The Games That Designed Themselves

  • Publisert 5 måneder siden

    Game Maker's Toolkit

    Runtime: 12:15

    It's easy to assume that amazing indie games like Gunpoint, Crypt of the Necrodancer, Ape Out, and Into the Breach were designed in a flash of inspiration. But that's not true - find out how these games came to be in this episode of Game Maker's Toolkit.
    Support Game Maker's Toolkit on Patreon - www.patreon.com/GameMakersToolkit
    Sources
    [1] Ape Out: The Story of an Indie Game | Vimeo
    vimeo.com/126966205
    [2] Into the Breach Design Postmortem | GDC Vault (Free)
    www.gdcvault.com/play/1025772/-Into-the-Breach-Design
    [3] Crashlands: Design by Chaos | GDC Vault (Free)
    www.gdcvault.com/play/1025346/-Crashlands-Design-by
    [4] The Rhythms and Layers of Ryan Clark (Crypt of the Necrodancer) | The Spelunky Showlike
    thespelunkyshowlike.libsyn.com/website/38-the-rhythms-and-layers-of-ryan-clark
    [5] Game Design Deep Dive: Rocket jumping in Rocket League | Gamasutra
    www.gamasutra.com/view/news/251633/Game_Design_Deep_Dive_Rocket_jumping_in_Rocket_League.php
    [6] Electronic Gaming Monthly Issue 149
    No scan
    [7] Dealing with Scope Change in Heat Signature and Gunpoint | GDC Vault (Free)
    www.gdcvault.com/play/1024932/Dealing-with-Scope-Change-in
    [8] Truth in Game Design (Braid) | GDC Vault (Free)
    www.gdcvault.com/play/1014982/Truth-in-Game
    [9] Luck and Listening in Game Design (Spy Party) | Chris Hecker on NOsection
    nosection.info/title/hKibnmfbhZexc7A/video
    [10] The Design of Subnautica | GDC Vault (Free)
    www.gdcvault.com/play/1025745/The-Design-of-Subnautica
    [11] Game Developer Magazine Volume 19 / Number 12 | Archived at GD Archive
    twvideo01.ubm-us.net/o1/vault/GD_Mag_Archives/GDM_December_2012.pdf
    [12] Baba is You creator, Arvi Teikari | The AIAS Game Maker's Notebook
    podbay.fm/podcast/1313004515/e/1590984000
    [13] Super Mario Galaxy 2 | Iwata Asks
    iwataasks.nintendo.com/interviews/#/wii/supermariogalaxy2/1/3
    [14] Don't Starve: Creating Community Around an Antisocial Game | GDC Vault (Free)
    www.gdcvault.com/play/1020547/Don-t-Starve-Creating-Community
    [15] An Experimental Approach to Interactive Entertainment (Journey) | GDC Vault (Free)
    www.gdcvault.com/play/1019683/An-Experimental-Approach-to-Interactive
    Gear I Use (Affiliate Links Help Support GMTK)
    🎙️ My video microphone - amzn.to/3n36r45
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    ⚙️ My audio interface - amzn.to/3puaLL3
    🎧 My headphones - amzn.to/2KYL728
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    Games shown in this episode (in order of appearance)
    Ape Out (Gabe Cuzzillo, 2019)
    Dead Cells (Motion Twin, 2018)
    Furi (The Game Bakers, 2016)
    Into the Breach (Subset Games, 2018)
    Fall Guys: Ultimate Knockout (Mediatonic, 2020)
    Untitled Goose Game (House House, 2019)
    Crypt of the NecroDancer (Brace Yourself Games, 2015)
    Spelunky (Derek Yu, 2012)
    Rocket League (Psyonix, 2015)
    Supersonic Acrobatic Rocket-Powered Battle-Cars (Psyonix, 2008)
    Super Mario 3D World (Nintendo, 2013)
    Team Fortress 2 (Valve Corporation, 2007)
    Onimusha: Warlords (Capcom, 2001)
    Devil May Cry (Capcom, 2001)
    Gunpoint (Suspicious Developments, 2013
    Braid (Number None, 2008)
    SpyParty (Chris Hecker, 2018)
    Subnautica (Unknown Worlds Entertainment, 2018)
    Ghost of Tsushima (Sucker Punch Productions, 2020)
    Heat Signature (Suspicious Developments, 2017)
    Thief: The Dark Project (Looking Glass Studios, 1998)
    Hollow Knight (Team Cherry, 2017)
    Superhot (SUPERHOT Team, 2013)
    Titan Souls (Acid Nerve, 2015)
    Snake Pass (Sumo Digital, 2017)
    Baba is You (Hempuli, 2019)
    Katana Zero (Askiisoft, 2019)
    Dreams (Media Molecule, 2020)
    Super Mario Galaxy 2 (Nintendo, 2010)
    Don't Starve (Klei Entertainment, 2013)
    Journey (thatgamecompany, 2012)
    Music used in this episode
    Music provided by Music Vine - musicvine.com/
    Credits music by animeistrash
    Other credits
    Ape Out - Launch Trailer | Nintendo
    nosection.info/title/moWFoWiqgnmomYo/video
    #11 Crashlands I.H.O. | [TLX] byElmerox1
    nosection.info/title/qqqAla6qdZ-xm4o/video
    Supersonic Acrobatic Rocket-Powered Battle-Cars | Stranno
    nosection.info/title/d2SRe662j2hsfqA/video
    The BEST Way To Improve Your Aerial Car Control In Rocket League | Thanovic
    nosection.info/title/lJFvh4C0mX2ei3E/video
    Meet the Spy | Valve
    nosection.info/title/f4Rsf2m1mJiQa6w/video
    Onimusha: Warlords All Samanosuke Weapons | D3PY Gaming
    nosection.info/title/goNrlHzIk6OQoIY/video
    Devil May Cry HD - Gameplay Walkthrough Part 1 | Shirrako
    nosection.info/title/gnmhon6_mp6Yc6Q/video
    the_usual_toaster vs. YtterbiJum: Week 4 | SpyParty
    nosection.info/title/gnmhon6_mp6Yc6Q/video
    Making Baba Is You,what is this? by Arvi Teikari Hempuli | Gamelab Conference
    nosection.info/title/aJeMd5nHj4qRlZw/video
    Super Mario Galaxy 2 - 4K 60FPS [HD Texture Pack] | ItsLui
    nosection.info/title/eJqJgWSwhI-BgYI/video
    Subnauticas PROTOTYPES! | Aci
    nosection.info/title/oKmPnHXeqo2vl4o/video
    Contribute translated subtitles - amara.org/v/C3BDm/

Game Maker's Toolkit
Game Maker's Toolkit

Quick correction: I'm quoting Seth Coster from Butterscotch Shenanigans here, not Sam (who is Seth's brother, and also works there). Whoops!

5 måneder siden
Ben Frauenthal
Ben Frauenthal

payrim Dwein ôllillililililli

Måned siden
Saeed Malek
Saeed Malek

@Tois Sin Cera urdu urdu

3 måneder siden
Saeed Malek
Saeed Malek

@jksf hu7g g gud

3 måneder siden
Saeed Malek
Saeed Malek

@Tois Sin Cera 77 u7

3 måneder siden
Saeed Malek
Saeed Malek

@Tois Sin Cera unhen 77

3 måneder siden
AzekiaXVI
AzekiaXVI

It's funny how this is what happened woth the Frozen movie, Let It Go came out so good that they rewrote Elsa entirely so she wasn't a villain.

4 dager siden
Mike Hotchkiss
Mike Hotchkiss

Thanks

5 dager siden
JebSL
JebSL

So basically they normal way of programming - if there's a bug you don't wanna fix, call it a feature xD

14 dager siden
Gamedev Adventures
Gamedev Adventures

Refusing to accept a games maturity and growth can also give developers a lot of headaches. Nintendo is one of the best examples of this. Over the years they have been blessed with a number of fantastic accidental mechanics, but always seem to come down on them as if they were ruining the game. This drives a wedge between them and their community who tend to embrace these mechanics. Wavedashing in Melee is the obvious example here. It adds a ton of depth to smash bros and has made Melee one of the most successful competitive fighters of all time. But Nintendo didn't like the way the game was changing and tried to erase this style of play in Brawl. The community was understandably frustrated by this change and it created a rift between those who wanted to stick with Melee and those who wanted to move on to Brawl. But at the end of the day Nintendo couldn't patch out every new bug and technique. There was the DACUS in brawl and the perfect pivot in Smash 4 just to name a few. Refusal to be flexible can become a developers biggest downfall. Its hard to let go of that perfectly formed idea in your head. You know exactly how you want it to be and you don't want anything to change that. But the world of code, computers and players is messy. And sometimes you need to let your babies grow into who they want to be.

15 dager siden
Ezurak
Ezurak

I have a ton of idea for games, but I'm learning the godot game engine and it takes time when you don't have much coding experience. Once I get there, I'll take on Game Jam ! Seems fun and prevent from overdoing a game. My game idea currently is a mess of 100 mechanics I like, I'll have to focus on a small amount of them and start to see if it's already too much or just spot on

15 dager siden
Phyllis Elago
Phyllis Elago

Whens the next video?

19 dager siden
Huy Vu
Huy Vu

Hell yeah, power to the player. IMO, a good vg is the one which their dev does not restrict player's ability to do whatever they want.

19 dager siden
Joseph Douek
Joseph Douek

Doom 4/2016. They had a basic version of the glory kill, and that was one of the few things that stuck. Brutal melee kills were the most “doom” thing that they had, so they pushed in that direction

20 dager siden
JULES COURAU
JULES COURAU

Could we say that smash melee is a game that designed himself?

20 dager siden
mes cale
mes cale

Actually instructive and meaningful! Thanks!

21 dag siden
세찬
세찬

한국인 손

29 dager siden
권혁준
권혁준

Wow really motivating

Måned siden
Pedro Otávio Cavalcante
Pedro Otávio Cavalcante

Ape Out has a incredible organic gameplay. The way of playin, as your learn, changes significally. Even, in similar scenarios. After few floors, I became playin, as a dominated the mechanics, in a cautious way. Everytime this happens in this game, some changes forces you to velocity, to be reckless, to not waste time because the objective is going to the end, nothing more. Amazing game, beautiful artwork, with a music that integrates and tell the rhythim of the game.

Måned siden
Pedro Otávio Cavalcante
Pedro Otávio Cavalcante

And all o the design give the feel of this Ape, desperste, trying to flee

Måned siden
Gacha God
Gacha God

I'm just gonna throw this out here. It's probably too ambitious but oh well. Would it be possible to create a Machine Learning AI that can create games? I'm thinking it would use user data to determine what is a good mechanic and what is a bad mechanic. Like it creates a mechanic, names it "M1" or something and it puts in some kind of sheet where players can input whether or not the mechanic was good. If the mechanic is bad, it will null that mechanic. If it is good, the mechanic will remain in the prototype game and perhaps improve on it or leave it and allow a human to tweak it a bit. As for how the AI will consider if the mechanic is good or bad, perhaps it will use some kind of rating system as opposed to a yes no. If by the end of the prototyping stage the mechanic has, let's say, 3.5 stars or higher, it is good. If it is lower than 3.5 stars, the mechanic is bad. Thinking about it now, perhaps making a game is too difficult for a single machine learning AI. So perhaps it might be easier to make a team of AI. One creates mechanics, one creates art, one creates sound, one creates story if needed, and one is the director that combines it all. All of them would use the rating system provided by the users. However, the Director might be a little different as it is the one combining all the work. The Director AI will instead pair certain things together. For example an artwork of a duck, an artwork of a dog, the sound of a duck, and the sound of a dog. The director might pair the artwork of the duck with the sound of the dog and if the users tell the AI it is wrong, the Director AI will instead pair the artwork of the duck with the sound of the duck to see what the users say. If yes, the pair will be translated into a program for the mechanic AI to manipulate. It might give the duck movment, give the duck the ability to kill everything that it touches, or perhaps both. With object movment on my mind now, perhaps there should be another Machine Learning AI that tweaks such things...how it can work with the mechanic AI, I'm not sure. Another problem that popped into my mind are users. Not all users will give the AIs a good answer. While it may not be the best solution, perhaps there could be a team of humans dedicated to give the AI the proper answers they need initially before sending them out into the world. Before the AIs are sent into the unpredictable world that is the internet, they and their data will be copied and stored somewhere safe where in the event the AI released into the world have become too accustomed to internet culture, the saved AI can be copied and re-released into the world to try again. Well, that's all my ideas for this topic out there. Just wanted to get that out. Feel free to comment, I might respond. -A Random Highschool Student Fascinated With Machine Learning AI. And Money.

Måned siden
Hypnotoad
Hypnotoad

Whoever that noob was playing Rocket League, turn off camera shake! lol

Måned siden
Seferis 101
Seferis 101

As far as I know, also Quake's strafe-jumping was originally just a bug.

2 måneder siden
Kai Yost
Kai Yost

i love the production aesthetic of this video, it's so crafty

2 måneder siden
Francisco Estévez García
Francisco Estévez García

Step 1: have money for a long runway.

2 måneder siden
Amr Fadel
Amr Fadel

Mark, your channel is awe-inspiring. Not only do you offer the best video game content, but this is some of the best content on YouTube. Your thoughts are very orderly and your intuitions, piercing and spot on. I am going through all your content in order. How time and time again you vocalize and expand profusely on issues that I pick up on but not always able to put them into words is magnificent. You are a true journalist and your ethic and talent are comparable to none. Thank you for sharing your vision and making the best possible use of this platform. All power to you.

2 måneder siden
Pierpaolo Di Simone
Pierpaolo Di Simone

Tetris could be in this video too

2 måneder siden
Carlos Alfonso Lubrico
Carlos Alfonso Lubrico

ONIMUSHA WAS FEATURED! MY HEART. Even if just for a few seconds hahaha

2 måneder siden
Himo
Himo

Fuck it Bauhaus games Bauhaus games

2 måneder siden
JoelCrafter43
JoelCrafter43

Wait subnautica is a horror game? I mean yeah it's got some scary parts but it's a survival/story based game that just has some spoopy aspects thrown in.

2 måneder siden
23 pants
23 pants

So tl,dw "It's important to take a step back during development and consider whether you're going into the right direction and listen to new ideas you get, as you should with every kind of thing you work on." A bit obvious.

2 måneder siden
Bottlecaps Media
Bottlecaps Media

iv always had an idea for an RPG witch is weird because i got the idea from a Skyrim fallout mod , alternative start mods , and how much more fun and creative freedom id have when just even starting some where else in the world , the point of those kinds of games is to make our own stories there for it doesn't make sense to have 1 start. so i thought what if a game was designed from the ground up with this mechanic in mind , but I'm no game designer so i wouldn't even know how to start. so i didn't start with the game i started with the lore and have been writing for it ever since still hopeing for a big break though

2 måneder siden
Paulo Lameiras
Paulo Lameiras

Great video and thank you for mentioning Dreams. That game is a masterpiece and deserves more attention.

3 måneder siden
InfraGrayscale
InfraGrayscale

Can't believe the warframe movement overhaul example didn't come up. They wanted a grounded shooter with some melee, but a bug allowed players to fly super far when jumping and everyone used it to get around. They found that this was a more fun way to play and now the game has the bullet jump as a basic movement ability. And the movement is now touted as one of warframes big draws

3 måneder siden
Mawuy
Mawuy

👍 super cool thank you Max 🦶

3 måneder siden
YourPalHDee
YourPalHDee

Into the Breach is the first game I'm going to do 100% completion on since Devil May Cry 1. It's the best game I ever played. I've got 3 achievements left to unlock!

3 måneder siden
wcpgw
wcpgw

Another example would be Left 4 Dead, which was intended as a normal shooter, but a test with many enemies rushing towards the player was so fun they went zombie apocalypse.

3 måneder siden
Scaredyfish
Scaredyfish

I’m looking forward to finding out what my game will be.

3 måneder siden
Cláudio Sampaio
Cláudio Sampaio

I wonder why you and other 'game theorists' never analyze games like Euro Truck Simulator 2 and X4: Foundations. Somehow it seems their experience-based approach scares you guys away because you're so centered in 'mechanics-based approach' and don't give much importance to realist graphics.

3 måneder siden
Just
Just

...that's so random lol. why?

2 måneder siden
gnarly charlie
gnarly charlie

I feel like this philosophy also applies to other mediums such as art and music and I’d like to thank gmtk even if it’s likely they’ll never see this comment for pointing out the idea of building simple things into a more complex whole.

3 måneder siden
Steven Victor Neiman
Steven Victor Neiman

I wonder if this is part of why sequels and heavily hyped games seem to often be disappointing or highly derivative. They're laboring under expectations that a fresh IP isn't, which might sometimes mean that they just can't follow the fun if it leads somewhere that will make the people with expectations angry if they follow.

3 måneder siden
KaosNinja117
KaosNinja117

So... any budding game developers out there that need a starting idea?

3 måneder siden
Exploder MLMK
Exploder MLMK

The subtitles I did are already here, YAY :D

3 måneder siden
Seonghyeon Choe
Seonghyeon Choe

"Fail faster. Follow the fun". Really inspiring video. Thank you!

3 måneder siden
Masterboa
Masterboa

In rocket league, max out the boost strength and turn the gravity way down. Thank me later.

3 måneder siden
Florent Mercier
Florent Mercier

Great work ! I find it very inspiring and I think everyone who hesitate about creating something, and not only video games, should watch this.

3 måneder siden
YEETIESTS
YEETIESTS

I’m gonna remember this. Not just for game making, but for art and animation, too. Start something with a general idea, and then see what it wants to be.

3 måneder siden
Brian Schroeder
Brian Schroeder

a very minor example I'm fond of is the briefcase glitch in HITMAN 2 quickly becoming the signature joke of the game after players discovered it and IO agreed it was funny

3 måneder siden
Meow *Politely*
Meow *Politely*

4:00 that's when a bug becomes a feature.

3 måneder siden
Cureisyou
Cureisyou

Gamemakertoolkit when will you cover about game quality like there is not even 1 video you cover on that topic

3 måneder siden
Stefan Badragan
Stefan Badragan

"Follow the fun" is very akin to how good fiction is written. Writers say that after the incipit, characters and situations write themselves while the writers are just the conduit to the whole thing. It makes sense since intelligent people will understand patterns, at least intuitively: what is fun in videogames or how people and worlds work and what makes them interesting, to give relevant examples.

3 måneder siden
Energy Eve
Energy Eve

Thanks for the encouragement ^_^ I hope to come out with my first game sooner rather than later. I’m using unity to make something

3 måneder siden
Dhashen Naidu
Dhashen Naidu

Regarding the bugs and exploitations, I get the feeling that SoulsBorne games have this as well. People find crazy ways to exploit enemy AI and the environment that I doubt was intended but the developers leave it in game probably to reward the ingenuity of those who could figure those things out.

3 måneder siden
Casual Champ
Casual Champ

Your channel is such fresh content to me it's amazing. All of us gamer youtubers fighting for views with silly let's play videos lol. Truly inspiring.

3 måneder siden
Steven Asselman
Steven Asselman

Into the Breach. Still not on PS4 somehow. Akward.

3 måneder siden
justaname onyourscreen
justaname onyourscreen

Sooo, I've been doing it right...go figure...

3 måneder siden
ElGranAtaulfo
ElGranAtaulfo

Thank You

3 måneder siden
toster!
toster!

I feel like the thing you have to be careful about this way of designing is this can lead to a very predictable and basic game if you're not careful. If you just go with the most obvious ideas you have the game might become predictable.

3 måneder siden
toster!
toster!

@Game Maker's Toolkit true

3 måneder siden
Game Maker's Toolkit
Game Maker's Toolkit

I don’t think any of the games in this video are predictable or basic, personally!

3 måneder siden
MZONE3D
MZONE3D

Spot on! The Development is also about what is manageable for the person or team that is designing it. You soon discover what your strengths and your weaknesses are, which in combination with the "game evolving itself", will ultimately dictate what your game/project materialises in to.

3 måneder siden
Nicholas Luck
Nicholas Luck

I've got literally dozens of half assed game ideas. They better start making themselves quick.

3 måneder siden
TheGlenn8
TheGlenn8

I want people to stop saying Subnautica is a horror game. Just because it scares you doesn't mean it is horror.

3 måneder siden
Maxamed Daahir
Maxamed Daahir

1:11 any Furi fans here? I love that game so much.

4 måneder siden
슬라메
슬라메

깨달았다

4 måneder siden
OzanBurada
OzanBurada

This video reminded me of how nintendo created a 2d prototype for Breath of the Wild.

4 måneder siden
junglebell
junglebell

꿀잼

4 måneder siden
foreverseethe
foreverseethe

What about deadlines and budgets.

4 måneder siden
MakX ́s
MakX ́s

i think heat signature would be better with lan (or server) multiplayer and a big space ship creator

4 måneder siden
Dipo Ogunmodede
Dipo Ogunmodede

A lot of this just sounds like Agile

4 måneder siden
Sorin2120
Sorin2120

Thought you might like to take a look at Cogmind

4 måneder siden
JaredNWidman
JaredNWidman

This feels like a lot like a UCB 101 class lol

4 måneder siden
Tactical Faux
Tactical Faux

Pretty sure I remember reading long ago that Minecraft's signature Creeper was Notch's first failed attempt at making a Pig Model -- basically he got the dimensions for the pig wrong but just went with it for a new mob which turned out to be the creeper.

4 måneder siden
amraKarma
amraKarma

I feel that games come from somewhere in the Universe, just like music. All my games build themselves.

4 måneder siden
TheMisled
TheMisled

This is basically the origin story of Tribes. An exploit that became a centric mechanic to the game

4 måneder siden
Graham Lee
Graham Lee

4:06 awwwww man

4 måneder siden
Jose Luis P. C. Rocha
Jose Luis P. C. Rocha

From my experience you start with a bad idea and then put more ideia in that and make a mediocre idea repeat until you have a awesome mix of great ideias that aparently fit and some that you cant make it fit so maybe you take it out. You never just says here is in my mind the perfect game. In design a lot of things are consequences of previewed ideias.

4 måneder siden
Jerome
Jerome

I used to go through the Aztec on 00 Agent mode just to test my skills. And probably would be successful 1 every 7 attempts.

4 måneder siden
Nazareadain
Nazareadain

Don't be too focused on what the game is "supposed to be" to appreciate what the game already is.

4 måneder siden
John Spear
John Spear

put a deesser on your vocals, your S's are killing my ears.

4 måneder siden
Not Really
Not Really

Learned it. Hope more game design videos of yours

4 måneder siden
Karan Joshi
Karan Joshi

Tell this to hideo kojima because he sure didn't see fun as a part of death stranding.

4 måneder siden
Humanity As Code
Humanity As Code

I think I needed to be reminded of this now more than ever.

4 måneder siden
Cradle of Anal
Cradle of Anal

Yeah you right game design themselves.. I call it that you discover the game.. that's how I make all my games.. you can't force and idea.. it grows as you work on it..

4 måneder siden
kèhbab
kèhbab

"This guy Marc leblanK" All french people: bruh

4 måneder siden
Aoki Naptune
Aoki Naptune

"Fail fast, follow the fun" is as true as "throw everything at the wall and see what sticks".

4 måneder siden
Azim Petra
Azim Petra

..and one of the game devs that doesn't agree with this is Gunz: The Duel(2003) by MAIET. They removed the fun part in the sequel.

4 måneder siden
Coecoo
Coecoo

Meanwhile.. EA: Graphics is 80% of the game

4 måneder siden
David De Los Santos
David De Los Santos

An optimistic way of putting "it's not a bug it's a feature..."

4 måneder siden
Dustin Johnson
Dustin Johnson

Surprised there was no mention how the Spy from Team Fortress is based on a bug where players would sometimes appear as other players in-game, which inspired the disguise mechanic.

4 måneder siden
Rasmus Tagu
Rasmus Tagu

Bean Battles - there is no other better example.

4 måneder siden
braxinIV
braxinIV

Hotline Harambe?

4 måneder siden
Solakend end
Solakend end

Every game you are talking about was a business failure, mainly because it was not made for the public but for fans. Why don't you talk about that ? Mainstream game design is bad but it's what appeal to the most... that is an interesting subject... speaking of good game design in video games nobody care about is kind of pointless, especially when you don't even seem to understand your subject....

4 måneder siden
Fuschia Warrior
Fuschia Warrior

Great video

4 måneder siden
Matt L.
Matt L.

Always enjoy “finding” a quality channel that (apparently) everyone else knew about for years

4 måneder siden
wheedler
wheedler

Are there any games that designed themselves?

4 måneder siden
Thomas Squires
Thomas Squires

I would love to see you do a video on the game design of modern Sonic games (Unleashed, Colours, Generations, Forces)

4 måneder siden
Sam P.
Sam P.

This is one of the best videos I've ever watched on YouTube. Seriously.

4 måneder siden
Imran BAHADDI
Imran BAHADDI

u suke

4 måneder siden
zody woolsey
zody woolsey

Hey, please make a video about how physics interactions are handled in multiplayer games. I'm building a vr game that has a focus on fun/gamey (not like boneworks) physics and the absolute mass of math and tweaking to netcode I am having to do is getting kinda crazy.

4 måneder siden
Jaden Tan
Jaden Tan

What is the difference between a mechanic and a gimmick?

4 måneder siden
Call Me Swivel Hips
Call Me Swivel Hips

How do I start learning how to code to get to the point where I'd feel confident trying to put a game together in the first place??? For a long time I've wanted to learn how to build a game. I learned a little of C and Haskell and then stopped because I didn't know what to do... You make very inspirational videos, thank you!!!

4 måneder siden
Trae Morris
Trae Morris

Bro sometimes I'm afraid to watch your vids because of the knowledge I'm getting which I dont believe I can use

4 måneder siden
Matt C
Matt C

I believe the possession of inanimate objects in Alan Wake came from a glitch where a vehicle or something moved and killed the player during development.

4 måneder siden
Xin Quiote
Xin Quiote

2020 was such a great game.

4 måneder siden
Blake Measures
Blake Measures

3 words, Primary gameplay loop.

4 måneder siden
Thomas Rowe
Thomas Rowe

The creeper in minecraft was also a bug that they turned into a feature.

4 måneder siden
Cedric Engels
Cedric Engels

Can a man even play Into the Breach as often as Mark comes up with it in his videos?

4 måneder siden

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