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1
Speedrunning - Games Done Quick and Developer Tips - Extra Credits
2
Destiny vs. Warframe - $500 Million in Free Marketing - Extra Credits
3
The Pacing of PUBG - The Thriller Tension of Battlegrounds - Extra Credits
4
Energy Systems - How Casual Games Suck You In - Extra Credits
5
Overwatch and Asymmetric Level Design - What Makes the Maps Fun? - Extra Credits
6
Simulation Sickness - Causes and Cures for Game Headaches - Extra Credits
7
Choice Paralysis - Too Much of a Good Thing - Extra Credits
8
Affordances - How Design Teaches Us Without Words - Extra Credits
9
Tutorials 101 - How to Design a Good Game Tutorial - Extra Credits
10
Accessibility - The Curb Cut Effect - Extra Credits
11
The Pre-Production Problem - How to Improve the Planning Process in Game Design - Extra Credits
12
Persona 5 and Jungian Psychology - Masks, Major Arcana, and Meaning - Extra Credits
13
The Content Conundrum - Why So Many Games Feel Generic - Extra Credits
14
A Case for Board Games - Why Board Games Help You Make Better Video Games - Extra Credits
15
Overlooked - The Hidden Potential of Hidden Object Games - Extra Credits
16
Ladders and Team Games - Doing it Wrong - Extra Credits
17
Plan, Practice, Improvise - Understanding the Three Types of Play in Games - Extra Credits
18
Combining Genres - How to Pick the Right Design Mechanics For Your Game - Extra Credits
19
De-Gamification - Flexibility to Play Your Way - Extra Credits
20
"Art" Is Not the Opposite of "Fun" - Why Analyzing Games Makes Them Better - Extra Credits
21
Evil Races are Bad Game Design - Bioessentialism & Worldbuilding - Extra Credits
22
Free-to-Play's MECHANICS are Great - The Mini-Game Revolution - Extra Credits
23
Awesome Per Second - Don't Waste Time - Extra Credits
24
The Price of Randomness - Balancing RNG - Extra Credits
25
The Prisoner's Dilemma - The Game Theory of Decision-Making - Extra Credits
26
Save Scumming - The Game Design of Save Systems - Extra Credits
27
Escort Missions - Dragging Dead Weight - Extra Credits
28
Metrics - The Danger of Data-Driven Game Design - Extra Credits
29
The Disappointing Final Level - Making Better Endings For Better Games - Extra Credits
30
Loading Screens - The Waiting Game - Extra Credits
31
Did Level Scaling Break Games? - Leveling in Open World Design - Extra Credits
32
The Kobayashi Maru - No-Win Scenarios in Games - Extra Credits
33
Diegetic UI - Realistic, or Distracting? - Extra Credits
34
The Catharsis of Doing - Designing Emotionally Intense Experiences - Extra Credits
35
Fable Legends - The Challenges of Asymmetric Multiplayer - Extra Credits
36
The Kuleshov Effect - Improving Character Interactions in Games - Extra Credits
37
Tutorials That Don't Talk Down To You - Context Sensitive Design - Extra Credits
38
When a Game is Too Long - Respecting the Player's Time - Extra Credits
39
The New Player Experience - Hooks, Tutorials, Rewards - Extra Credits
40
Optimal vs Fun - Designing for Different Playstyles - Extra Credits
41
The Trolley Problem - Designs With No Right Answer - Extra Credits
42
RPG Character Sheets - Designing Gameplay Around Character Customization - Extra Credits
43
Ma, The Space Between - Uncluttered Game Design - Extra Credits
44
Sticking to Your Guns - How the Doom and Dragon Quest Franchises Modernized - Extra Credits
45
Mechanics Shaping Story - Re-examining the Core Gameplay Loop - Extra Credits
46
Achieving Vicarity - Creating Livable Fiction - Extra Credits
47
Gamification Sucks... - How to Improve Gamification - Extra Credits
48
Gestalt - The Parts and the Whole - Extra Credits
49
Using Narrative as Context - Balancing Gameplay and Story Elements - Extra Credits
50
User Generated Content - The Upsides and Pitfalls to Level Editors - Extra Credits
51
The Importance of Not Playing Games - A Balanced Game Design Education - Extra Credits
52
Aspirational Play - Adding a Sense of Wonder to Game Design - Extra Credits
53
Should You Play the Classics? - Why Game History Matters - Extra Credits
54
The Real Core Loop - What Every Game Has In Common - Extra Credits
55
The History of Roguelike Deckbuilders - From Playing Cards to CCGs and Beyond - Extra Credits
56
The Mechanics of Character Design - Analyzing the Design of Marvel Puzzle Quest - Extra Credits
57
Overwatch and Informational Audio - Sound Design in Games - Extra Credits
58
How Games Challenge Us - Empathy and Intuition in Puzzle Design - Extra Credits
59
The Four Types of Video Game Designers - Game Design Specializations - Extra Credits
60
Making Better RPG Classes - What Makes a Class Classic? - Extra Credits
61
Character Creators & Cyberpunk - Player Freedom in Expression - Extra Credits
62
Building Streaming Into Your Game - Designing Games for Observers - Extra Credits
63
Easy Modes Aren't Easy - Designing Dynamic Difficulty - Extra Credits
64
The Bystander Effect - Standing Up From the Crowd - Extra Credits
65
Final Fantasy VII: Breaking the Remake - Reboots, Remasters, and Remakes - Extra Credits
66
Shark Attack! Thursday at Noon - Variable Ratio & Interval Schedules - Extra Credits
67
Fail Faster 2: Fail Better - Iteration & Feedback - Extra Credits
68
Helping Your Players Design - 6 Rules for Design Tools - Extra Credits
69
Is Your Game Controlling You - Compulsive Design in Games - Extra Credits
Description:
Explore a comprehensive series of game design lectures covering a wide range of topics in the video game industry. Dive into subjects such as speedrunning, asymmetric level design, tutorial creation, accessibility, psychology in games, genre combinations, and the impact of randomness. Learn about the challenges of escort missions, the importance of pacing in battle royale games, and the intricacies of user interface design. Examine the role of narrative in gameplay, the ethics of game design, and the evolution of classic franchises. Gain insights into player psychology, game balancing techniques, and the creation of emotionally engaging experiences. Discover the principles behind effective character customization, sound design, and difficulty scaling. Analyze the impact of streaming on game design and explore the complexities of remaking beloved titles. Throughout the series, engage with thought-provoking discussions on game design philosophy, industry trends, and the future of interactive entertainment. Read more

Game Design - Extra Credits

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