Game Design with MichaelLight is one of the most powerful things for game developers to use. In this One Minute Game design short tutorial, we look at how to use and think about light in video game design and level design.
Are you lighting things like this?... - One Minute Game DesignGame Design with Michael2020-12-12 | Light is one of the most powerful things for game developers to use. In this One Minute Game design short tutorial, we look at how to use and think about light in video game design and level design.The Secret Sauce of Remedys Map DesignGame Design with Michael2024-06-06 | Deconstructing what makes the map design of Remedy's Control so good. What is it's ssecret sauce. The level design of Control contributes to the overall game design of control to create great spaces for players to play through linearly initially. Then these spaces open up through 3 key tricks to create easily navigable spaces to return to later.I deconstructed 19 Elements every Final Fantasy needsGame Design with Michael2024-03-10 | What defines a Final Fantasy game? I have broken down what elements a Final fantasy game must have to be considered a good game in the series. In this essay we will analyse and explore a whole spectrum of different things you may expect to see in a sequel from Anthology Storytelling to turn based combat. From party members like Cloud or Tifa from FFVII and their impact on the narrative through to the overarching magic systems that Clive from FFXVI must navigate in his quest to do tedious busy work in the gear system.
#FFXVI #FFVII #FinalFantasy
CHAPTER MARKERS 0:00 Setup 3:12 Intro 9:34 Element I 11:40 Element II 14:40 Element III 17:50 Element IV 20:30 Element V 26:35 The Party 28:31 Element VI 34:10 Element VII 37:15 Element VIII 42:38 Element IX 45:28 Element X 49:53 Element XI 57:55 Element XII 1:06:50 Element XIII 1:08:27 Element XIV 1:14:25 Element XV 1:18:17 Element XVI 1:22:48 Element XVII 1:26:00 Element XVIII 1:31:02 Element XIX 1:34:20 ConclusionGod of Wars SECRET 🎥 Camera trickGame Design with Michael2023-01-23 | God of War's SECRET 🎥 Camera trick to hide teleporting characters #shorts God of War uses whip pans to hide when characters are teleporting or sliding around in cutscene. This is good for transitioning to cutscenes from dynamic gameplay scenarios.
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Way more clear in the actual video.... Slightly longer FULL VIDEO (✔️ proper resolution): youtube.com/watch?v=M7XOVLoW-8AWhy GAME designers use BUTTONS🔺🔻Game Design with Michael2023-01-22 | #shorts Designers use buttons as a way to know exactly where a player is looking. This is an excellent trick and technique that lets level designers create scenes and gameplay that is highly likely to be seen by the player.
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Slightly longer FULL VIDEO (✔️ proper resolution): youtube.com/watch?v=HARLaWtYdwwHow to make game cutscenes seamless 🎬Game Design with Michael2023-01-21 | Create seamless cutscene transitions like this 🎬 #shorts Using a simple trick of cutting on an action is one of the best ways for a game designer to transition from gameplay into a cutscene. God of War has some great examples.
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Slightly longer FULL VIDEO (✔️ proper resolution): youtube.com/watch?v=6pa7Wc8GFa0🌈 The 2 colors that make BETTER gamesGame Design with Michael2023-01-20 | Design better gameplay through Primary and Highlight colours #shorts The use of a primary and highlight colour in the creating of interaction in game design is an excellent way to help players both perceive and interpret the gameplay objective.
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Slightly longer FULL VIDEO (✔️ proper resolution): youtube.com/watch?v=OmrD6GrkmccPlayers🎮 need to look in the right directionGame Design with Michael2023-01-19 | Players🎮 need to look in the right direction #shorts Using the level design and the features of the level is a great way to manipulate where the player is looking and show them content that you as the video game designer want them to see.
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Slightly longer FULL VIDEO (✔️ proper resolution): youtube.com/watch?v=Ob9gvLltPM8WEIRD quirk of Light💡 in gamesGame Design with Michael2023-01-18 | Light in video game design and level design is super important to all gamers as we are drawn to it and it grabs our attention. It is a key part of the design of games and and drives many player choices in gaming.
#shorts
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Slightly longer FULL VIDEO (✔️ proper resolution): youtube.com/watch?v=Y01C2n_HWVMthe design of games and and drives many player choices in gaming.Drawers in TLOU🍄 do WHAT to difficulty???Game Design with Michael2023-01-17 | Drawers in The Last of Us are designed to distribute ammo to the player when they need it. This is a great example of dynamic difficulty adjustment and lets the designers keep a tight grip on the level experience. #shorts
Slightly longer FULL VIDEO (✔️ proper resolution): youtube.com/watch?v=QInk6SiGmaoEASY 🎨 TRICK to pop your foreground off the backgroundGame Design with Michael2023-01-16 | How to pop your foreground off the background #shorts Art technique to create separation between the layers of your artwork to pop your foreground off you back ground. This increases the legibility of the assets in the game design and level so the players can better tell what's happening.
Slightly longer FULL VIDEO (✔️ proper resolution): youtube.com/watch?v=HxWIDFeAr24This Erdtree is WORLD DESIGN at its peakGame Design with Michael2022-11-10 | This section of Mt Gelmir displays From Software's excellent world design and the care they took to create world consistency like this in Elden Ring. I talk about how this Erdtree Sapling links logically to Seethewater cave which is why this ulcerated tree spirit can be fought here.Mt Gelmir is actually a SECRET DUNGEON! Heres why?Game Design with Michael2022-11-03 | The design of Mt Gelmir is different from all the other areas in Elden Ring. It's because of this that Mt Gelmir actually behaves much more like a secret overworld dungeon than it does an open world area. We dig into the level design From Software has created here in Elden ring to unpack why?Elden Rings Levels are built different...Game Design with Michael2022-10-30 | Elden Ring has level design and game design I haven't seen in other games for a while. The experimental nature of the way the spaces asks the players to engage with the m differently. We look at single player, open world, linear and non-linear game and talk about the different kinds of development mentality behind the levels. Really digging into From Software's design.Who is the Horizon Remake for?...Hint: probably not youGame Design with Michael2022-10-23 | Horizon Zero Dawn is getting a remake but who is this remake for. We look at statistics from recent mixed media strategies including Cyberpunk 2077 and the Witcher series and address the upcoming Last of Us TV show to build a case for why this recent game is getting a remake. Ultimately we compare gaming tv shows and their reception to show why the Horizon Zero Dawn remake is obvious.I finished Scorn... Its Atmospheric but can be frustratingGame Design with Michael2022-10-20 | Scorn is an atmospheric horror fps game made by Ebb Software. This review covers the games atmosphere and art, the flaws and strengths of the combat system as well as the narrative. Ultimately it attempts to answer should you buy Scorn. Answering what should you know before you buy? Scorn is also heavily inspired by the art of H.R. Giger and Zdzisław Beksiński.🏌️_`_⛳ Golf Club:Nostalgia is PEAK Cozy GameGame Design with Michael2022-02-18 | Golfclub Nostalgia is one of the best Cozy games. In this review of Golf Club Wasteland we look at how the in game radio, art and simple golf mechanics go together to create an amazing game driving for and achieving a very specific aesthetic. We cover general gameplay, mechanics, story and worldbuilding delivery plus more.
____________ SUBSCRIBE ____________Evolving Halos Linear Design for Open WorldGame Design with Michael2022-02-03 | Halo Infinite needed to change a lot to go from the linear mission design of old to the open world design seen in the newest halo game. This is a breakdown of the design choices the game designers and developers needed to consider when changing Halo's fundamental core structure. Equipment and progression systems would all have an impact on the game as well as many changes to the minute to minute gameplay.The Constant Struggle of being a Small YoutuberGame Design with Michael2022-01-02 | Addressing some YouTube tips and concepts and talking about the channel and 2022. Getting a little vulnerable around the state of videos and the channel and coming back to make new stuff.Why these enemies are deliberately HARD to shoot?Game Design with Michael2021-06-24 | Sometime you need to skirt design rules. Enemy design is a key part of game design. Tracking is one part of enemy design. When Playing Resident Evil VII, I was reminded of tracking. So What is Tracking in Enemy design. How does tracking help the player have a better game play experience and what goes into making a good enemy.Go from Ideas to Gameplay using Gameplay LoopsGame Design with Michael2021-01-22 | Using well made gameplay loops, game devs can get ideas into gamplay for their game design. The primary loop is the most important, but the secondary and tertiary gameplay loop will help give the player direction. You can think of this as second to second, minute to minute and hour to hour gameplay.
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More on constructing loops: youtu.be/PMj8Q4ViKzsGet IDEAS into GAME PLAY using Loops #shortsGame Design with Michael2021-01-22 | Using the primary, secondary and tertiary loops game developers and their game designs can take ideas and turn them into game play.
#shorts
More about gameplay loops: youtu.be/MIMMJ4xHYR8The FUNDAMENTAL UI element most games miss... FULL VIDEOGame Design with Michael2020-12-19 | An educational video about one of the most fundamental UI elements that so many games miss. A tutorial on the User Interface and User experience design of comparison UI and how not to do it. Lots of examples plus a version of how to make good UI.
This is a full video version of the talk from my twitch.
Follow me over on Twitch here: twitch.tv/themichaelcafeThe FUNDAMENTAL UI element most games miss...Game Design with Michael2020-12-18 | An educational video about one of the most fundamental UI elements that so many games miss. A tutorial on the User Interface and User experience design of comparison UI and how not to do it. Lots of examples plus a version of how to make good UI. A user interface and design tutorial and analysis.
0:00 - 0:39 Intro 0:40 - 1:22 What are we discussing? 1:23 - 5:50 Borderlands 2 Comparisons 5:51 - 8:35 Explaining what you are actually doing 8:36 - 9:20 Borderlands 3 does it too 9:21 - 12:43 Final Fantasy VII Store does it 12yrs later 12:44 - 15:27 A different but same situation 15:28 - 19:50 The Witcher 3 is good UI
Follow me over on Twitch here: twitch.tv/themichaelcafeI finished Bugsnax... heres my ReviewGame Design with Michael2020-11-20 | The best video review of Bugsnax by Young Horses from someone who has finished Bugsnax. I look at whether Bugsnax is worth purchasing. We break down the core game lopp that will make up the gameplay of Bugsnax, we look at what the story setup of Bugsnax is and we cover what stands out about Bugsnax along with what might stop you buying it. In this video we also look at some of the main mechanics.
0:00-0:17 Intro 0:18-2:21 Genre/Competitor Comparison 2:22-4:13 Core Game Loop 4:14-4:20 KEY STAND OUT FEATURES 4:21-5:47 Lateral Thinking 5:48-6:52 Adorable 6:53-8:18 The People of Snaxburg 8:19-8:24 POINTS OF ISSUE 8:25-9:24 Vague 9:25-10:43 Feeding Mechanics 10:44-11:44 PERSONAL OPINION 11:45-12:17 Should you buy
#bugsnax #bugsnaxreviewI finished PUMPKIN JACK, Heres my ReviewGame Design with Michael2020-10-27 | This is a review of Pumpkin Jack, a spooky Halloween game. In this Pumpkin Jack review we cover if you should buy Pumpkin Jack, what are the good and bad things about it and what is Pumpkin Jack. We breakdown the game play, as well as recommend whether or not you should purchase the game. Pumpkin Jack is a indie 3d platformer where you play as the reanimated soul of Stingy Jack. In his quest to destroy his foe the wizard you will navigate perilous jumps, engage in fast and loose combat and play a bunch of different game play mini-games.
#pumpkinjack
0:00 - 0:25 Intro 0:26 - 1:14 Genre/Competitor Comparison 1:15 - 3:19 Core Game Loop 3:20 - 3:57 Key Standout Features 3:58 - 4:26 Mechanical Diversity 4:27 - 5:26 Always Something to Do 5:27 - 6:11 Great Art 6:12 - 6:38 Points of Issue 6:39 - 7:53 Nitpicks...I Guess 7:54 - 8:27 Personal Opinion 8:28 - 9:19 Should You BuyI finished Star Wars:Squadrons! Heres my review...Game Design with Michael2020-10-22 | Here's my Star Wars Squadrons review of both the story and the multiplayer. I finished the game while playing with controller, flightstick(HOTAS) and VR. So do I think you should buy squadrons? Is star wars squadrons worth it? In this review we look at gameplay, the VR influence and the mission and level design. I give my thoughts on star wars squadrons and a recommendation.
#starWarsSquadrons
0:00 - 0:13 Intro 0:14 - 1:18 Genre/Competitor Comparison 1:19 - 3:24 Core Game Loop 3:25 - 3:32 Key Standout Features 3:33 - 6:21 Simple but Complex 6:22 - 9:29 VR BABYYYY 9:30 - 10:09 Points of Issue 10:10 - 12:39 Mission and Level Design 12:40 - 14:16 Personal Opinion 14:17 - 15:26 Should You BuyHow does it compare? ... Heres my impressionsGame Design with Michael2020-10-11 | A super quick, to the point impressions of Crash Bandicoot 4 It's about time from a PlayStation 4. While not worth a review for Crash Bandicoot 4, here are my thoughts on the mechanics and additions to this old 90's classic. We look at difficulty, the reward structure, new mechanics like rail sliding wall running and the new ability masks as well as playable characters.An in-depth ANALYSIS of STORY STRUCTURE in TLOU 2 asking Did Abby ruin TLOU2?Game Design with Michael2020-08-27 | Applying the three act structure to create a story analysis of the last of us part 2, we can answer, is the last of us part 2 too long? Does Abby ruin the story pacing, is Lev bad. This is a really good example of applying the three act structure to a story and breaking down a games story to find the problems. Really good opportunity to apply the three act structure to games and also to breakdown the story of a AAA game.
Sections: 0:00:00-0:00:40 Quick Note 0:00:41-0:01:20 Intro 0:01:21-0:02:35 What are we covering? 0:02:36-0:03:46 What are we NOT covering? 0:03:47-0:08:30 Background info 0:08:31-0:10:49 How do we approach this problem? 0:10:50-0:31:53 A breakdown of the three act structure 0:31:54-0:48:41 Analysis of TLOU2's Story 0:48:42-0:59:10 Why we need Abby's Story 0:59:11-1:03:16 Explaining Other Story Structures 1:03:17-1:39:02 Analysis of Abby and Levs StoriesHow to structure your story? Act 2 & 3Game Design with Michael2020-07-30 | We break down acts 2 and 3 of the three act structure. We take an expansive detailed and educational look at the beats of act 2 and 3 and also give lots of examples for each one great information for any screen writer, novelist, tv writer or anyone looking to craft a narrative. If you are writing a story you want to have a good grasp of story structure. We look at the structure of films like star wars episode 4 and the matrix and also have examples from the duff, se7en, star wars:rogue one and a bunch others.The Last of Us Part 2 has PROBLEMS! He doesnt agree... (spoilercast)Game Design with Michael2020-07-02 | SPOILERS!! In this The last of us 2 spoilercast/discussion/podcast/debate we discuss structure of the game, the game play and what we like and did like about it. What did you think of Joel in the last of us, what do you think about ludonarrrative dissonance and what do you think about the story, its structure and the game plays elements. All this with Josh who is currently Locked down in Melbourne.
#thelastofuspart2 #thelastofusHow to structure your story? Lots of examples - Prologues and Act 1Game Design with Michael2020-06-18 | You need to start somewhere! We break down the milestones and components of Act 1 of the Three Act Structure and also talk about what goes into a prologue. We break the plot into its different parts. Each milestone is broken down, so what is the call to adventure? What is the Inciting incident? We'll find out. We look into various media including Star Wars: A new hope, The Last of Us, The Dark knight and Uncharted 2: Among Thieves.
NOTIFICATIONS!!!!!! SUBSCRIBE!!!!!What do T-Shirts and the 3 Act Structure have in Common?Game Design with Michael2020-06-07 | Are you hesitant to use the three act structure? In this video we discuss a metaphor likening the three act structure to T-Shirts. We discuss why you should use the three act structure and how the structure itself doesn't really restrict the art, the art itself is what matters. A follow up to why you should use the three act structure and also a defense of the three act structure.
Film Riot - How to Start Writing your Screenplay: youtube.com/watch?v=vbWv0WYj2H4Why you should use the 3 Act Structure??? Its like photoshop...Game Design with Michael2020-06-07 | Before learning how... WHY should you use the three act structure? In this video we cover many reasons why you should be creating your stories using the three act structure. The structure has a lot of benefits, tips and tricks for using it, that make it a much more versatile tool than just splitting the story into 3 parts. In this video we discus some of these tricks by comparing it to Photoshop in the art making process. We will cover nesting, milestones, pacing, chunking and other structures that tie into the three act structure.
A broader metaphor to use with the three act structure:
Chapters: 00:00 - Intro 00:20 - Why you shouldn't jump straight in? 01:04 - Video Thesis 01:15 - A Quick Breakdown of the 3AS 02:18 - The 3AS brings a lot with it... 02:54 - Manageable Chunks 03:33 - Milestones 04:06 - Not working for you? Try this video... 04:20 - Pacing Template 04:58 - Nesting Structures 05:30 - Diagnosis Tool 06:05 - Filters and Plugins 06:50 - What will you be using/Another video to watchA Quick Word about this series on the 3 Act Structure...Game Design with Michael2020-06-07 | An introduction to my series on the 3 act structure. We very quickly discuss the videos that will eventually be released in the series. Set some expectations about what will be covered and when it will be released. And talk about how the videos relate to one another.Doom Eternal is designed to be played a specific way...........- Interesting Design DecisionsGame Design with Michael2020-05-30 | Hugo Martin talks on the No Clip podcast and we look at some things he said regarding the design decisions of #doometernal. Id had a specific way they wanted the player to engage with the combat. Using aggressive player education, id wanted to push the player into what they called, the fun zone. Knowing this, it is clear that some criticism of doom eternal just didn't get what id was going for.
#videogamesI finished CLOUDPUNK.... Heres my reviewGame Design with Michael2020-05-21 | In this review of Cloudpunk, I talk about how the delay of Cyberpunk 2077 may have left a hole that needs filling. Cloudpunk may fill that hole. Cloudpunk is a narrative driven adventure game, with an aesthetic similar to blade runner or cyberpunk or neon Tokyo. It has driving mechanics, a gorgeous world and an intriguing series of stories delivered through a cast of great characters. While there are some draw backs, through this review I will give you the details you need to maybe have Cloudpunk scratch that Cyberpunk itch while we wait for September to roll around. If you are looking for a game similar to cyberpunk, you may have found it.
For some reason you are in the description, what do the Youtubers say here again........ Hang on.. I'll get it...... Oh Yeah.. SMASH THE BELL!!! SUBSCRIBE!!!!! -- Chapters: 00:00 - Intro 00:59 - What Is? 01:44 - Types of Gameplay 02:39 - Gameplay Loop 03:02 - Vignette Stories 04:55 - Characters 05:53 - Art 06:35 - Lack of Gameplay Systems 08:03 - Indie Jank - Lifts 09:01 - Indie Jank - Dissonance 09:47 - Saving and On Foot Sections 10:51 - Should You Buy? -- #cloudpunk #reviewHow Drawers Affect Difficulty in The Last of Us? - One Minute Game DesignGame Design with Michael2020-05-08 | In this one minute game design we are taking a look at the draws in The Last of Us and dicussing how they are used to regulate the difficulty. A game designer is able to use a process called dynamic difficulty adjustment, or DDA, to design their game to regulatethe difficulty on the fly. The amount of supplies you have in TLOU affects how hard things are and containers like draws, cabinets and cupboards distribute resources as they are needed and the player is running low.
#theLastOfUs #gamedesign #videogamedifficulty🔴 Gears Tactics - OORAH but like... strategically.Game Design with Michael2020-04-29 | Playing Gears Tactics and trying to work out this whole Streaming thing.
#gearstacticsThese LITTLE TWEAKS make Final Fantasy VII Remake BETTER!!!Game Design with Michael2020-04-15 | Tips, tricks and observations in Final Fantasy VII Remake to have a better time when playing the game. We look at little know features and some simple strategies to have a better time when playing. If you want to enjoy yourself more, do these things. How to multiuse items, revival materia and elemental strategy.
#finalfantasyViiremake #finalfantasyVii #videogamesWhy DOOM Combat Spaces work? ... Analyzing Arenas from DOOM and DOOM EternalGame Design with Michael2020-04-05 | Doom combat is driven by push forward combat and combat chess as it's design pillars. We break down Doom and Doom Eternal and look at the combat arenas of the game to try to find out why the spaces are so good. We look at the level design and do an analysis of the different component that make up Doom combat spaces. Perfect for game designers and gamers alike.
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#doometernal #leveldesign #DOOMI finished Ori and the Will of the Wisps..... Heres my REVIEWGame Design with Michael2020-03-24 | Ori and the will of the wisps is a metroidvania puzzle action platformer by moon studios. Here's my review of ori and the will of the wisps with lots of game play examples to illustrate my points. It has abilities galore, great game design, amazing combat. Find out should you buy Ori and the will of the wisps. Is ori 2 worth it?
************** SUBSCRIBE!!!!! to the channel for more awesome game design content. **************5 ways to make your WORLD feel MORE REAL... - Game Design TheoryGame Design with Michael2020-03-19 | When world building or creating levels in our video games, there are a number of different things we can do to improve the realism of our world building. This in turn makes the world the player is experiencing feel more real. In this episode of Game Design Theory we go over 5 tips to improve realism in you game development and none of them focus on graphics. We cover consequences and change, movement, the wider world, cohesion and interaction.
************** SUBSCRIBE!!!!! to the channel for more awesome game design content. **************Enter cutscenes like this.... - One Minute Game Design - CinematicsGame Design with Michael2020-03-12 | The best way to enter a cutscene is to know where the player is and what they are doing. Then you can cut on the action the player is taking and seamlessly transition in the action of the cutscene/cinematic. This lets you tailor your level design and game design and development to allow for these seamless transitions in and out of the story of your game.
#gamedesign #gamedev #gameartI finished The Outer Wilds... heres my reviewGame Design with Michael2020-01-24 | The Outer Wilds was a great game that came out in 2019. In this review we look at some of the key features the game has that makes it good, some of the points of issue you might run into that will make it harder for you to play and whether or not you should buy the #theouterwilds. We also take a look at what you do in the outer wild for most of the game. Hopefully when you get to the end you will know if the game is good, if it's worth buying and if it is value for money.
NoClip Documentary on The Making of The Outer Wilds: youtube.com/watch?v=LbY0mBXKKT0My thoughts on Death StrandingGame Design with Michael2020-01-06 | I really liked Death Stranding but I didn't get a chance to cover the design, level design, art story or any other part of the game in 2019. SO in this audio only video we are going to talk about my thoughts on the game in a casual almost review style podcast to round out the year.My thoughts on The Outer WorldsGame Design with Michael2020-01-06 | I really liked the outer worlds but I didn't get chance to discuss the design of the game in 2019. So in this video we are going to talk about the game design, story companion and world designs of The Outer Worlds by Obsidian. The video will be an audio on, podcast-esque review and just some rambling thoughts.My thoughts on Ori and The Blind ForestGame Design with Michael2020-01-05 | I finally got around to playing Ori and The Blind Forest and I really liked it. In this recap audio only podcast we take a super quick look, almost a review, of the game and talk about the design, the skills, and the metroidvania elements of this title.How God of War uses WHIP PANS... - One Minute Game DesignGame Design with Michael2019-12-19 | In this quick game design tip/trick, we look at how God of War transitions the player position around the room to allow for more seamless cut-scenes. By using a film technique called whip pan transitions, the developers of god of war can move the player and hide the transition of the game camera in the motion blur created by this movement. this can help with level design and game design because the developer is less restricted as to where the player has to be before initiating a cut scene.How to entice players by manipulating view direction - One Minute Game DesignGame Design with Michael2019-12-12 | In this episode of one minute game design we look at directing the players awareness or attention by manipulating the direction the player is looking. If you want players to see something you have put your hard earned game development time into, you can use the trick of restricting the players view direction with things like corridors, walls, climbing sections and other things. This is a level design tip also that can help with the environmental design of a space. Telling the story of a space using events and no dialogue is a common requirement in game and this player awareness game dev trick/tip is another addition tot he game makers toolkit.