
Views: 866 IndiaGDC
Designing the Anti-Platformer: Mushroom 11 Puzzle Systems
 
27:03
In this 2016 talk, Untame designer Itay Keren presents a deep dive into the puzzle design of Mushroom 11, with its novel mechanics that enable free-form shaping, pruning and splitting, opening up a world of unfamiliar puzzle interactions to discover. 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 https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
Views: 5940 GDC
Designing Board Wargames - 1 Introduction, Features of All Games
 
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This series of lectures presents a course in development on the design of board war games. They correspond to my textbook Designing Wargames - Introduction now available at smashwords.com and Amazon Kindle. The target audience is students in Interactive Media, Game Development, and Computer Game Design, most of whom have never seen let alone played a board wargame. I discuss general properties of games, teach the play of three classic board wargames, and use those games as a skeleton on which to build discussions of various rules features. I have activated the Closed Caption voice to text converison for this video. I do not have the time needed to proofread the voice to text, so some of the conversions may be a bit odd. Voice to text conversion is still an emerging technology. Hopefully the conversion will be of at least some use for some of you. My five books on game design, here notably Designing Board War Games, may be of some assistance.
Views: 14901 George Phillies
Designing Immersive Experiences in Escape Room Puzzles
 
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Recording of Wero Creative's lead game designer Adam Clare talking at FITC 2017. To learn more about escape rooms read Adam's book: Escape the Game. You can follow his research and commentary on escape games at his website RealityisaGame.com . . Edited by Wish You Were Here Productions.
Views: 11542 Wero
Board Game Design Time - Episode 00 - Designing for Fun
 
04:51
In this series we plan to discuss board game design for fun! We'll talk about mechanics, themes, hacking existing games, and we'll give ourselves challenges as well. Make sure to subscribe and jump into the comment section to ask us any questions you have in regards to board game design!
Views: 18405 One Thousand XP
Uncrewed - (Unit Designing Real Time Strategy Game)
 
20:38
Uncrewed on Steam: https://store.steampowered.com/app/474890/Uncrewed/ Uncrewed is a real-time strategy game for the PC with the ability to design units from scratch. Unlike in more traditional RTS, units obey the laws of physics, making design choices especially important. Want to support the channel? https://www.patreon.com/Nookrium or Humble Bundle Referral Link: http://bit.ly/2nXeL8R Notable Playlists • 2018 New Releases: http://bit.ly/2FdxHY0 • Free Games Month: http://bit.ly/2iSq6bb • Classics: http://bit.ly/2rbKjsq • Roguelikes: http://bit.ly/2DCKeaV Twitch - https://www.twitch.tv/nookriumtv Twitter - https://twitter.com/nookrium Tips - https://streamjar.tv/tip/nookrium Discord - https://discordapp.com/invite/amuj3Ky
Views: 12054 Nookrium
How Not to Make Mobile Games
 
05:51
Some of the tricks used by the most lucrative mobile games to manipulate and exploit their players. ### Credits ### Music is first: Dog Park by Silent Partner https://www.youtube.com/watch?v=Zzm4A3xYUp8&index=15&list=PLzCxunOM5WFKdhkL2L__Kjafqa-qzQGeY and then Moonlight Sonata by Beethoven
Views: 636020 PolyMatter

Top Tips of Pubg Quotes

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