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GameMakersToolkit

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A Deep Dive into Star Fox Zero's Controls | Game Maker's Toolkit

"Star Fox Zero has a bizarre control scheme, seemingly made to justify the Wii U gamepad. In this deep dive critique, I look at what Nintendo and Platinum were trying to pull off and see where they succeeded - and where they failed."

A nice, chunky long one - only possible because of you guys. Thanks so much! All reward-y stuff coming this weekend.

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24 Hour Exclusive - A Deep Dive into Star Fox Zero's Controls

Hello! 

So Star Fox Zero's controls are weird. And reading interviews with Miyamoto, other members of Nintendo, and Platinum, just leaves me more confused.


In this deep dive critique I try and figure out what they were going for, where they succeeded, and where they failed.


Lemme know what you think!

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Patreon Q&A - your questions answered!

Hello! Me again.

Thanks for your awesome questions this weekend. I answered them all in the video above - covering everything from Telltale to Monolith, Zelda to Broken Sword, gaming as treatment for depression and my writing process. 


Couple notes: 1) sorry, but you may see some advertisements on this video. I got one of those automated copyright claims from a firm called Shogakukan for using 36 seconds of a Pokemon trailer and now they can make money off the whole thi...

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Thanks for your thumbnail feedback - changes inside

Hey! Sorry to do another post on this topic and clog up your inbox once more, but I wanted to make sure everyone who offered feedback on the last post saw that I am listening!

So for starters, thanks for your comments. In hindsight I should have just come to you guys first.


While I've had some negative feedback, I'm going to keep the new ones. I personally like them, they really fit the remit of standing out at a small size, and views have already gone up so I think they're worki...

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The Great Thumbnail Reboot of 2016! (And let's talk Uncharted)

Thumbnails are important. And mine have been a bit crap.

They're okay at 1080p but no one ever seems them at the full size. They get shrunk down to tiny little icons on the YouTube homepage and recommended videos lists and Twitter and elsewhere.


And at that size they're dark, unreadable, and don't stick out. 


So I took some time this weekend to redo the lot of them. Bold colours, big pictures, fewer words. I want them to stick out and yell HEY LISTEN! YOU SH...

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Ask Me Anything

Hey! I enjoyed answering your questions yesterday, so I'd like to do more! I've already got a few in the comments from the last post, which I'll save, and so drop more down below and I'll answer them all in one go. 

Games, game design, my background, how I make videos, other stuff, my favourite dinosaur (spoiler: stegosaurus), etc. Ask away. 


Mark

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You asked! I'll answer!

Hey. So I got a weird email from Patreon. "We asked your patrons which question they’d like you to answer most," they said. Which is a bit weird. Thanks, Patreon, I guess?

But hey, I'm not doing anything right now so I might as well answer these questions. Let's see...


38% - What’s something you really care about?


Okay, that's a bit vague. Well in terms of video games, I care about innovation. I'm always on the look out for games that are doing something ...

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Controllers Control Everything | Game Maker's Toolkit

Ah, the video game controller. That bulky chunk of plastic - bristling with buttons and sticks and bumpers - allows us to interface with alien worlds, fantasy landscapes, and post-apocalyptic wastelands. But is the design of the traditional console controller limiting the sorts of experiences designers can offer?

Watch on YouTube

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24 hour preview - Controllers control everything

Hello!

Phew, this one was a bit of a doozy. It's probably got more games than any other episode, loads of custom graphics, the script took forever to get right, etc. 


It's all about how console games can be constrained by controllers - but how clever devs shun conventions to make rad stuff, and about how other types of controllers are opening up new possibilities for play.


Would love any feedback on the episode!


P.S. if the embed is being weird, please cl...

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Game Maker's Playlist - April 2016

Hello! This month I've been immersed in Hyper Light Drifter, been pulling my hair out over Stephen's Sausage Roll, and more.

Hope you enjoy this bonus vid!

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Death and Dying in Lothric - Reading List for April 2016

Hey everyone, as promised I've broken the reading list out into its own thing so both this and the newsletter can stretch their legs.

Each month I'm going to give you loads of recommendations of things to read and watch, including lots of takes on that month's big topic (this time: difficulty and Dark Souls), and advice for game designers from professional developers.


Death and Dying in Lothric


This month, it seemed like every critic around had to have...

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Patreon Newsletter - April 2016

Hello! I'm a bit early, but I wanted to stagger these updates a bit so I don't destroy your inbox at the end of every month. I'm also going to split the reading list off into its own post, on its own day, so this stops being so long.

Anyway, I hit loads of milestones this month - 400 patrons, $1,000 in pledges, 50,000 YouTube subscribers. It's nutso - thank you for all the support. Here's what I've been up to this month…


Post Script


2016-04-26 08:13:07 +0000 UTC View Post

Game Maker's Toolkit - Should Dark Souls have an Easy Mode?

It's the question that comes up every time FromSoftware releases a new action RPG - should Dark Souls come with an easy mode? To answer this question (sort of), we must first figure out why these games are so hard, and whether there are better ways to provide difficulty settings than a choice at the start of the game.

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24 hour exclusive - Should Dark Souls have an Easy Mode?

An innocuous question about adding an easy mode into Dark Souls lets us dive deep into how designers conjure up specific experiences, and how players can choose to set their own level of challenge.

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Passing the buck (to other Patreons)

Patreon is awesome.

As traditional media continues to implode with advertorials, click bait headlines, and budget cuts, a whole new band of critics and creators are thriving on the generosity of their viewers.


Thanks to fan funding we can speak freely, tackle more interesting topics, and spend way, way, way too long polishing a video because screw deadlines, right?


I have been especially fortunate - receiving over 400 Patreons and $1000 per video (sort of, it's weird) ...

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GDC Vault 2016 Recommendations - Part 1

I've attended GDC twice as a member of the press, and I loved it both times. Great conversations, amazing people, and you see John Romero buying a coffee in Starbucks and you're just like "huh, it's John Romero".

But if you can't make it out to San Francisco for whatever reason, you're not left out: the GDC Vault offers a treasure trove of information on everything from design to AI to business to narrative - and a lot of it is available for free.


All of the talks from 2016 went ...

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400 Patrons!

Woah, that's a ridiculous number. Thank you so much, and hi to all newcomers!

I'm working on some cool stuff exclusively for you guys - it will be ready soon. 

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Game Maker's Toolkit - How (and why) Spelunky makes its own levels

Spelunky will always keep you guessing, by making a fresh set of 16 levels every time you play. In this episode we look at how creator Derek Yu strikes a balance between random and authored levels to make stages that always feel fun and fair - and why it's important that this game never gives you the same level twice.

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24 hour exclusive - How (and why) Spelunky makes its own levels

Hey everyone!

I was so fascinated by Derek Yu's explanation of how a Spelunky level is generated (from his new book) that I just had to make a video that shows the process. Plus, think about why it was actually important to have randomly made stages. 


Lemme know what you think!


Mark

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Game Maker's Playlist - March 2016

HELLO! Here's your bonus video about cool games you might've missed from March.

What did you think of these games? And what cool stuff did you play this month? Please feel free to drop a comment below


I played quite a bit more Hitman after recording this video and I think I get it now. Still super curious to hear what you think about this weird mix of stealth game, highly systemic sandbox, highly scripted puzzler, and Mr Benn (deep pull for my British fans right there) View Post

Patreon Newsletter - March 2016

Hello! What a fabulous month it has been. I played some cool games, made some fun videos, popped to San Francisco for a bit, and made some big changes in my life.

So, keep this on the down low, but from May I will no longer be the editor of Pocket Gamer. I'll still do a few days a week there, but just writing guides and stuff. This change will give me more time and energy to devote to Game Maker's Toolkit.


If you're reading this: you did this. So thank you!


Games jour...

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Game Maker's Toolkit - Depth, Mastery, and Vanquish

Cover-based shooter Vanquish comes from PlatinumGames - a developer best known for beat 'em ups like Bayonetta and MadWorld. In this video I look at how Vanquish borrowed the best elements of Platinum's brawlers to make a shooter with an extraordinary amount of depth and opportunity for mastery.

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24 Hour Exclusive - Depth, Mastery, and Vanquish

Hello super special Patreon people. You're the best. Yes, you. You're the best. 

This episode is about a game I really love - Vanquish - and about how it borrowed the best bits of PlatinumGames's brawlers (like Bayonetta and MadWorld) to craft a shooter with an extraordinary amount of depth and opportunity for mastery


By the way, if you have any issue with how your name is shown in the credits at the end lemme know and I'll fix for next time.


Thanks so much fo...

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4 Day Weekend!

Don't know about you guys around the world, but here in the UK we're having a four day weekend. And I know exactly what I'm doing...

Thanks to everyone who said hi at GDC. Was a fun show - wish I got to see more talks (was stuck in meetings most of the time) but, hey, that's what the vault is for. 


Hello to all the newcomers, I've been blown away by your support these last few weeks. Some good announcements to come because of that. 


Speak soon


Mark View Post

Game Maker's Toolkit - Why Jonathan Blow's Puzzles Aren't Just Puzzles

For Jonathan Blow, a puzzle is never just a puzzle - it's a communication from the designer to the player about the game's universe. In this episode, I share the philosophy and design process of the brains behind Braid and The Witness.

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Your 24 hour exclusive

Hello super special Patreons! Here is your exclusive preview of tomorrow's episode. 

I wanted to make a video about designing puzzle games in general but Jonathan Blow has such a unique and interesting take on this - and his games feel quite different to other puzzlers - that I decided to focus on him entirely.


I'm sure I'll come back to awesome games like Portal and The Talos Principle in future. 


Now, I need your help coming up with a title. I've got a few i...

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Some Patreon-y things

Hello! Mark here. I wanted to update you lovely people on a few things.

Patreon is a weird nightmare of stress and anxiety but that's okay because it's fantastic and you're all lovely.


Creators don't really talk about this. Or maybe they do but I haven't been looking in the right place. Or maybe it's just me. But I wanted to let you know that having hundreds of people support you and give you money to make a thing is, to be blunt, super freaking weird.


Don't g...

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Game Maker's Playlist - February 2016

Hey hey hey, here's your bonus video about cool indie games from February. 

What did you think of these games? (Try and be considerate of spoilers re: Firewatch!) And what cool stuff did you play this month? Please feel free to drop a comment below


Thanks for making all this possible! 

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Patreon Newsletter - February 2016

Hey everyone! Thanks for your support this month. Here's what I've been up to, and what's coming up over the horizon.

Post Script


Sadly, I was only able to produce one episode in February because of a nasty illness. Feeling good now and it's great to be back researching, editing, and playing. Anyway, here's how it came together.


Morality in the Mechanics


This episode went th...

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Game Maker's Toolkit - Morality in the Mechanics

Games have been messing with morality for ages - but are karma systems and binary choices the best we can do? Inspired by Darkest Dungeon's neat twist on video game villainy, lets look at some indie games that make morality a central component of their design.

Thanks for your support in February - I was knocked out for a lot of it due to a nasty illness so this will be the only episode this month (naturally, that means you'll only pay for one!). 


Patreon rewards will com...

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