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How FOCUS Makes Good Game Design - Devlog 1 

Let's Talk Game Design
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How do you do GOOD Game Design? Easy, FOCUS. Focus on your intent when designing your videogame, and as solo indie gamedev people out there, put your all into focusing on your game design's intentions. Follow along with this devlog incorporating points about focus in game design, how to design a videogame with intent in mind, and how to do your very best from moment-to-moment on decision making during your game design process. Do you want to use a game design document? Or do you not? What is the importance of a GDD, and how do you plan a game design schedule to really make a good game? All of this, and more, on the next exciting episode of "Let's Talk Game Design!"
WISHLIST HERE: store.steampowered.com/app/26...
Thanks to Steve at FireButton Gaming for the excellent Resident Evil 4 footage. Please check out their channel here:
/ @firebuttongaming
Usage of Star Citizen footage from Jackfrags, channel here:
/ @jackfrags

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29 июн 2024

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Комментарии : 127   
@LTGD
@LTGD 6 месяцев назад
QUESTION: Bears. Like 'em? Hate 'em? Indifferent to 'em? What's YOUR opinion, world?
@CoffeeAI201
@CoffeeAI201 6 месяцев назад
Man you ever seen Back Country? Bears scare me almost as much as sharks. That Egypt video of the shark eating that guy alive this year was horrific tho. Nature doesn’t tolerate human’s disrespect very well.
@LTGD
@LTGD 6 месяцев назад
@CoffeeAI201 It's the thing that puts me off visiting Canada, y'know. Just so many bears everywhere.
@CoffeeAI201
@CoffeeAI201 6 месяцев назад
@@LTGD😂 straight up!
@_sheepdev
@_sheepdev 6 месяцев назад
they're just bigger puppies
@PensnPixels
@PensnPixels 6 месяцев назад
I freakin' LOVE bears and the Internet has ruined them for me forever. Or improved them. Either way, if I meet one IRL imma *die* from tryna pet it. Can I pet that DAWWWWWWGGGG?
@LunarcomplexMain
@LunarcomplexMain 6 месяцев назад
8:13 I love how clear and concise this game's purpose is, also very important to understand when making a game in the first place.
@PensnPixels
@PensnPixels 6 месяцев назад
I am *still* loving those boxy redwoods in this level. They really sell the idea of the place without being too realistic. Tonally, I think, it absolutely fits.
@vividescence
@vividescence 6 месяцев назад
I think a small important distinction from my experience with design-by-play is make sure you dont get too good at your game. If there's a chance that your gameplay loop isn't quite the way you want it, and you get too good at playing the game, things like level design will be biased in the more difficult direction - this happens with a lot of Platformers specifically. As much as you need to get gameplay right, it's also important to understand the balance between gameplay difficulty and that throws a wrench in it so often
@LTGD
@LTGD 6 месяцев назад
Literally happened to me and my platformer. You're 100% correct
@Nightwinger5100
@Nightwinger5100 5 месяцев назад
I would say it's near impossible to avoid becoming "too good at your game". You just gotta get play testers
@codeman99-dev
@codeman99-dev 5 месяцев назад
Just watch GMTK's series on his magnet game. Fell into this exact pitfall more than once. :P
@voxeledphoton
@voxeledphoton 5 месяцев назад
Especially true if it's a new mechanic you're messing with and you don't explain it well, or give them enough time to play with it. Also if you can, have the environment hint at it (super mario is a good example where they have goombas or turtle shells come at you when you're under bricks to make you jump and break one).
@FeniksGaming
@FeniksGaming 6 месяцев назад
As always fantastic devlog and great showcase of what goes behind the scenes when planning the game. I always enjoy how down to earth your videos area.
@goofyblocks
@goofyblocks 6 месяцев назад
Excited to hear the sound design!
@voxeledphoton
@voxeledphoton 5 месяцев назад
Would be great if it was just the voiceover of all of the LTGD videos and random bear snorts.
@_sheepdev
@_sheepdev 6 месяцев назад
I absolutely love your philosophy. It's extremely encouraging. Here's to design by play!
@TryingtoTellYou
@TryingtoTellYou 6 месяцев назад
Perhaps I'm biased as I am interested in creating the idea for a game, but there truly is nothing more annoying than a game spreading itself so thin that it becomes a sandbox. Take Fortnite for example. For what reason is a shooter fan going to want to play guitar hero? What is the point of adding a guitar hero game if it's just the same as every other game? Sadly, I know the answer to these questions is just to have a stronger chokehold on their community. If you play a good game made by a developer, you are more than likely to play other games made by the same developer.
@blackshinobi956
@blackshinobi956 6 месяцев назад
Thanks for explaining gameplay loops and focus like this. Makes a lot more sense this way
@ravenanne1734
@ravenanne1734 6 месяцев назад
You should pull the camera back just slightly and adjust the FOV when using turbo, right now it doesn't "feel" fast even though it is fast. Drop kicking people is also the opposite of satisfying because you stop completely to do it. Even if you get a boost after kicking someone (I can't tell) the sudden stop and starts don't feel good, it interrupts the flow, and I don't really get the point. I understand you want to punish players that fail the dropkick, but you're also punishing players that succeed. The turbo and extra time is nice, but those aren't things you're immediately "feeling". The risk/reward feels like it has minimal reward. Also the arrow is really hard to read, it's almost always in front of a dark tree, and it's a dark red. Maybe give it a lighter outline. The flip is very good! Very very good!
@uniisnor
@uniisnor 6 месяцев назад
To add to the point, there is very little distinction between rolling and drop kicking from a design point of view. Preform a forward action to interact with an object in front of you. He rightly acknowledged the selling point of an explosive drop kicking bear, but if that's the selling point it should be more in the forefront of gameplay. Something that could be done would be making the crates steel and you can explosive drop kick them for time, that way you can remove the redundant roll and give the players more opportunity to use the drop kick. On top of not sapping momentum on a successful collision as you had mentioned.
@JustinSixVideos
@JustinSixVideos 5 месяцев назад
Love this video, I am currently starting a 3 year project over again and while I was already down this path it was a nice video to have my brain chew on.
@panikongames
@panikongames 6 месяцев назад
A simpler way to describe the primary game loop in game design(not games in general for reasons) imo is "the thing you'll do the most in the game, where you'll have the most fun in the game". Great video! Earned a sub!
@angel_of_rust
@angel_of_rust 5 месяцев назад
i love how your bear's movement is reminiscent of a car. it stands in quite stark contrast to Sonic and Temple Run.
@redfoxlightning
@redfoxlightning 5 месяцев назад
Hey I'm learning to drive and I would like to know where's the flip button?
@ZachTheHuman
@ZachTheHuman 6 месяцев назад
oh the sinking feeling when a youtuber shows off a new project that's just like the thing you were working on T_T
@LTGD
@LTGD 6 месяцев назад
Whaaaaat? Let me see! Show me!
@idle.observer
@idle.observer 6 месяцев назад
I love your game idea and the videos. Thank you for sharing :) Also, it kinda gave me an inspiration...
@BooneDavey
@BooneDavey 6 месяцев назад
Wishlisted ✅ I freaking love this & the video.
@joseluispcr
@joseluispcr 5 месяцев назад
this principle of game design is also called "follow the fun", it was used the term first from the devs of into the breach, where they were testing the mechanics of their game and found out the most fun concept was to push things over and them designed the game around that concept, making most atacks having this possibility. They also found out people only get mad at luck if luck is against them, so they add a litle bit of positi8ve luck in gameplay
@victordayet
@victordayet 6 месяцев назад
The game looks like a lot of fun, I'm really looking forward to try it
@lamMeTV
@lamMeTV 6 месяцев назад
All of the first Super Mario games had terrible controls. But that is where the challenge and fun comes from.
@timothykessler5029
@timothykessler5029 6 месяцев назад
The best game dev perspectives come from people who are currently making a game, talking about that game and the process of making it.
@Nefarious_Bread
@Nefarious_Bread 5 месяцев назад
I love the art style here
@vacantknight
@vacantknight 6 месяцев назад
jokes on the sponsor of this video i already wish listed it
@REVYMofficial
@REVYMofficial 5 месяцев назад
It already looks fun, but refining it will make it a fan favorite one day😁
@Jabrils
@Jabrils 5 месяцев назад
GOOD VIDEO MATE! 1 thing I want to the conversation, as a dev who just recently discovered & fell in love with GDDs, having made most of my games using Design By Play, I think there is a great middle ground where the GDD strictly focuses on why this game should exist & what it plans to accomplish, but it leaves the how you get there to DBP. I think the smaller the game the more unnecessary it is, but with bigger projects I think the mix could be very advantageous 👀
@tehquiper6796
@tehquiper6796 6 месяцев назад
Anyone else think it's hard to see where the arrow's pointing?
@Sarnahanfi
@Sarnahanfi 6 месяцев назад
the outro track slaps, also the game looks pretty cool! even though I'm not a big fan of arcade games
@GoldDeniel
@GoldDeniel 6 месяцев назад
After this video I might look at games differently, thanks!
@ZedAmadeus
@ZedAmadeus 6 месяцев назад
Idk, I feel like you can still make a plan for your game and then playtest and iterate on the plan when unforeseen problems emerge.
@anzhel3268
@anzhel3268 6 месяцев назад
nice devlog. 👍
@Amonimus
@Amonimus 6 месяцев назад
Speaking of GUI, it's a difficult topic. Active, enviromental and display objects should be visually distinct from each other and also the dame between groups. If something important, it should be highlighted. The game should be fairly understandable even on low resolution or for colorblind players. Got reminded about it, because from watching the footage, got interested why a floating wooden crate is the same as a giant wooden crates or walls that probably won't break, and the pointing arrow is rather small and doesn't contrast enough from the background. Just though to speak up since we're talking design. Also congrats on release, this looks like something that could sell a lot, or at least in Crazy Taxi's time.
@NikoDuong
@NikoDuong 6 месяцев назад
THIS IS AWESOME!
@SnowyFoxFox
@SnowyFoxFox 6 месяцев назад
When I have an idea for a game, besides the primary gameplay loop, the floodgates tend to open and I usually get a torrent of extra ideas for what else that game could reasonably include, and how it might all fit together. So, it makes sense for me to dump those ideas onto paper before I forget them. In my recent projects, though, I've taken to making something of a "tiered" design document. First, I make a list of the game's core features - the things I can reasonably expect to be essential to that primary gameplay loop. Then, I make a list of "secondary" features - all of those other ideas which, in that moment, can reasonably be expected to enhance those core features. If there are any more ideas that seem like extra fluff, I might stick them in a third list, further down. The core list usually winds up being the shortest, but obviously, it's the most important, and if I decide to make the game, building features in the secondary list are off-limits until the core features are done.
@presidentobama2561
@presidentobama2561 3 месяца назад
Looks and sounds like Banjo Kazooie. A hangry bear and bird duo with gameplay centered around collectibles.
@nilsmuller-cleve6769
@nilsmuller-cleve6769 6 месяцев назад
I generally like your videos but I disagree with your explanation of the process how a GDD is used. GDDs are living documents. You don't write these and build every point as some sort of bullet point list. The GDD sets in stone your vision (what you mostly describe as intent) and outlines a rough direction and some priorities. As the first systems are build, the game frequently gets tested by it's designers and decisions made get reevaluated, tossed away or new ones get added. Having a central place to keep track of these changes helps the team to keep up to date with what the designers are thinking / needing or helps the designer themself to to keep the focus on the vision. By large you can say most games are designed by playing, but the GDD is more or less the documentation of that process. Of cause exception apply. For example I worked for a white label studio and and the budget was estimated on based on my design documents and with a strict deadline so there was rarely time for larger adjustments and I had to get the design about 95% right from the get go. But to my overall experience this process usually only applies in this specific field.
@TheScourgeSouffle
@TheScourgeSouffle 6 месяцев назад
I had this same thought, the entire description of GDDs VS DbP could be omitted from the video because it actually confuses the definitions of terms and presents them in a way that makes the point the presenter wants to make but misrepresents the way people actually use the techniques those terms represent.
@d1o2c3t4o5r
@d1o2c3t4o5r Месяц назад
"Hangry Bear is kind of like Crazy Taxi, but the controls are not that snappy and responsive, and dealing with the movement physics is part of the main gameplay loop." So Hangry Bear is just like Hovercraft Race from the Monkey Ball series, but more fleshed out.
@Cryosimorgh
@Cryosimorgh 6 месяцев назад
Hey, love the vids. how you feel about speeding up the running animation about 200-300%?
@blarvinius
@blarvinius 6 месяцев назад
Good stuff. I wonder, as you build out multiple LEVELS, could these concepts be applied to Level Design? Same principles, multiple "scales"....
@BigKevSexyMan
@BigKevSexyMan 6 месяцев назад
TBH, I was thinking it looks like crazy taxi before you brought up crazy taxi. Take with that what you will.
@user-pw5do6tu7i
@user-pw5do6tu7i 5 месяцев назад
when adding stuff around core gameplay, I like to think "how can I make this decision harder, while still serving the purpose". Got this from tangotek in a minecraft redstone video lol
@Endermage1244
@Endermage1244 6 месяцев назад
Look at crazy taxi copyrights. They tries to copyright that arrow system so I would read it and verify any legal limitations you might have.
@LTGD
@LTGD 6 месяцев назад
It's expired in the last couple of years.
@AllanSavolainen
@AllanSavolainen 6 месяцев назад
Are you perhaps speaking about patents? I don't think you can copyright a game mechanic, just the exact representation of it.
@Endermage1244
@Endermage1244 6 месяцев назад
@@LTGD sweet. It's dumb that they could copyright an arrow. Lol
@neutralrobot
@neutralrobot 2 месяца назад
Not that I'm some authority on game design, but my understanding is that a GDD is a flexible, living document. It may not be necessary in every case, but it can be changed to accept new ideas based on gameplay. I don't really see these things as two mutually exclusive design approaches.
@SolinoOruki
@SolinoOruki 6 месяцев назад
This seems like a brilliant game. I'm already sold on all the design elements. Maybe not the art direction so much. I'd prefer either more deliberately and boldly retro/lowpoly or a more stylistic approach with a more memorable and distinguishable art style. But the main gameplay loop and all the design choices seem so on point. Already wishlisted.
@Uwhwvwgwh
@Uwhwvwgwh 6 месяцев назад
What are you talking about the art is really stylish but yes I don't now if I like it or hate it but looks fun
@hatsandglasses
@hatsandglasses 6 месяцев назад
GREAT VIDEO
@user-rj2jx8sh9q
@user-rj2jx8sh9q 5 месяцев назад
You know what would be cool? If the bear could drift.
@TheInevitableHulk
@TheInevitableHulk 6 месяцев назад
1:00 Then i'd say it's like Yellow Taxi Goes Vroom with a bear
@natanmaia3575
@natanmaia3575 6 месяцев назад
I looks really fun to control, but the arrow is hard to read
@omi3988
@omi3988 6 месяцев назад
I love the philosophy and the video as a whole, it reminded me of a video by Heart Beast "how to plan your video game" you should check it out!
@ethantstanger
@ethantstanger 6 месяцев назад
rather than having a separate button for jump, roll, and backflip, perhaps you could make it so you backflip when the jump and roll buttons are pressed? That could simplify the control setup and I think the backflip is a logical combination of the jump and roll
@ScoutOW2
@ScoutOW2 5 месяцев назад
Careful now! Crazy Taxi's core feedback loop has been patented! With another game coming soon to refresh it. So if you release it commercially you may be in some legal hot water. Just a heads up!
@0X0GABRIEL0X0
@0X0GABRIEL0X0 6 месяцев назад
I disagree with the analysis of dbp vs gdd. The strength of design documents is allowing you to see everything from above, and properly figure out what should be there, what should not, and allow you to create a focused plan moving forward. Design by play can have the developer questioning their next move at every step, and potentially petrified at tossing out work for a new course. Freeform is good, but, even artists use construction when they want to make something grand, subtle, or calculated.
@ultimaxkom8728
@ultimaxkom8728 6 месяцев назад
I'll say that a hybrid of both is the best general answer. GDD & DBP, plan + iterations, macro and micro. The question now is what would the ratio be using _whose_ ability for _what_ game.
@0X0GABRIEL0X0
@0X0GABRIEL0X0 6 месяцев назад
@@ultimaxkom8728 Using either or is fine too. The end result is the game, not how it got there, and anything that helps you zero in on what you want to make is a perfectly valid way to design.
@yunggolem4687
@yunggolem4687 6 месяцев назад
What if instead of direction flip button, dropkicking a wall sets your direction (maintaining speed) to the normal vector of the wall as if you kicked off of it? * reduce controls bloat * make direction flipping feel less physics handwavey * add environmentally-dependent strategy to quickly turning w/ speed * flip animation probably still usable
@LittleMikeStarCraft
@LittleMikeStarCraft 6 месяцев назад
I love love love that this isn't a farmville rpg game devlog. Haha.
@paprickachicken5277
@paprickachicken5277 6 месяцев назад
reminds me of snakey bus with upgrades
@Skeffles
@Skeffles 5 месяцев назад
Interesting video. Design by play sounds nice but is easy to burn out with when a game is not fun. Personally I find designing the broad strokes and then refining the fun within that is better for me. That being said if the broad stroke is boring then perhaps it's an impossible task.
@theredgoblin562
@theredgoblin562 5 месяцев назад
First zain i see on the internet, badass name🤝
@NeuralSensei
@NeuralSensei 6 месяцев назад
After long failing to find motivation to become a RU-vidr I think I need to put my concepts how to rework warframe into a game. Imo writing scripts for a game is a good skill but we know how bad that gets when it becomes a limit to the design and you end up with cringe games that check boxes. Prototyping is far more important than assets and the only way to fund it if it's gomma be fun, and if it won't, you won't waste time of making a bad game.
@benis_gaming
@benis_gaming 6 месяцев назад
brave and honest truth teller 👍
@michaelvicente5365
@michaelvicente5365 5 месяцев назад
don't wanna judge the art, maybe you don't want shadows at all, but I feel like a shadow on the bear could really help ground him better on the environment. At least like a blob shadow on him. Makes it hard to judge where he is on the perspective.
@wewserlethaldude9
@wewserlethaldude9 6 месяцев назад
Hm, I have to confess, the roll and the jump seem entirely superfluous, and the flip looks like it really breaks the game's flow. If you ever release a demo, I'll try to remember to give it a go, see if it feels better than it looks
@relhimp
@relhimp Месяц назад
It's carmageddon. But with bear.
@gergotothmihaly2307
@gergotothmihaly2307 5 месяцев назад
ANSWER: I do like bears. After watching your video I'm wondering about two things: - if they don't fire Eberflus, and also keep Fields, what will they do with their no1 draft pick? - coyote time
@Maxx__________
@Maxx__________ 6 месяцев назад
Well explained. I really like your take on the mechanics. There's one thing that stood out to me tho..... As someone who hasn't played your game, so take this with a grain of salt... The back flip feels a little odd. I like the mechanic and understand why it needs to exist, but it's the one that doesn't flow as well conceptually. What is it was a wall kick instead like in Tony hawk games? It would require a wall, but that's kind of the reason the tool exists, right?
@awesomesauce1157
@awesomesauce1157 5 месяцев назад
Where'd you learn this wisdom? What books or resources did you learn from?
@user-fv8uv2us9r
@user-fv8uv2us9r 6 месяцев назад
Bear a really really hungry 💀
@YOUR_MOMS_HP
@YOUR_MOMS_HP 6 месяцев назад
vid: "game design is art, not science" me: "bruh"
@anilo1
@anilo1 2 месяца назад
How many wishlist do you have on Steam ?
@efeberkucar123
@efeberkucar123 6 месяцев назад
I think I read somewhere that the navigation up arrow is copyrighted before a couple of years ago. Please check that before using it.
@jxtv9272
@jxtv9272 6 месяцев назад
Patent for that expired in 2018.
@Eschen_
@Eschen_ 6 месяцев назад
You don't have to follow the more established design methodologies, but the way you're portraying them feels a bit dismissive to me. The primary gameplay loop for example is meant to actually be a loop, to make the designer think about how their mechanics feed into each other. Also primary doesn't mean "most important", it means "smallest scale". That's opposed to higher-order loops in which the lower loop is just one of the steps. You can have the opinion that the primary loop is much more important than the others, but it's not the meaning of the term. Same with the GDD. Maybe I'm misunderstanding - Do you honestly believe that all these people using GDDs expect that they can write down all their mechanics, and then just implement that list and end up with a good game, without trying out their gameplay and iterating on the design along the way?
@davidmurphy563
@davidmurphy563 6 месяцев назад
I remember this channel. Better than the ferret's. Not that I watched it all. Still, carry on.
@LTGD
@LTGD 6 месяцев назад
I shall! Thank you
@davidmurphy563
@davidmurphy563 6 месяцев назад
@@LTGD oh, and merry xmas! :)
@jabadahut50
@jabadahut50 6 месяцев назад
So you made a modern version of 1976's Death Race
@finesseandstyle
@finesseandstyle 3 месяца назад
I'm pretty sure no good developer designs a game so rigidly with a GDD unless they're building a soulless commercial game without any of the art aspect of it like those Ubisoft Open World or Mobile games. I'm making my own game and I've written a GDD for it but it's not very specific with the implementation, just shows general gameplay reminiscent from a similar game that I've played and every feature that I would like to have if possible. I'm naturally doing Design By Play as I'm making it, all the time. A good developer studio is likely continuously changing their GDD or whatever documentation wiki they have to match what they've tested and prototyped so far. Cause there's always something in the GDD that you forgot to describe or couldn't have accounted for unless you actively worked on making the game
@Ryusser
@Ryusser 6 месяцев назад
coyote time!
@thebeangod7752
@thebeangod7752 6 месяцев назад
I feel like this game isn't very ambitious so far and feels like a flash game.
@abidounesaad3780
@abidounesaad3780 6 месяцев назад
Looks like the pepsi guy game
@LTGD
@LTGD 6 месяцев назад
PEPSI MAAAAAAN
@mook_10
@mook_10 5 месяцев назад
your game looks like the good kind of strange, but it made me feel a bit motion sick and I almost never feel motion sick from anything besides like 25fps VR games. Maybe that's just a necessary tradeoff to this game's design but I thought it might be worth noting
@ziadrrr_
@ziadrrr_ 5 месяцев назад
honestly i think this game is missing a battle royal mode and skins!.. i am joking but since the movement is "hard" how about adding a mini game type mode for example Hot potato mode or king of the hill since if you drop kick someone would be challenging to get back or move to kick someone i really see this game being fun to play with a party. a fun way is to make mini games till everyone is dead and last player/team wins with points or what ever good luck game looks really good
@triumphoverdeath
@triumphoverdeath 15 дней назад
He said i made a 3d runner its super original LOL
@MeemBeen
@MeemBeen 6 месяцев назад
Design by play is how they made Starfield so you know it must be great.
@JestroGameDev
@JestroGameDev 5 месяцев назад
Ok but what about Jump Buffe-
@noface7842
@noface7842 6 месяцев назад
I am so irked by the fact that the bear's run cycle doesn't fit his speed...
@vil-mo
@vil-mo 5 месяцев назад
Such a based dude
@I-OMusic
@I-OMusic 6 месяцев назад
Algorithm
@thegoldenatlas753
@thegoldenatlas753 6 месяцев назад
Goat simulator but bear
@Duckamoly
@Duckamoly 6 месяцев назад
bear?
@Bloodlinedev
@Bloodlinedev 6 месяцев назад
9:16 emotional damage :(
@ivanything1016
@ivanything1016 5 месяцев назад
Hur hur hurhur hur
@shoopoop21
@shoopoop21 6 месяцев назад
or "what if we took spawn cycling in games like quake arena, and made a game around it" Not bad, but we've been doing that since 2000. You can do better if you're making an entire game around it. It doesn't necessarily need to be harder, but can't you make it more engaging?
@Nick-ch8cf
@Nick-ch8cf 6 месяцев назад
game looks cool but doesnt look balls to the wall enough. too vanilla
@balsay
@balsay 5 месяцев назад
This was a very long video about how you justifying your own game.
@LTGD
@LTGD 5 месяцев назад
You should see the rest of my channel.
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