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3dtime @UCfHS4RsfhP3NEtMy561TixQ@youtube.com

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The Future of Making Games The Future of Game Design Breaking the Cycle: The Good Ending Gehrman: The Tragic Figure The Third Cords: The Link Between Mother and Child The Role of Levels in Bloodborne The Intricacies of Game Design The Lumenflower Garden: A Peaceful Moment The Research Hall: A Maze of Stairs The Research Hall and Its Patients Arcane Builds in Bloodborne Ludwig's Dual Nature585229498833467136 112 Ludwig: The Guardian of Hell Gameplay vs Realism585229498833467136 109 Simon's Quest Design Stamina Mechanics in Bloodborne The Importance of Old Hunters DLC The Curse of the Hunters Old Hunters DLC: First Impressions Combat Strategy: Ebrietas585229498833467136 103 The Lore of Ebrietas Alfred's Quest: Revisiting Old Areas Cainhurst Lore: A Messy Area Aspect Ratios and Game Design Cainhurst Castle: A Fan Favorite The Choir and Mensis: Ideological Split The Role of Challenge in FromSoftware Games Upper Cathedral Ward Chalice Dungeons and Online Community Traps in Chalice Dungeons585229498833467136 85 Player Progression and Leveling Cramped Caskets: Enemy Design The Ritual of Mensis The Factions of Bloodborne The Red Moon and Its Effects The School of Mensis The Design of Yahar'gul Blood Tinge Weapons The Bloody Crow of Cainhurst The Mystery of the Doll's Creator Eileen's Quest and the Bloody Crow The Role of Incense Yahar'gul and the Cosmic Twist The Atmosphere of Boss Fights Storytelling Through Item Descriptions Sanity Mechanic and Lovecraftian Themes Combat Mechanics: Rally and Blood Vials Stagnation and Flow in Miyazaki's Games