Podcasts about game maker's toolkit

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Best podcasts about game maker's toolkit

Latest podcast episodes about game maker's toolkit

Beyond the Screenplay
Episode 79: Mass Effect (with Mark Brown of Game Maker's Toolkit)

Beyond the Screenplay

Play Episode Listen Later May 7, 2021 63:53


The LFTS team welcomes Mark Brown, creator of the YouTube channel Game Maker's Toolkit, to talk about the design of Commander Shepard, the epic ending of Mass Effect 2, and our personal experiences with Mass Effect. Show Notes "Commanding Shepard" | Game Maker's Toolkit: https://youtu.be/bm0S4cn_rfw Mark Brown on Twitter: https://twitter.com/gamemakerstk Dynamic Level Design in Mass Effect 3’s "Cure the Genophage" Mission | Story Mode: Beyond the Screenplay Patreon: https://www.patreon.com/beyondthescreenplay LFTS Merch: https://standard.tv/collections/lfts Find us on Twitter Beyond the Screenplay: https://twitter.com/BTScreenplay Michael Tucker: https://twitter.com/michaeltuckerla Tricia Aurand: https://twitter.com/TriciaJeanA Brian Bitner: https://twitter.com/BrianBitner Alex Calleros: https://twitter.com/Alex_Calleros Produced by Vince Major: https://twitter.com/VinceMajor Edited by Eric Schneider: https://twitter.com/ImEricSchneider Website: http://lessonsfromthescreenplay.com For Inquiries and Booking: Vince@Plusfortyseven.com --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app

Dev Game Club
DGC Ep 218: SWRC Bonus Interview with Harley Baldwin

Dev Game Club

Play Episode Listen Later Jul 1, 2020 129:51


Welcome to Dev Game Club, where this week we welcome another interview, this time with industry veteran and current VP of Design at Schell Games, Harley Baldwin. Harley talks about her path through the industry and about her time especially at LucasArts and Republic Commando, on which she served as a level designer. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:45 Interview 1:25:23 Break 1:25:51 Feedback Issues covered: how Harley got her start, planning to get into photographic printing, crashing a friend's interview, knowing a tuck-in top from a hang-over top, figuring out technical art challenges, getting a programmer to do some interpolation, emergence of digital cameras, the unsung heroism of technical art, making one kind of data into another kind of data, overlapping art and engineering, figuring out how to blend animations for locomotion, learning from designers via over-the-shoulder watching, the three-point slice, trying to figure out how to build stuff, moving to design, not having to worry about both the architecture and the gameplay at the same time, getting designers to play and talk, becoming a lead systems designer, communicating the use of systems, advocating for designs, VR and location-based entertainment, hard and interesting problems, encouraging design skill overlap, getting the design document on day one, LucasArts using proprietary technology and the internal controversy, believing you need the author of the engine in-house, the conversations between level designers, talking about how to make the bridge moment, building momentum, speaking level designers' language, coming on late and fixing cover bugs and optimizing spaces, figuring out how and whether to do jungle, arguing over the spotlights, trying to find solutions together, level ownership, getting enough distance to see what needs to be real or what needs to be smoke and mirrors, the creepiness of the Prosecutor, giving the designer you once were a talking to, getting stuck on Troy's level, designing to the peak experience, the story of what a designer is trying to say, finishing your own level on hard... over a few hours, QA beating it eventually, lacking storytelling tools and using design tools like difficulty, door breaches and hints, the "doors and hallways engine," how to tackle a dwarf spider droid, still figuring things out as you ship, building to a character moment, being in the perfect spot, the old home tour of enemies, "hey player, you can handle this now," "Brett's favorite room," the energy and communication of that team, "Nobody reads your docs," designers and difficulty, "when do you turn off god mode," watching people play, your applicant pool of user testing players, three things you'd change about project/process, fumbling towards scrum/agile, how seeing where the squad was going changed the game dramatically, VR and its problems to solve, meeting Harley for the first time, the Starfighter pie meeting, Pi Day, Tim delivers a pie to Brett's apartment, "I might worry about a random pie," East Coast geography, the team helping get you through the making of the game, the special atmosphere of LucasArts, good people working with good people, defending Tim's honor, difficulty and Constraint Satisfaction Problems, Boss Keys series, Longo Calrisian, positioning and leadership, lowering ammo and tuning towards the focus fire mechanic, the hot targets, differences between PC and Xbox, difficulty codes, marketing, Starfighter III: Jedi Starfighter II: Starfighter Outcast or Reti Player One, a plea for orbital strikes in more video games. Games, people, and influences mentioned or discussed: American Laser Games/Her Interactive, LucasArts, Indiana Jones and the Infernal Machine, Starfighter (series), RTX Red Rock, Crystal Dynamics, Tomb Raider (series), Demiurge, Nihilistic Software, Rock Band, Resistance, Call of Duty, Schell Games, PhotoStyler, McKenzie & Company, Mad Dog McCree, Drug Wars, 3D0, Vampire Diaries, Nancy Drew (series), Debabelizer, Jedi Knight, Reed Knight, X-COM: The Bureau, Jesse Schell, Disney VR, Unreal, Galactic Battlegrounds, Age of Empires, Outlaws, Troy Mashburn, Pat Sirk, Jesse Moore, Juli Logemann, Uncharted, Kevin "Schmitty" Schmitt, Xbox, Microsoft, Jeffrey "Pinecone" Sondin-Kung, I Expect You to Die, Until You Fall, PlayStation VR, GDC, David Collins, Blarg42, Anachronox, Violet B. Trudel, Pokemon, Oliver Uvman, Sokoban, Super Mario Bros 3, Stephen's Sausage Roll, Final Fantasy XIII-2, King's Quest, Gothic Chocobo, Game Maker's Toolkit, Mark Brown, Zelda (series), Leon Buckel, Greg Knight, Sam Thomas, June, Jocko Willink, Leif Babin, Dark Forces, GameSpot, Billy/The2ndQuest, Clone Wars, Star Wars Rebels, Forza, Tetris99, Animal Crossing, Charlie Rocket, Kirby's Epic Yarn, Epic Mickey, Final Fantasy VI, Super Mario RPG: Legend of the Seven Stars, Kirk Hamilton, Aaron Evers. Next time: Another Interview? Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 200: Beyond Earth Bonus and 200th Episode!

Dev Game Club

Play Episode Listen Later Feb 26, 2020 110:56


Welcome to Dev Game Club, where this week we engage in a little bonus talk about 2014's Sid Meier's Civilization: Beyond Earth. We talk about the game's strengths and iterations over Civ III and also the things that particular work for the hosts in the game, before turning to a brief celebration of our episode 200 and some feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours of Beyond Earth (9 for Brett, 15 for Tim) Podcast breakdown: 0:57   Beyond Earth Discussion 40:31 Break 41:16 Ep 200 and Feedback Issues covered: how much Beyond Earth we played, getting its hooks in, knowing you've lost, many types of victories, pursuing victory types, not stacking units, board game simplicity, being mocked by other leaders, having a good set-up for interest if not for victory, being condemned for violence against aliens, getting over the hump, the huge benefit of tooltip additions, integrating advisors into the UI, the web of technology rather than the linear development, more visually parsable tech web, colorblind settings in Civ III, affinity colors and positions, exploring the tech web, adding RPG elements/progression to units, expanding your city, preferring the tone and setting, putting money into an opening cinematic, Brett's Book Recommendations, 200th episode surprises, the castle flip, being into the JRPG nonsense, our good fortune in interviews, spending time with immersive sims, Brett unwraps a thing, our poster with six Easter Eggs (true video game fashion), a heartfelt thank you from a listener, our own thank you to our listeners, some gentle ribbing about our ability to count, whether designers should be programmers, not being held back by what you know to be possible, being able to communicate clearly between design and engineering, the value of communicating and terminology, Caveman Tim, finding a way to say yes as an engineer, laying out logical steps for programmers, following up on older episodes, why Shenmue contracts down to having a job, autobiography in Shenmue, the Civilopedia being what you can do and not what you should do, Civilopedia as a legacy feature, a fantasy Civ. Games, people, and influences mentioned or discussed: Sid Meier's Alpha Centauri, Jurassic Park, Dark Souls, Confucius, Boris Johnson, Shenmue, Simon Parkin, A Game of Birds and Wolves, The New Yorker, Metroid (series), Castlevania (series), Alex Neuse, SNES, PlayStation, Kingdom Hearts (series), Disney, MYST (series), Final Fantasy (series), Persona 5, Prey (2017), David Brevik, Robyn Miller, Ken Levine, Bill Roper, King's Quest, Space Quest, Mark Crowe, DOOM (1993), Diablo, Quake, System Shock II, Hitman 2, Deus Ex, Thief, Ultima Underworld, Arkane Studios, Dishonored (series), Giant BeastCast, Vinny Caravella, Aaron Evers, Mark Sean Garcia, Devil May Cry, Mario 64, Halo, Skyrim, Fallout, Gothic Chocobo, Pokemon, Game Maker's Toolkit, Johnny Grattan, John Romero, Murray Lorden, Roberta Williams, David Perry, Shiny Entertainment, Republic Commando, MDK, Ben "from Iowa" Zaugg, Warcraft (series), Jedi Starfighter, GTA III, Bill & Ted Face the Music, Yu Suzuki, Björn Johannson, Magic: The Gathering, Warren Linam-Church, Mikael Danielsson, Master of Magic, GOG.com, MicroProse, Ultima VII, SimTech, Master of Orion, Wargaming, Star Control II. Brett's Book Recommendations: For Civ III: A Game of Birds and Wolves by Simon Parkin For Shenmue: What I Carry by Jennifer Longo Next time: more Civ bonuses! Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

THiRD SHiFT
IG2G - Episode #70 - You Can't Have the Same Waifu [The Two Types of Random | Game Maker's Toolkit/Tokyo Mirage Sessions/Slay the Spire/Dragon Ball Z/Dicey Dungeons]

THiRD SHiFT

Play Episode Listen Later Jan 21, 2020 55:59


Do you like randomness, Atlus, cards, Dragon Ball, or dice?  This is the show for you! Today's Topic: Game and console hopes... and game delays. This week's releases: The Two Types of Random | Game Maker's Toolkit Tokyo Mirage Sessions ♯FE Slay the Spire Dragon Ball Z: Kakarot Dicey Dungeons Fallen out of gaming? Just don't have the time? This is the podcast for you! Every other week, we'll be bringing you information and discussions on five topics from the world of gaming, so you can stay up-to-date and hold real conversations with your video-game-loving friends!

Dev Game Club
DGC Ep 190: Shenmue (part one)

Dev Game Club

Play Episode Listen Later Dec 11, 2019 101:37


Welcome to Dev Game Club, where this week we start a new series on 1999's Sega cult classic Shenmue. We've visited 1999 before, so we briefly set it in context before moving on to the salient question: What even is this game? We talk about the way the story begins, the environment interactivity, and the "open world" and time, among other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up until we're looking for Warehouse 8 Issues covered: what this game was relative to 1999, the most expensive title of its day, lack of commercial success, a strange turn for Yu Suzuki, the importance of SEGA in the industry at the time, how much of Ryo's story has been told, Dreamcast's weird experiments, the change of the Japanese market, not even really knowing what this game was, starting from scratch even from a genre perspective, "full reactive eyes entertainment" or FREE, getting into the cold open, motivating the player, giving you an in to the mystery and the start of play, player and character motivations tightly linked, slowly introducing you to the world, removing some of the mechanics of mourning, the Band-Aid of power, "pointless interaction," little cutscenes with his father, methodical slow initial pacing, being worried about a full inventory, quickly removing a picture from the wall, a sort of tech fetishization, attention to detail, feeling like a simulation, what kind of simulation this is, very elaborate per-character scripting, the sorts of ways we simulate these days, the cost of developing a game like this, other highly scheduled games of the time, day-night schedules, always having the clock on the HUD, lack of time manipulation, learning to know your location, learning the schedules of characters, seeing a character leave or arrive at his apartment, being able to theorize about what characters it made sense to talk to, calling back to text adventures, process of elimination vs logic-ing out, systemic conversation options, automating something similar to Ultima keywords, spaces in the notebook, having cultural aspects in the story, integrating into a foreign culture, likely personal goals for the game, an allegory for certain clashes, the fortune-teller, upsetting the DAoC economy, staying away from the WoW economy, making crafting more or less optional, encouraging interaction between players or not, insider training in WoW, real world money, getting around in WoW, playing modless, finding a place again a decade later, having those moments you can't have any other way, being aware of your market and building budget-appropriate. Games, people, and influences mentioned or discussed: Charlie Chaplin, System Shock 2, Planescape: Torment, Legacy of Kain: Soul Reaver, EverQuest, Rainbow Six: Rogue Spear, Counterstrike, Alien vs Predator, Rollercoaster Tycoon, Team Fortress Classic, Half-Life, Quake, Final Fantasy VIII, Medal of Honor, The Longest Journey, Sierra, Unreal Tournament, Homeworld, Silent Hill, Super Smash Bros, Mario Party 2, Dreamcast, Crazy Taxi, The Offspring, Soulcalibur, Yu Suzuki, Hang-On, Space Harrier, Virtua Racing, Virtua Fighter, Out Run, Afterburner, SEGA, Blue Dragon, Phantasy Star Online I & II, Sonic Adventure, Blue Stinger, Seaman, Samba de Amigo, Rez, Ikaruga, PlayStation 2, Red Dead Redemption 2, Trespasser, Gone Home, The Sims, Majora's Mask, Groundhog Day, Ocarina of Time, GTA III, Assassin's Creed (series), Bethesda Game Studios, Skyrim, Deadline, Witness, LucasArts, Ultima (series), Yakuza (series), Godzilla, jesusfreak144000, Eric Fox, Dark Age of Camelot, World of Warcraft, EVE Online, Makendi/Aaron, Twitch, Curse, Ashton Herrmann, Morrowind, Dark Souls, Game Maker's Toolkit, Dead Space (series), Frank Gibeau, Mark Brown. Next time: Up until the end of the next open world section Links: Could not find the gold farmer article, sorry!  

Limitless Possibility
125: Not a PlayStation 1 Game

Limitless Possibility

Play Episode Listen Later Dec 8, 2019 93:46


Yanik and Luc-Olivier share their favorite games they've played in 2019.Related LinksFU: BMW reverses decision to charge vehicle owners annual fee to use CarPlay - The VergeFU: Apple (UK): Apple Pay - Transport for LondonFU: Michael Tsai: Full Steam Ahead, But With Feature FlagsLimitless Possibility 103: Beating 9-Year-Olds on the Internet, 2018's game of the year episodeLucco's honorable mentions:Call of Duty: Black Ops 4 and Apex Legends, as discussed on episode 110 about battle royale gamesAstro Bot Rescue Mission, as discussed on episode 107 about VRSuperhot VRLucco's dishonorable mentions:FortniteDr. Mario World and Mario Kart TourYanik's dishonorable mention: Nier: AutomataLucco's shoutout: Sacrifice Battle, as discussed on episode 113 about Yanik participating in the Ludum Dare game jamYanik's runner-ups:Fire Emblem Echoes: Shadows of ValentiaAstro Bot Rescue MissionCaptain Toad: Treasure TrackerLucco's runner-ups:Mario + Rabbids Kingdom BattleThe Legend of Zelda: Link's Awakening (2019)Luc-Olivier's winnerYanik's winnerIf you'd like to skip the short spoiler section, wait for the spoiler warning and skip ahead to 1:16:13 or if your podcatcher supports chapter markers, skip to the next chapter marker.Game Maker's Toolkit video on this game's stellar world designListener games of the year:Fire Emblem: Three HousesMOLEK-SYNTEZUntitled Goose GameOuter WildsFinal Fantasy XIV ShadowbringersTetris 99

Dev Game Club
DGC Ep 180: DOOM Bonus: SIGIL and Thy Flesh Consumed

Dev Game Club

Play Episode Listen Later Sep 25, 2019 73:58


Welcome to Dev Game Club, where we this week we turn to the start of our bonus content about DOOM. We look at 1995's added fourth episode "Thy Flesh Consumed" as well as John Romero's 25th anniversary megawad SIGIL. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Thy Flesh Consumed & SIGIL Podcast breakdown: 0:40 TFC & SIGIL 47:26 Break 47:59 Feedback Issues covered: shooting a lot of eyes, who worked on what with Thy Flesh Consumed, difficulty level, level design propelling you forward, having to jump gaps by moving fast, open sight lines and being fired upon, more death surfaces, seeing the evolution of level design and discovery of emergent mechanics, having moments of surprise, Brett's rendering issues, the experiments in this game space, playing with expectations and making you feel like you know the level, circling back to the same place, seeing John Romero's style, being able to convey a level from memory in a single sentence, masterful manipulation of geometry, increasing detail and nuance, teaching you about the eye triggers, Baron backstabbing, Tim talks about the level with the three paths with the colored keys, being fully immersed in a level, squeezing every drop of blood from a design stone, being a master of your techniques, feeling a little too agitated, playing with a controller vs a mouse and keyboard, aim assist and magnetism, playing with highest resolutions and hardware, speed of controller games vs mouse & keyboard games, better tools and using DOOM as a learning tool, a lesson from the Pokemon series, the huge reach of the biggest franchise, Nintendo games as exemplars of good design, games we've been inspired by despite not having played much, the granularity of game bits, mental mapping in Will Wright's games, mea culpa mea maxima culpa, playing with a controller vs a mouse with the most recent game. Games, people, and influences mentioned or discussed: Tim Willits, id Software, Kevin Cloud, John Romero, American McGee, GZDoom, Shawn Green, Hexen, 3D Realms, Daikatana, Nintendo, Switch, XBLA, nickmcco, Pokemon, Pokemon Go, GameCube, N64, JC Porcel, Super Crate Box, Final Fantasy (series), The Sims, Richard Evans, Will Wright, Mark Brown, The Game Maker's Toolkit, GTA III, Matt Ackeret, Apple ][, Atari 2600, The Witcher III, DOOM (2016). Next time: DOOM (2016) Links: MiniDOOM 2 Trailer Download link for Mini DOOM2 https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Pursuing Pixels
014 - The Pokémon are Getting More & More Hype

Pursuing Pixels

Play Episode Listen Later Aug 8, 2019 101:23


Welcome back to Pursuing Pixels.  It's been a long, draining week, but somehow we've all managed to squeeze in quite a bit of gaming.  We kick things off by revisiting one of our favorite 2D platformers, Celeste, inspired a great video from Game Maker's Toolkit.  Randall channels his inner 'Tommy' and gives us all a free history lesson on pinball, bouncing around between a handful of video pinball titles from the Wii to the Switch.  Kevin dips into the opening hours of Cosmic Star Heroine and is finding a really nice, streamlined JRPG experience thus far.  DJ is still closing off avenues in The Witcher III, while also keeping up his usual streak of plowing through indie titles one after another, revisiting Duke of Defense from last week.  Kevin & Randall also do a little revisiting of their own, sinking even more time into their current obsessions of Eagle Island & NBA2K19, respectively.  And Randall brings us back into the past once again with yet another competitive puzzler from the N64 era, Pokémon Puzzle League.DiscussedCeleste - 00:05:53Pinball (HOF Williams Collection / The Pinball Arcade / Stern Pinball Arcade / Pinball FX 3) - 00:32:21Duke of Defense - 00:48:04Eagle Island - 00:58:36Pokémon Puzzle League - 01:03:57The Withcher III: Wild Hunt / Gwent - 01:15:51Cosmic Star Heroine - 01:22:08NBA 2K19 - 01:32:46*GOTM - 01:40:20 *For the month of August, we'll be playing Into the Breach.  Feel free to play along with us and join in on the discussion at the end of the month! Thanks for listening.  If you'd like to find us elsewhere on the internet, you can find us at:www.pursuingpixels.comwww.twitch.tv/pursuingpixelswww.twitter.com/pursuingpixelswww.instagram.com/pursuingpixels

Press Start To
PST-Cast #24 | Dificuldade e progressão

Press Start To

Play Episode Listen Later Feb 3, 2019 0:01


Programa #24 do Press Start To, um podcast que fala sobre jogos do ponto de vista do desenvolvedor. Neste programa, falamos sobre diferentes maneira de apresentar a dificuldade em um jogo e como isso afeta a progressão de um jogo. Qual tipo de dificuldade encaixa melhor em diferentes tipos de jogos. Links citados no programa e mais sobre o assunto: Desafio é o coração dos Video Games - https://www.youtube.com/watch?v=uoOK6e_y1q8uando a Dificuldade é Divertida - Jogos Desafiantes vs. Punitivos - Extra Credits - https://www.youtube.com/watch?v=ea6UuRTjkKs&Should Dark Souls Have an Easy Mode? | Game Maker's Toolkit - https://www.youtube.com/watch?v=K5tPJDZv_VEWhat Capcom Didn't Tell You About Resident Evil 4 | Game Maker's Toolkit - https://www.youtube.com/watch?v=zFv6KAdQ5SESobre as armas de fortnite - https://www.gamasutra.com/view/news/316742/Thanks_to_a_cosmetic_change_Epic_accidentally_rebalanced_Fortnites_shotguns.php Acompanhe o podcast nas redes sociais:Twitter - twitter.com/PresstarttoInstagram do Nicolas - www.instagram.com/nicolas.draws/Envie uma mensagem para gente - pressstarttopodcast@gmail.comCompartilhando XP:http://bit.ly/PST-XPApresentando por: Caio César Gomes & Nicolas LoboIntro e outro : Avenza - Game onMade by: Coffee Uai Studios

Press Start To
PST-Cast #24 | Dificuldade e progressão

Press Start To

Play Episode Listen Later Feb 3, 2019 0:01


Programa #24 do Press Start To, um podcast que fala sobre jogos do ponto de vista do desenvolvedor. Neste programa, falamos sobre diferentes maneira de apresentar a dificuldade em um jogo e como isso afeta a progressão de um jogo. Qual tipo de dificuldade encaixa melhor em diferentes tipos de jogos. Links citados no programa e mais sobre o assunto: Desafio é o coração dos Video Games - https://www.youtube.com/watch?v=uoOK6e_y1q8uando a Dificuldade é Divertida - Jogos Desafiantes vs. Punitivos - Extra Credits - https://www.youtube.com/watch?v=ea6UuRTjkKs&Should Dark Souls Have an Easy Mode? | Game Maker's Toolkit - https://www.youtube.com/watch?v=K5tPJDZv_VEWhat Capcom Didn't Tell You About Resident Evil 4 | Game Maker's Toolkit - https://www.youtube.com/watch?v=zFv6KAdQ5SESobre as armas de fortnite - https://www.gamasutra.com/view/news/316742/Thanks_to_a_cosmetic_change_Epic_accidentally_rebalanced_Fortnites_shotguns.php Acompanhe o podcast nas redes sociais:Twitter - twitter.com/PresstarttoInstagram do Nicolas - www.instagram.com/nicolas.draws/Envie uma mensagem para gente - pressstarttopodcast@gmail.comCompartilhando XP:http://bit.ly/PST-XPApresentando por: Caio César Gomes & Nicolas LoboIntro e outro : Avenza - Game onMade by: Coffee Uai Studios

Dev Game Club
DGC Ep 130: Shadow of the Tomb Raider Bonus

Dev Game Club

Play Episode Listen Later Sep 19, 2018 74:49


Hello, and welcome to a special bonus episode of Dev Game Club, where we talk about the most recent Tomb Raider release, Shadow of the Tomb Raider, talking a little bit about where the reboots came from and the thinking that went into them as well as some of the structural differences between the two. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Some of the first few hours Podcast breakdown: 0:45 Shadow of the Tomb Raider 42:18 Break 42:50 Feedback Issues covered: considering the original reboot, discussing the Crystal Dynamics era generally, updating for the modern era, avoiding predictability, exploring character rather than superheroics, reconsidering the world structure, adding side activities for the player, tonal shift, survival action rather than survival horror, not seeing how the character will turn into the original Lara Croft, voice acting, changing set pieces, paying off on minimal player interaction with bigger set pieces, the flood sequence, having moments in the original and the reboot where you're hunting around for what to do, the resourceful explorer, solitude, marrying modern sensibilities and expectations to older game feelings, connectivity constraining globe-trotting, choosing the difficulty, not missing the telegraphing/mark-up, considering how the puzzles might be different, re-using combat AI to create play opportunities, finding repeatable systemic features that enrich a space, leveraging mechanics that you don't need to teach the player, relishing modern design, starkness of the difference between them, Sega Saturn technical concerns, soundtrack differences, resolution differences, lock and key dependencies, the condensing of the original in the remake, a bit about Kingdom Hearts, some insight on the philosophy of TR: Anniversary, capturing the flavor of the original, gruesome deaths, taking ourselves less seriously, real-time raytracing, the uncanny valley, making things more expensive, letting go, whether you even notice, slow adoption by developers, enjoying the smoke and mirrors and the demands of limitations, the run-on costs of even a simple addition, mixing settings and increasing the uncanny valley. Games, people, and influences mentioned or discussed: Eidos Montreal, Crystal Dynamics, Noah Hughes, Soul Reaver, CORE Design, Jason Botta, Brandon Fernandez, Toby Gard, Darryl Gallagher, Uncharted (series), Skyrim, The Descent, Indiana Jones, Metal Gear Solid 4, Assassin's Creed, DF Retro, Edwin Crump, PlayStation, Sega Saturn, (Allison By Proxy -- sorry to forget your name), irreverentQ, Game Maker's Toolkit, Super Metroid, Dagur Danielsson, Kingdom Hearts, Half-Life, Ratchet & Clank, Doug Church, Valve, William Rance, Conan O'Brien, Chris Tiemeßen, Xbox/Xbox 360, Republic Commando, Tim Ramsay, Metal Gear Solid, Nintendo. Links: DF Retro on Tomb Raider Boss Keys on Super Metroid Brett on Kingdom Hearts Next time: Possibly Thief? Possibly an interview? Keep posted at @devgameclub. @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Skip the Podcast
Bomb Chicken's Dual Purpose Design | GMTK Response

Skip the Podcast

Play Episode Listen Later Aug 8, 2018 5:54


Cracking open Nitrome's dual-purpose design and how Game Maker's Toolkit taught me to appreciate it. In this episode, it's a deep dive into what Nintendo-style game design can mean for what game designers put into, and leave out, of their games.

Press Start To
PST-Cast #14: Soulslike

Press Start To

Play Episode Listen Later Jul 25, 2018 0:55


Programa #14 do Press Start To, um podcast que fala sobre jogos do ponto de vista do desenvolvedor. Neste programa, falamos sobre Demon Souls e os vários jogos que se inspiraram nele. Sera que estamos vendo um novo gênero nascendo ? Links citados no programa e mais sobre o assunto: http://bit.ly/2mEp2GG - Video do Game Maker's Toolkit sobre Soulslike http://bit.ly/2LE2HXQ - 'Nioh' Suggests That 'Dark Souls' Actually Invented a New Genre http://bit.ly/2JSkTbv - Entrevista com Miyazaki http://bit.ly/2LChmTr - Berlim Interpretation http://bit.ly/2AamYje - The Lost Soul Arts of Demon's Souls https://ubm.io/2Oh3fl9 - Mais sobre Bloodborne Acompanho o podcast nas redes sociais - Twitter - twitter.com/Presstartto Instagram do Nicolas - www.instagram.com/nicolas.draws/ Envie uma mensagem para gente - pressstarttopodcast@gmail.com Compartilhando XP: Caio - NoClip Nicolas - VaatiVidya, EpicGameBro & TerraMantis Apresentando por: Caio César Gomes Nicolas Lobo Editado por: @Rafaia-Malta Intro e outro : Avenza - Game on Made by: Coffee Uai Studios

Press Start To
PST-Cast #14: Soulslike

Press Start To

Play Episode Listen Later Jul 25, 2018 0:55


Programa #14 do Press Start To, um podcast que fala sobre jogos do ponto de vista do desenvolvedor. Neste programa, falamos sobre Demon Souls e os vários jogos que se inspiraram nele. Sera que estamos vendo um novo gênero nascendo ? Links citados no programa e mais sobre o assunto: http://bit.ly/2mEp2GG - Video do Game Maker's Toolkit sobre Soulslike http://bit.ly/2LE2HXQ - 'Nioh' Suggests That 'Dark Souls' Actually Invented a New Genre http://bit.ly/2JSkTbv - Entrevista com Miyazaki http://bit.ly/2LChmTr - Berlim Interpretation http://bit.ly/2AamYje - The Lost Soul Arts of Demon's Souls https://ubm.io/2Oh3fl9 - Mais sobre Bloodborne Acompanho o podcast nas redes sociais - Twitter - twitter.com/Presstartto Instagram do Nicolas - www.instagram.com/nicolas.draws/ Envie uma mensagem para gente - pressstarttopodcast@gmail.com Compartilhando XP: Caio - NoClip Nicolas - VaatiVidya, EpicGameBro & TerraMantis Apresentando por: Caio César Gomes Nicolas Lobo Editado por: @Rafaia-Malta Intro e outro : Avenza - Game on Made by: Coffee Uai Studios

CryMor Game Critics
What Makes A Good Management Simulator?

CryMor Game Critics

Play Episode Listen Later May 21, 2018 10:00


Medieval Shopkeeper Simulator just came out this past week. I hounded the developers about this game from the day I first heard about it, and my excitement only got bigger and bigger. I figured now would be a great time to talk about what makes a good management simulator.Systemic Games from Game Maker's Toolkit: https://www.youtube.com/watch?v=SnpAAX9CkIc==CRYMOR=============================================Subscribe.................► https://youtube.com/crymorgamingtv?sub_confirmation=1Website.....................► http://CryMor.tvDiscord.....................► https://discord.gg/RpHUaYpPatreon.....................► https://patreon.com/CryMor See acast.com/privacy for privacy and opt-out information.

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Nice Games Club
"Schrödinger’s Animal Crossing." Influences; Repetition

Nice Games Club

Play Episode Listen Later Dec 13, 2017


This week is Stephen's first turn as roundtable host, Mark teaches us about film and Martha sells her soul for three Destiny 2 faction tokens. Mark and Stephen and friends made it through Ludum Dare! Check out their game called Widget Satchel. Influences 0:02:49 Mark LaCroix Category IRL Production “What Is Blackout Poetry? These Fascinating Poems Are Created From Existing Art… - E. Ce Miller , Bustle That action/puzzle game Stephen was trying to remember was Meteos. We talked about Star Wars Episode 1 Racing in our episode on racing games. "We joke here." “The Secret of Mario's Jump (and other Versatile Verbs)” - Game Maker's Toolkit, Mark Brown , YouTube “The Norwood Suite Is A Very Different Kind Of Music Game” - EThan Gach , Kotaku Repetition 0:46:44 Martha Megarry Category Game Design “The Unexpected Joy Of Repetition In Video Games” - Heather Alexander , Kotaku “Desert Bus comes to VR at long last” - Owen S. Good , Polygon “Stuck on repeat: why we love repetition in music” - Tom Service , The Guardian Saying the same word over again until it means nothing is called semantic satia… - Wikipedia “Loops” episode - Radiolab , Podcast

Nice Games Club
"Boo!" Upcoming Games; Release Dates; Win Conditions

Nice Games Club

Play Episode Listen Later Nov 1, 2017


In our first (and likely only ever) Halloween episode, Martha haunts the clubhouse, Mark delivers some bad Zelda-related news to Stephen, and from Stephen’s topic a thousand flowers bloom.     Mark gave a talk on object-oriented programming at the first annual M+DEV confe… Upcoming Games 0:04:41 Mark LaCroix Category Gaming “Tech Interview: Destiny 2 and Bungie's return to PC gaming” - Richard Leadbetter , Eurogamer “18 new Nintendo Switch games are out this week — the most ever” - Allegra Frank , Polygon “Pokemon Stars: all the latest leaks from the confirmed Nintendo Switch game” - Emma Boyle , TechRadar “[Your Name] the Hedgehog” - Know Your Meme Release Dates 0:20:58 Mark LaCroix Category Marketing http://www.slate.com/blogs/browbeat/2012/07/23/the_dark_knight_rises_and_the_en… - Jim Pagels , Slate “The Weird Reason Why Video Games Are Released On Tuesdays” - Karyne Levy , Business Insider We asked folks at r/gamedev about release date strategies. Thanks to those who contributed to this episode! Win Conditions 0:31:07 Stephen McGregor Category Game Design “Loot Boxes Are Designed To Exploit Us” - Heather Alexandra, , Kotaku “How Game Designers Protect Players From Themselves” - Game Maker's Toolkit , YouTube “The long, hard, journey behind the design of Dead Cells’ player builds” - Alex Wiltshire , Rock Paper Shotgun Desert Bus For Hope

The 1099
Episode 112: Mark Brown on Game Maker's Toolkit and Teaching Players Game Design

The 1099

Play Episode Listen Later Oct 2, 2017 65:19


On this week's episode, the host of Game Maker's Toolkit as well as a writer seen on Edge, Wired, Eurogamer, VideoGamer, and Pocket Gamer, Mark Brown, joins host Josiah Renaudin to discuss smart, analytical YouTube gaming videos. Mark details the research that goes into his projects, how an understanding of game design can lessen the toxicity of the community, what developers have to say about his videos, the risks of turning to Patreon, and the biggest lessons learned from creating this style of content.

Nice Games Club
"Proper ones and twos." Input Methods and Controls; Coding Syles; Splatoon 2, ur, I mean Shooters

Nice Games Club

Play Episode Listen Later Aug 22, 2017


This week, your nice hosts are still relaxing in Mark's dining room for an episode that has it all: a disagreement about Bluetooth, some good ClawTalk™, and the shortest conversation ever had on the subject of tabs vs. spaces. All this, plus a slightly higher than usual number of wild digressions. Discuss this episode on Reddit in this thread on r/gamedev! Input Methods and Controls 0:01:29 Stephen McGregor Category Hardware Stephen’s controller of choice, Power A FUSION. “New Windows 10 Xbox wireless controller adapter delayed into 2018” - Gabe Gurwin , Digital Trends Metro Nexus’ tutorial in action. - Mark LaCroix , Twitter Behold, the unintuitive enjoyment of Claw Breaker. - Martha Megarry , YouTube “How to Claw Effectively” - Ture Vangaurd , YouTube https://www.youtube.com/watch?v=aY-o0zYxjyE - Game Maker's Toolkit , YouTube “You say jump, I say how high?” - Martin Fasterholdt Martha’s favorite Fingeance fighter, Sparky. - Fingance “This goofy game turns your entire keyboard into the controller” - Andrew Webster , The Verge Alternative controls game Butt Sniffin Pugs, shown at Ctrl.Alt.GDC. “Rocksmith Vs. Rock Band 3 – The Pro Guitar Showdown” - Jeff Atwood , Fake Plastic Rock “Guy beats Dark Souls with DK Bongos” - Jordan Devore , Destructoid Gameplay of racing game Kirby Air Ride We mentioned this previous episode "We joke here." we also mentioned this one "Will you be the best with me?" Coding Syles 0:36:49 Mark LaCroix Category Programming What is your preferred Indent Style? Whatever you do, don’t code like this. - @HisCursedness , Twitter Don’t be a Stephen: Comment your code! Martha uses a cool HTML template engine called Pug. “Getting started with Pug template engine” - António Regadas Russian nesting dolls are called matryoshka. - Wikipedia CamelCase or snake_case? DarkBASIC, which Stephen used when he was young, went open-source in 2016! - the Game Creators “History around Pascal Casing and Camel Casing” - - Brad Abrams , MIcrosoft “Namespacing” in Objective-C - Matt , name spacing hipster JetBrains IDE’s: Webstorm for JavaScript and Rider for C#. Visual Studio Code is a lightweight Visual Studio that Mark really likes. Splatoon 2, ur, I mean Shooters 1:13:45 Martha Megarry Category Gaming Apparently, Splatoon devs didn’t realize the comparison to Super Mario Sunshine… - Sean Ayres , Nintendo Enthusiast “Designing FPS Multiplayer Maps” - Dodger , On Game Design “Design Patterns in FPS Levels” - Kenneth Hullett & Jim Whitehead , University of California - Santa Cruz Lost Planet - SomeCallMeVidal , YouTube Lost Planet's only sequel - Woophoro , YouTube We also referenced our episode on Violence in Games

Nice Games Club
“Maybe a Zeldo.” Enemy AI; Co-op Games; Speedrunning

Nice Games Club

Play Episode Listen Later Jul 25, 2017


The clubhouse A/C broke, and it got so hot during the recording of this episode that your nice hosts started to get a little delirious. But before they completely melted down, Mark talked about how Enemy AI can be a great tool for both level design and narrative design, Stephen collaborated on a discussion about co-op games, and Martha shared her excitement about the recently held Summer Games Done Quick speedrunning event. Discuss this episode on Reddit using this thread at r/gamedev! Stephen is on Twitter @leonyx03 Some highlights from Mark's VR night! highlight 1 highlight 2 highlight 3 Enemy AI 0:03:00 Mark LaCroix Category Game Design Design Club - Super Mario Bros: Level 1-1 - How Super Mario Mastered Level Desi… - Extra Credits , YouTube “Nobody dies on the first goomba” - Sephzilla , Destructoid 2007 AiGameDev.com Awards: Technical Innovation in Game AI “Enemy design and enemy AI for melee combat systems” - Bart Vossen , Gamautra 2 “Analysing Mario to Master Super Mario Maker” - Game Maker's Toolkit , YouTube Chip’s Challenge:1A - Zabrush Cimahi , YouTube Saltybet - Twitch seebotschat - Twitch “The Perfect Organism | The AI of Alien: Isolation” - Tommy Thompson , AI and Games “A Thousand Tiny Details: Emergent Storytelling in Slime Rancher" - Steven Lumpkin , Twitter “People Have Discovered The Perfect Way To Mess With Your Cat” - Rachael Krishna , Buzzfeed Meet the Artist Using Ritual Magic to Trap Self-Driving Cars - Beckett Mufson , Vice 2 Co-op Games 0:29:40 Stephen McGregor Category Gaming Martha asked Mark to cut a part out of this section, but Stephen edited this episode, so... Overcooked: How To Make Co-op Cookery Fun - Philippa Warr , Rock Paper Shotgun “Miyamoto talks Super Mario Galaxy co-op” - Alexander Sliwinski , Engadget Speedrunning 047:42 Martha Megarry Category Gaming Awesome Games Done Quick SpeedDemosArchive “Ocarina of Time - Skip 99% of Traveling Across the Field” - Swordless Link , YouTube “The Man Who Does The Impossible in Super Mario 64” - - Patricia Hernandez , Kotaku Speedrunning Rules Blindfolded speedrun race - Noko Online , YouTube “I can't believe this actually happened” (glitch discovered during blindfolded … - Tokyoboi , YouTube Kotaku’s speedrun articles - Kotaku “Intelligent Qube by caneofpacci” - Games Done Quick , YouTube TASBot plays Brain Age by micro500, xy2_ in 20:06 - - Games Done Quick , YouTube “World Record Progression: Super Mario World” - Summoning Salt , YouTube 0:00 / 29:59 I Am Bread by Blood_Thunder in 20:50 - Games Done Quick , YouTube 0:00 / 1:06:01 The Talos Principle by Azorae in 58:16 - Games Done Quick , YouTube Tomb Raider: Underworld hard mode - Jarek , Speed Demos Archive Yes, you can speedrun in Fingeance New Trick Has Ocarina of Time Speedrunners Debating What A Glitch Actually Is - Heather Alexandra , Kotaku

Dev Game Club
DGC Ep 047: Shadow of the Colossus (part one)

Dev Game Club

Play Episode Listen Later Feb 1, 2017 79:59


Welcome to the third episode in our series examining the first two works of Fumito Ueda: Ico and Shadow of the Colossus. We discuss Colossus's form, intro, animation, and a number of design elements, including brief recaps of the first eight Colossus battles. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: The first 8 Colossi Podcast breakdown: 0:40 Discussion Issues covered: brief history, high-level structure (boss battles), boss battle-centricity, bosses as story arcs and reward structures in other games, pacing benefits, higher peaks and deeper valleys, puzzle bosses and the puzzle-y aspects of each Colossus, presentation of the first Colossus, description of the opening scenes, organic design, story setup, narrators, shadowy figures, echoes of the sarcophagi, Brett teaches Tim the name of the horse, Agro as companion, horse as primer for environment/Colossus navigation, inverse kinematics, introduction to all the mechanics, slow animation of the Colossus, first impressions, Colossi as levels, sense of majesty, giant/automaton/golem, Dormin telling you what to do on occasion, fur and scampering, large wind-ups as tells, deep dive on the grip meter, description of Colossus death, particular order of attacks and payoff, avoiding backtracking, the mournful weight of lore and echoes, making the Colossi suffer and the descent of the player, original co-op design, talking quickly about each battle, additive mechanics and puzzles, kofun tombs, a moment that remains with you forever, audio-visual support for the bird fight, deeper dive on the electrified eel, Trico qua Colossus, building relationships rather than puzzles, puzzles as friction or obstacles, beams of light from Colossi corpses, golem construction materials, reminders of how bad you should feel. Games, people, and influences mentioned or discussed: Folsom Prison Blues, Johnny Cash, Team Ico, genDesign, LucasArts, Republic Commando, Halo, The Last Guardian, Titan Souls, Cuphead, Super Metroid, MegaMan, Antonio Gaudi, Indiana Jones, Ico, Star Wars, God of War, Demon's Souls, Wizard of Oz (obliquely), Monster Hunter, Jeffool, Gothic_Chocobo. Next time: Finish Shadow of the Colossus! Links: NICO online co-op prototype Game Maker's Toolkit on Ico is pretty great Extra Frames (from Extra Credits) on Shadow of the Colossus @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Critical Distance Confab
Episode 41 - Every Game a Painting

Critical Distance Confab

Play Episode Listen Later Nov 30, 2016 36:15


We end this year of interviews with Mark Brown of Game Maker's Toolkit. Mark Brown went a different direction with his video based video game criticism. Instead of interviews, opinion shows or holistic game examinations, he devoted his channel to the exploration of craftsmanship in video games. Devoting his energy to explaining a singular thing in each video, what it does and how it is accomplished. We discuss how he explores a game design concept, the use it has found in various different audiences, and where he hopes to take the channel into the future. SHOW NOTES Game Maker's Toolkit YouTube Channel Adaptive Soundtracks| Game Maker's Toolkit Half-Life 2's Invisible Tutorial | Game Maker's Toolkit Analysing Mario to Master Super Mario Maker | Game Maker's Toolkit A Super Mario Maker Super Spin-Off Episode Point and Click Puzzle Design | Game Maker's Toolkit Boss Keys Sequelitis - Mega Man Classic vs. Mega Man X Every Frame a Painting YouTube Channel Game Maker's Toolkit Patreon Opening Theme: 'Close' by The Alpha Conspiracy Closing Theme: 'Wishing Never' by The Alpha Conspiracy

Watch Out for Fireballs!
Episode 130: Fallout: New Vegas (Side Quests)

Watch Out for Fireballs!

Play Episode Listen Later Jun 9, 2016 119:43


Gary Butterfield and Kole Ross indulge in the side quests of Fallout: New Vegas. The Mojave wasteland has a wealth of things to do, and we try to cover them all. This episode covers all of the companion side quests, and then goes around to different factions and settlements to take care of errands for them, too. LINKS OF NOTE: Tootsie Pop Native American (www.snopes.com/business/redeem/tootsie.asp) Game Maker's Toolkit on Beyond The Beef (www.youtube.com/watch?v=yM1yR7WYqgM)