💻 Game Design
79 videos • 164 views • by Matt Glanville
Videos relating to game design that I have enjoyed or found insightful.
1
5 LESSONS from one of the BEST GAMES OF ALL TIME!
Code Monkey
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2
Strategy Game Design for Bird-Brains 🦖⁉️ [UFO50:Avianos]
Indie Game Clinic
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3
Amplify Both Strengths and Weaknesses [Game Essence]
Masahiro Sakurai on Creating Games
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4
The Pros and Cons of Leaderboards [Game Essence]
Masahiro Sakurai on Creating Games
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5
The Steam Dev Cheat Sheet
Valadria
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6
More Game Essence Means Less Broad Appeal [Game Essence]
Masahiro Sakurai on Creating Games
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7
How to Make a Good 2D Camera
Game Maker's Toolkit
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8
Keep Your Internal Pressure High [Work Ethic]
Masahiro Sakurai on Creating Games
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9
What Makes A Good Roguelike/Roguelite?
PepperHead
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10
Game Essence in Shooting Games [Game Essence]
Masahiro Sakurai on Creating Games
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11
Make Retries Quick [Game Essence]
Masahiro Sakurai on Creating Games
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12
How To Think Like A Game Designer
Game Maker's Toolkit
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13
Do We Really Need Enemies? [Game Essence]
Masahiro Sakurai on Creating Games
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14
Deconstruct, Analyze, and Rebuild [Planning & Game Design]
Masahiro Sakurai on Creating Games
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15
The Potential of One Button [Planning & Game Design]
Masahiro Sakurai on Creating Games
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16
Why Veteran Developers say "Make Small Games & Finish Them!"
Noclip Crew
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17
Writing Game Proposals [Work Ethic]
Masahiro Sakurai on Creating Games
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18
Too Much is Just Right [Animation]
Masahiro Sakurai on Creating Games
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19
Try Telling That to the Player [Work Ethic]
Masahiro Sakurai on Creating Games
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20
Squeeze and Release [Game Essence]
Masahiro Sakurai on Creating Games
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21
Stop for Big Moments! [Design Specifics]
Masahiro Sakurai on Creating Games
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22
Why RPG Developers Should Ripoff the Original Dragon Quest
The Crawl
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23
The Last of Us - Level Design Breakdown
Peter Field
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24
The 4 "P"s of DOOM's Amazing Combat
Game Maker's Toolkit
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25
Designing Unforgettable Titanfall Single Player Levels with Action Blocks
GDC 2025
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26
Embracing Push Forward Combat in DOOM
GDC 2025
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27
Level Design Workshop: Designing Celeste
GDC 2025
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28
Breaking Down the Best World in Rayman Legends
Game Maker's Toolkit
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29
Laments on Half-Life 2's AI and balance
Joe Wintergreen
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30
The Play of Stillness: Designing Experiential Play Spaces
GDC 2025
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31
Deconstructing Mario: How New Super Mario Bros. U handles Difficulty.
Ceave Gaming
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32
Playing the Scripted Set Piece
Turbo Button
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33
The Last Guardian and the Language of Games
Game Maker's Toolkit
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34
Ori and the Blind Forest - Game Design Reel
James Benson
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35
RPG game design tips from Darkest Dungeon creator, Tyler Sigman
Rick Davidson
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36
Nintendo - Putting Play First
Game Maker's Toolkit
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37
NG16: You Say Jump, I Say How High?
Nordic Game
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38
Mechanically Speaking: Shooting in First Person - [game array]
Mason Miller
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39
F.E.A.R. - Level and Enemy Design
Turbo Button
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40
CRITICAL PATH—Ken Wong—Minutes of Entertainment
Critical Path
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41
CRITICAL PATH—Matthew Weise—Unique Experiences Don't Depend on Player Choice
Critical Path
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42
How Jonathan Blow Designs a Puzzle
Game Maker's Toolkit
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43
CRITICAL PATH—Tadhg Kelly—The Driving Seat of a Different World View
Critical Path
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44
Game Design 101: How to Make Choices that Matter | Game/Show | PBS Digital Studios
PBS Game/Show
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45
What We Can Learn From DOOM
Game Maker's Toolkit
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46
CRITICAL PATH—Ken Wong—The Value of Re Working a Game
Critical Path
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47
CRITICAL PATH—Kayla Kinnunen—Design Based on Playtime Scales
Critical Path
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48
Intelligent Design - The Legend of Zelda (Part 1)
Dan Felder
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49
Meaningful Choice in Game Level Design
GDC 2025
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50
Following the Little Dotted Line
Game Maker's Toolkit
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51
Miyamoto on World 1-1: How Nintendo made Mario's most iconic level
Eurogamer
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52
Errant Signal - Perceivable Consequence
Errant Signal
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53
Ruminations Upon The Insidious Ubiquity Of Modular Mesh Based Level Design
Joe Wintergreen
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54
The Giant Bombcast discusses puzzle game design philosophy with Jonathan Blow, Gary Whitta, and more
Adam Rezich
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55
Telling Stories with Systems
Game Maker's Toolkit
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56
The First Fifteen Minutes: Half-Life 2 - [game array]
Mason Miller
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57
Super Mario 3D World's 4 Step Level Design
Game Maker's Toolkit
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58
Secrets of Game Feel and Juice
Game Maker's Toolkit
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59
Mini-Maps Are Stupid
Razbuten
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60
How Design Trends Ruin Great Games
Super Bunnyhop
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61
Comparing Uncharted 4's Gameplay to The Last of Us
Game Informer
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62
Jump Comparison - SMB3 & SMW
Cory Martin
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63
LevelHead - Shovel Knight
Sunder
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64
Sequelitis - ZELDA: A Link to the Past vs. Ocarina of Time
Egoraptor
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65
Critical Game Studies Week 2 - Part 2
Brendan Keogh
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66
Critical Game Studies Week 2 - Part 1
Brendan Keogh
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67
Data to Drive Decision-Making (Steam Dev Days 2014)
Steamworks Development
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68
Game Designers are all on Steroids
Claire Blackshaw
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69
Jan Willem Nijman - Vlambeer - "The art of screenshake" at INDIGO Classes 2013
Dutch Game Garden
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70
Degamification of Games
Chris DeLeon of HomeTeam GameDev (Brave Lighthouse, Gamkedo)
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71
Jonathan Blow: Game design: the medium is the message
CreativeMornings HQ
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72
How Rayman Legends Is Made!
HardwareHeaven
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73
ITSP Camera Explained
Ryan Meyer
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74
Let's Play: the first room of Anomalous Materials in Half-Life 1
radiatoryang
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75
The Action Button Dot Net Review: BioShock Infinite (two stars (out of four))
tim rogers
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76
Errant Signal - Bioshock Infinite (Spoilers)
Errant Signal
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77
Aesthetics of Play - Redefining Genres in Gaming - Extra Credits
Extra Credits
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78
Super Mario World Camera Logic Review
Shaun Inman
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79
[Private video]
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