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Game Design videos

  • Sprony
  • February 15, 2017 at 10:13 AM
  • Sprony
    • February 15, 2017 at 10:13 AM
    • #1

    I'm looking for dedicated Game Design YouTube channels and websites. I'm already subscribed to Noclip (not really game design) and Gamemaker's Toolkit (Bosskey). The best example of a dedicated website I've found so far is Gamasutra.

    Do you guys have any other recommendations? If so, why do you recommend it and what is the appeal? Also, what's missing from a developer standpoint?

    Thanks in advance!

  • Radu
    • February 15, 2017 at 10:33 AM
    • #2

    The GDC channel is one great resource for interesting talks regarding game design.

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  • PlattenG
    • February 15, 2017 at 6:27 PM
    • #3

    watch his dark souls video really recommend it

    https://www.youtube.com/channel/UCyhnYIvIKK_--PiJXCMKxQQ

  • blackdog
    • February 21, 2017 at 3:52 AM
    • #4

    Damn, there was another game design channel, with an "easy to follow" formula… but then I found game makers and followed that one. Plus GDC.

  • blackdog
    • February 24, 2017 at 4:46 AM
    • #5

    Looks like the documentary approach is the new trend in game coverage

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  • tomm
    • March 21, 2017 at 7:26 AM
    • #6

    not sure if this classifies as game design, but it's still interesting

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  • Radu
    • March 21, 2017 at 10:26 AM
    • #7

    I might as well link Ross's Game Dungeon

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  • Pampers
    • March 21, 2017 at 12:16 PM
    • #8

    https://www.youtube.com/channel/UC1JTQ…FSkMxmPw/videos

    a bit different, looks at games with a different perspective. Highly recommend the stalker video

  • Klems
    • March 24, 2017 at 9:43 PM
    • #9

    Matthewmatosis is a classic, straight to the point. I haven't seen a better reviewer yet. I recommend the mario reviews https://www.youtube.com/channel/UCb_sF2m3-2azOqeNEdMwQPw

    This one is nice as well, but he kind of goes on a tangent sometimes https://www.youtube.com/channel/UC5CYeHPLer3lbEhgonvbbAA

    Also Joseph Anderson posted above is great, I particularly like the SOMA review.

  • blackdog
    • July 1, 2017 at 8:54 PM
    • #10

    This is a bit off topic but wouldn't have any other container where to post it.

    The creator behind the game design channel Game Makers Toolkit is hosting a game jam on the 14-16th july info here:

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    Thought that maybe @Sprony @FMPONE you could post it on the twitter to make people aware? :)

  • tomm
    • July 19, 2017 at 7:21 AM
    • #11

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  • blackdog
    • December 20, 2017 at 12:24 PM
    • #12

    A new chapter of the Noclip series focuses on one of the games of the year

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    Also the best of levels from Mark Brown was up a few days back

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    and the focus on Snake Pass actually makes me want to play it

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  • ElectroSheep
    • December 20, 2017 at 1:06 PM
    • #13

    My level in the top 5 ? woohooo \o/

  • blackdog
    • June 8, 2018 at 9:22 PM
    • #14

    I stumbled on the page of the company/organisation that manages the DICE summit. Turns out they have a podcast where they talk with developers about a number of aspects of the game dev biz. I haven't listened to any yet but they have a page with the podcasts

    http://www.interactive.org/Interviews/the…rs_notebook.asp

    and a YT channel with a playlist, if that's more convenient -- but i looks like the YT playlist is not as up to date as the other page, as it's missing the latest entry from two days ago

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  • blackdog
    • June 20, 2018 at 10:57 PM
    • #15

    A new great analysis regarding the recent God of War and in particular its axe

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    brilliant design, I wish I had a PS4 to see it for myself

    Some complementary articles are linked in the description of the video.

  • blackdog
    • September 14, 2018 at 10:57 PM
    • #16

    Recently the new GMTK Jam was held and here a selection of the best entries

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  • blackdog
    • December 26, 2019 at 10:25 PM
    • #17

    These videos came up on my homepage, quite interesting self-contained pills of videogame history and design.

    The videos are not even very recent so dunno why I never found them before, but it’s quite the serie!


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    Full playlist

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  • Minos
    • December 27, 2019 at 2:17 AM
    • #18
    Quote from blackdog

    4 hours ago, blackdog said: These videos came up on my homepage, quite interesting self-contained pills of videogame history and design.

    The videos are not even very recent so dunno why I never found them before, but it’s quite the serie!


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    Full playlist

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    Display More

    Great series, especially the AvP one. Really made me think about how the average game is made these days. Due to the complexity of art creation, physics, and everything else, it seems that there's little room for exploration and happy accidents to happen along the way, like how it happened to them. I dream of the day (which I think is very near), when mid sized teams can make relevant and groundbreaking games again (and I mean games with actual gameplay, not interactive movies like Senua ?)

    Probably the best channel for anything Unity (he always has up to date tutorials on the latest features and goes straight to the point)

    https://www.youtube.com/user/Brackeys

    I've been learning a lot about data oriented programming (as opposed to object oriented, the standard paradigm) and this shit is fascinating. It allows for much more optimized and reusable code. Unity is also transitioning from Object-oriented to data-oriented, and by the looks of it, this will probably be the new standard at some point.

    The best advantage of making things this way, is that instead of referencing other gameobjects in your code, you reference data sets. For example, if you follow any Unity tutorial on how to make a Health bar HUD, they will hook up that system to a gameobject (usually a gamemanager), that has to always exist in the scene (singletons), and creates horribly interconnected code, that at some point becomes almost impossible to know what each object is doing.

    He offers another solution, instead of hooking up gameobjects to one another, you simply dump the data you need to scriptable objects (data files), and then you can write behaviors that utilize that data. This way, your objects will not reference one another, but simply the same data set. This makes it much easier to create new objects and experiment with gameplay, since you can just use that existing data in creative ways.

    If you are interested about this mindset, I really recommend this talk. Even though he uses Unity, these concepts can be adapted to any engine (I suppose).

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    It's a huge paradigm shift in how we make games, and the more I learn about it there more I believe it will unleash a new batch of highly creative and unique games, free from the tyranny of the old (and bad) ways that we have been making stuff :D And as a trivia, we use a similar approach on Overwatch to organize our data:

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    And by transitioning to data oriented programming, you will be able to leverage all the insane performance from Unity's DOTS system:

    https://unity.com/dots

  • blackdog
    • December 31, 2019 at 3:38 PM
    • #19

    This has just been released

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    really curious to see if the rumors are real that GTA 6 might be set in London.

    Also, am I the only one that would like to see a more stylised version of GTA? I love the promo illustrations they create, I think the game would look better with them characters.

  • -HP-
    • January 4, 2020 at 9:04 PM
    • #20
    Quote from Minos

    On 12/26/2019 at 6:17 PM, Minos said: Great series, especially the AvP one. Really made me think about how the average game is made these days. Due to the complexity of art creation, physics, and everything else, it seems that there's little room for exploration and happy accidents to happen along the way, like how it happened to them. I dream of the day (which I think is very near), when mid sized teams can make relevant and groundbreaking games again (and I mean games with actual gameplay, not interactive movies like Senua ?)

    This will, and has to happen eventually. Most likely in the next few years. AAA is becoming very bloated, and it's stalling.

    Think of your 3 favourit video games of all time, I can almost guarantee you, that they were all made by a core team of 30 to 40 people. We need a return of "AA" games/studios, asap if this industry is to go anywhere.

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