How Jonathan Blow Designs a Puzzle | Game Maker’s Toolkit

How Jonathan Blow Designs a Puzzle | Game Maker’s Toolkit

JONATHAN BLOW: It was very clearly the case that more ideas came out of the development process, and ended up in the final game, than I put into it as a designer. The process of designing the gameplay for this game was more like discovering things that already exist than it was like creating something

Go on Art Adventures with Scribbles and Ink! | PBS KIDS

Go on Art Adventures with Scribbles and Ink! | PBS KIDS

VO: What’s new on the PBS Kids Games App? Scribbles and Ink! The game where your drawings come to life and become part of a story. INK: This is the best! VO: Meet pals Scribbles and Ink. INK: Weee! VO: Then pick up a brush, crayon, or marker to get started. SCRIBBLES: Look at that,

Family Designs Secret Tattoos for Each Other | Secret Santa Tattoo

Family Designs Secret Tattoos for Each Other | Secret Santa Tattoo

– Mother– – [Ty] Breathe. – Oh. – Ahh. (DeeDee screaming) – Merry Christmas. This is one of the best Christmas gifts ever. (Christmas music) – I’m Nae. – I’m DeeDee. – I’m Ty. – I’m Diana, and these are my daughters. – [Narrator] Who’s your favorite? (mom laughing) – Whoa, hold on. – I

New Breed Of Horror | Bendy & The Ink Machine

New Breed Of Horror | Bendy & The Ink Machine

How’s it going, Dazzlers? Welcome back to Daz Games and another video, which I’m not sure how to describe. Apparently a lot of YouTubers have played this game, and you guys have told me who’s played it, from JackSepticEye to DanTDM, etc. And the game is called Bendy And The Ink Machine. Uh, I-I-I understand

How Platinum Design a Combat System

In the entire canon of combat-centric action games, one name stands above all the rest, sorry capcom, sorry from software, but the best developer of high-octane bad-guy smashing beat ‘em ups is without a doubt Platinum games. From bayonetta, to metal gear rising, to the wonderful 101, to nier automata, and a bunch of others,

Open World Design – How to Build Open World Games – Extra Credits

Open World Design – How to Build Open World Games – Extra Credits

A few weeks back, James was sitting down to dinner with a few of his designer friends, and they got to talking about an open-world game one of them was working on. As they talked they ended up discussing how they each conceptualized open-world design. Today, we’re going to go over the same problem, because

[SFM BATIM] Bendy and the Ink Machine Remix (The Living Tombstone ft. DAGames)

[SFM BATIM] Bendy and the Ink Machine Remix (The Living Tombstone ft. DAGames)

These pipes that flow from the ink machine Give life to our little friend moving on the screen He’s got 2 pointy ears and can be seen Moving in the halls, behind the scenes He’s listening and always moving Following and choosing, standing and improving Then one day you pulled the spring, and you re-animated

Classic Adventure Games – Designing King’s Quest, Myst, Monkey Island and More

Classic Adventure Games – Designing King’s Quest, Myst, Monkey Island and More

Genres are alive. Like other living things, genres are created, they mature, they adapt, they age, and they die. Well, sort of. A ‘dead’ genre is a misnomer. It might become rare and niche, but no genre is truly dead. They can split and shatter, and be remade and remixed into a dozen others. And

Unpleasant Design – When Bad Design is Used to Hide Problems – Extra Credits

Unpleasant Design – When Bad Design is Used to Hide Problems – Extra Credits

Before we start, big thanks to Ethan Richie and Gem Williams for handling the art for us this week. In September of 2017 the City of Seattle placed 18 shiny new bike racks underneath a bridge that was slated for demolition in less than a year. Why? Unpleasant design. Intro Music Today’s topic is kind

Quest Design – I: Why Many MMOs Rely on Repetitive Grind Quests – Extra Credits

Quest Design – I: Why Many MMOs Rely on Repetitive Grind Quests – Extra Credits

You know? We haven’t talked about MMOs in a while, and I don’t think we’ve talked about quest design as a whole, so today, we’re going to be tackling that subject. We’ll probably be referencing “The Secret World” a lot in this episode. Because, even though it is woefully unpolished, horribly buggy, and occasionally has