Mark Brown on how great games are designed: mechanics, levels, difficulty, game feel and what makes them fun. 180 videos from Game Maker's Toolkit. Each one as notes: the design idea, the games that show it, and how to use it in your own game.
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Breath of the Wild shifted Zelda from a passive, designer-led structure to an active, player-led one, and the video weighs what that gained and what it cost. The example that makes it worth watching is Donkey Kong Bananza, which blends player freedom with designer-set progression and hints at where Zelda could go.

Real-time destruction in games comes from clever cost-cutting tricks: swapping intact and broken props, slicing meshes, soft body physics, grid-based fire, voxels, and stress calculations on buildings. The Red Faction: Guerilla stress system, and how The Finals reuses it with modern hardware, makes it worth watching, along with the warning that destruction must serve the design.

Difficulty is a toolkit rather than a single dial: it can raise satisfaction, mirror the story and force deeper play, but it needs to feel fair and give players ways to adjust or step away. The example worth watching is Hollow Knight: Silksong, where the Last Judge shows fair difficulty and the repetitive runbacks and random boss patterns show the BS that drives players off.

Explains why random room drafting clashes with the join-the-dots structure of adventure puzzles, then lays out why the developers kept the randomness and how it could be made friendlier. The example worth watching is Blue Prince, where you can hold a safe code for several runs without the safe ever appearing.

Mark Brown rebuilds Echoes of Wisdom's single-row echo list in Unity and tries five alternative menus (acceleration, cross media bar, tabbed grid, radial, spiral), showing how menu shape changes speed, comfort and what players notice. The worth-watching twist is Nintendo's stated reason for the slow list: it is meant to make you less efficient but more creative.

Walks through the eight-step process Masahiro Sakurai uses to design a Smash Bros. fighter, from picking the roster to theme, stats, moveset, balance, animation, visual style and reveal trailer. The worth-watching example is how Sakurai cut Chrom for being 'Dude With Sword' and invited Robin instead, with breakable tomes and a sword as a new theme.

Ten years of Game Maker's Toolkit boiled down to ten lessons: mechanics drive experience, no mechanic is right or wrong in isolation, design for a target audience, and test everything with real players. The Far Cry 2 versus Far Cry 4 comparison and Celeste's Assist Mode make the ideas concrete.

Mystery comes from withholding information so the player holds open questions, then letting the player answer them through their own discovery, ideally with knowledge instead of items. The Witness's hidden environmental puzzles and Tunic's knowledge-locked mountain door show how far this can go.

A tour of 100 games, each picked to teach one game design idea, from difficulty curves and feedback loops to randomness, information, systems and narrative. The standout examples are Left 4 Dead's Director pacing system, Mario Kart's item rubber banding, and Mark of the Ninja turning Thief into a planning game by showing information.

Hiding information can create a feeling like suspense or mystery, but only if players truly cannot get around it. Balatro's missing score preview and The Binding of Isaac's missing item descriptions show how a hidden-but-attainable loophole turns a deliberate design choice into a lasting flaw.

Spec Ops: The Line shows how a game can use the shape of a familiar genre, and its own mechanics, to make players question what they are doing and enjoying. The example worth watching is the chapter eight white phosphorus scene, which turns a routine mortar sequence into the game's central moral shock.

Mario games build difficulty settings into the game itself, as three connected pipes (easy, normal, hard) that players move between mid-play instead of picking a mode at the start. The worth-watching example is Super Mario Bros. Wonder, which stacks character choice, badges, skippable levels, hidden hard worlds and rewards for dying into one seamless system.

Jusant turns climbing into an immersive, decision-making activity through mirrored controls, a rope that limits and expands routes, and a forgiving stamina and checkpoint system. The video then argues that games should be judged against the developer's intent, using Jusant's deliberately calm design versus Tomb Raider's downtime climbing.

Once a prototype has shown what is fun, a concrete plan of scope, level counts and tasks turns aimless tinkering into steady progress on a finished game. The example that makes it worth watching is how Mark's level plan for Mind Over Magnet let him make around 40 final levels in a month and exposed teaching-order problems early.

Shows how Nintendo shaped Ultrahand by stripping out complexity, borrowing from real-world objects, and aiming for creativity, humour and player agency. The worked examples of snapping, 45 degree rotation, Zonai devices and the visible glue make it worth watching.

Compares the self-contained levels of Banjo-Kazooie with the interconnected, backtracking-heavy levels of Banjo-Tooie to show what interconnected world design gains and what it costs. The worth-watching example is Grunty Industries and its washing machine transformation, where a clever idea turns into tedium because of how it is implemented.

A 2D camera should do far more than stick to the player: it should show what is coming, ignore jumps, smooth its motion, frame important things, and add juice. The tour of Cave Story, Donkey Kong Country: Tropical Freeze, Fez, Insanely Twisted Shadow Planet, Celeste and Hollow Knight shows how each camera rule fits its game.

Detective games fall into three styles (deduction, contradiction and investigation), and the best ones make players think like a detective by testing answers in a way that blocks leading, guessing and brute force. Return of the Obra Dinn's open-ended log book is the example that shows how much the answer-input design matters.

Explains how The Sims builds believable autonomous characters with needs-based utility AI, from single Sims to whole neighborhoods, and why it deliberately holds back to leave room for player stories. The example worth watching is the cut urinal rule, which shows that a less realistic simulation can make a better game.

Valve treats every design as a hypothesis and every playtest as an experiment, testing early, weekly, and in silence, then filtering the feedback against a clear goal. The story of Portal's playtesters calling the whole game a tutorial, which led to GLaDOS, shows how watching players can reshape a game.

Explains how Nintendo balanced freedom and guidance in Breath of the Wild's open world, drawing on a 2017 CEDEC talk. The example worth watching is the failed Sheikah tower 'points and lines' system, whose 80/20 heat map split led to the landmark and triangle rule design.

Capcom's Resident Evil remakes change gameplay and content freely, but use the feeling of the original as a guide so the game stays true to what made it loved. The Resident Evil 4 remake, where strafing is added but enemies get meaner so the game still feels pulse-pounding, shows how to modernise without losing the feel.

Teaches how to use the MDA framework (mechanics, dynamics, aesthetics) to judge whether a mechanic borrowed from another game fits your own game's vision. The worth-watching example is Alien: Isolation, where swapping automatic checkpoints for slow, manual save points turned saving itself into a source of terror.

Neon White's Insight system walks players from a first clear to a speedrunner's mindset in minutes, using staged medals, short levels and hidden shortcuts to turn replaying into the main fun. The example that makes it worth watching is how each medal tier unlocks the next tool: leaderboard, timer, ghost, level hint and global ranks.

Fortnite's habit of removing content as often as it adds it can keep a live game fresh and approachable, but the same time limits double as a retention tool built on fear of missing out. The Chapter 4 finale, where the whole map is destroyed and replaced, shows the upside, while the expiring battle pass and rotating item shop show the manipulative side.

Explains why companion characters in AAA games like God of War Ragnarok keep giving away puzzle solutions: playtest-driven fixes, accessibility, pacing, and the pressure of huge budgets and audiences. The example that makes it worth watching is the contrast between Dishonored's subtle, in-world hints and Ragnarok's nagging ones, plus the argument that endless hand-holding wears away what makes games engaging.

Elden Ring's open world gives players real freedom and organic discovery, but static enemy levels, repeated content and a constrained second half show what open world design costs a Souls game. The example that makes it worth watching is how a dot-to-dot map, optional Great Runes and hidden bypass routes let players skip most bosses while the same structure strains the difficulty balance.

Shows a set of repeatable approaches for fixing design problems, from finding the root cause to iterating fast, making big changes, flipping a rule, or solving it in another system. The Gears of War active reload story, resolved with secret 'magic bullets' for players who never finish a clip, ties the whole video together.

Genres can be combined in three ways: handing off between them, letting players pick a play style, or blending them into something new. Each has its own pitfalls, and the video shows how Uncharted, Deus Ex, Wolfenstein, Spelunky and Shovel Knight: Pocket Dungeon solved or hit them.

Maps a typical game economy as five entities (tap, inventory, converter, drain, trader) and shows how tuning each one changes pace, decisions and risk. The Witcher 3 cow-farming exploit and CD Projekt Red's two failed patches make the lesson stick.

Compares Arkane's Prey: Mooncrash with Deathloop to show how a time-loop structure needs variation, counterbalanced progression, pressure and enforced play-style changes to stay fresh. The worth-watching example is Mooncrash's difficulty ramp tied to mission completion and its five-character split, which Deathloop leaves out and so ends up easy, repetitive and over-guided.

Action games can let players make story choices through the verbs they already use, such as shooting or waiting, instead of menus and button prompts. The Spec Ops: The Line scene where you shoot one of two hanging men, or the ropes, or the snipers, shows how an invisible choice hides options, and the video also covers the costs.

A survey of accessibility in 25 blockbuster games and many indies from 2021, covering controls, audio, visuals, difficulty and the studios driving change. It is worth watching for the side-by-side examples of what Ratchet & Clank: Rift Apart and Far Cry 6 do well, and where Metroid Dread and Outriders fall short.

Shows how a changed core mechanic can push a game toward a different genre, and how that left the designer stuck choosing between a platformer and a puzzle game. The worked example is Mark's own magnet game, plus Oliver Granlund's advice to beat analysis paralysis with a deadline and a minimum viable product.

Metroid Dread quietly steers players through a sprawling Metroidvania map using points of no return, nearby locks and keys, teleporters and breadcrumb pickups, so the player rarely gets lost. The example that makes it worth watching is Mark Brown mapping 13 of the game's 22 abilities to show each lock sits just around the corner from its key.

Tutorials for complex games (strategy, city builders, simulation) work better when they are split up across a campaign or across playthroughs, taught by doing rather than by arrows, and built on things players already know. The example worth watching is Total War: Troy, where an hourglass end turn button left one playtester stuck for 40 minutes on turn one.

The HUD is a design tool that changes how a game plays, feels and gets built: gauges and previews give players information, and holding it back, making it diegetic, or making it vague changes behaviour. The Into the Breach and Hearthstone examples, where cool ideas were cut because the UI could not show them clearly, are the reason to watch.

Movement becomes a fun mechanic when it is built from a few reusable elements (chaining, environment, timing, momentum, trajectory, physics) and shaped to give freedom, analogue control, flow, a skill test and physical satisfaction. The worth-watching part is the side by side of very different systems, such as Titanfall 2's free-aim grapple against Zelda's fixed hookshot.

Explains how the Nemesis System turns ordinary player actions into personal stories, using improv, non-death endings, hierarchies, rarity and player imagination. The worth-watching example is Mark's own run with Ar-Karo the Stitch, a sword-breaking orc who dies, returns, joins his army and ends up Overlord.

Explains how Watch Dogs: Legion's "Play as Anyone" system generates a whole city of recruitable characters, then shows why that clever system barely affects how the game is played. The lesson is that an innovative system only matters when the structure, missions and story are built to make the player use it.

A survey of how 2020's biggest games handled accessibility across controls, subtitles, visuals, and difficulty, with the reasons each option matters to real players. The Last of Us Part II, playable end to end without sight, is the example that makes it worth watching.

Explains how Zelda's puzzle box dungeons turn the whole dungeon into one puzzle through remote switches, a limited view and reversible states, and how to keep them fair for players who struggle. The Water Temple's cracked wall, where you must change the water level in another room and return, makes the idea concrete.

Power fantasies can be handed to the player or earned through mastery, and each choice shuts out a different kind of player. Five fixes let both kinds of player feel awesome, with Bayonetta's low skill floor and high skill ceiling as the clearest case.

Lives are neither outdated nor essential: they are a set of trade-offs around stakes, rewards and frustration, and the useful question is why a game includes them. Crash Bandicoot 4's Modern mode, which keeps counting lives to unlock a gem for low-retry clears, is the smartest example of reworking the idea.

Explicit goals and expected rewards can undermine the intrinsic motivation that exploration, creative and self-improvement games depend on, which is the overjustification effect. Klei's scrapped Don't Starve quests and Zach Barth's decision to drop achievements show how to use goals and rewards without wrecking the fun.

Great games rarely start from a perfect idea: designers build a rough prototype, notice what is most fun in it, and rebuild the game around that. The Ape Out and Into the Breach stories show how one surprising piece of a prototype became the whole game.

Traces how Dungeons & Dragons passed through Wizardry and Ultima into Dragon Quest, and shows how hardware limits, audience and local culture pulled Japanese and Western RPGs apart. The worked example is Dragon Quest, which merges Wizardry's combat with Ultima's overworld, simplifies both, and gets manga art from Akira Toriyama.

Looks at how Mass Effect shares ownership of its hero between player and character, and where that sharing works or breaks in morality, forced story beats, squad-mates and identity. The worked examples, from the Genophage and Tali versus Legion to Jack's loyalty mission and Garrus's hidden morality, show exactly what makes a shared protagonist feel fair or hollow.

Explains how stealth games handle being spotted, from the guard state machine in Metal Gear Solid to the fuzzy detection meter in Dishonored 2, and why quick loading undermines the genre. The Arkham games' lasting health loss, compared with the limited rewinds in racing games, is the example that shows how to stop save scumming.

Explains how developers can sort useful player criticism from noise, using four tips: weigh the vocal minority against data, find problems rather than adopt suggested solutions, avoid sanding the game into something dull, and build a conversation with players. The Nioh durability-to-familiarity redesign and the Resident Evil 3 Nemesis case make the difference between listening and obeying clear.

Stealth gadgets fall into five categories (information, AI manipulation, redefining space, movement, dispatching enemies), and each one must be limited or countered or it creates dominant strategies. The worth-watching part is the long run of concrete balancing levers, from Ghost Recon's battery-limited drone to Metal Gear Solid V's guards who put on helmets when you spam headshots.

A single five minute fight from DOOM Eternal shows how combat stays intense when the player must keep answering four questions at once: priority, preference, preservation and position. The Nekravol Part II arena, with its phased enemy spawns, makes the case, and the video then shows where Eternal weakens the balance DOOM 2016 had.

Stealth guards perceive the player through simulated eyes and ears (view cones, raycasts, awareness meters, pathfinding-based sound), and how much of that system the game shows the player decides whether it feels tense or empowering. Comparing Mark of the Ninja's fully visible vision cones and sound pulses with Alien: Isolation's hidden senses makes the tradeoff clear.

Shows how one multipurpose tool, Prey's Gloo cannon, can serve combat, hazard handling, traversal and sequence breaking, and how technical limits shaped it. The example that makes it worth watching is the Gloo staircase, which also lets a player skip most of the game and finish in under 7 minutes.

Level design can tell a story at three layers (small set dressing vignettes, places and rooms, and the overall world), and it can also steer how the player feels and who they believe they are. The Mass Effect 3 Tuchanka emotion and intensity charts and God of War's panicked search for Atreus make it worth watching.

Randomness splits into input randomness (luck happens before you decide) and output randomness (luck happens after you decide), and the split explains why some luck feels fair and some feels cruel. Slay the Spire's switch from hidden enemy moves to enemy moves rolled at the start of your turn shows how moving randomness earlier turns a frustrating game into a strategic one.

A survey of 50 of 2019's biggest games shows which accessibility options work and which still shut players out, across hearing, vision, motor ability and difficulty. The sharpest contrasts are Resident Evil 2's silent Mr. X footsteps against Gears 5's one-handed play, and Sekiro's lack of assists against Devil May Cry 5 and Astral Chain.

Explains how Hollow Knight's world design starts as a guided linear path and then fans out into many routes, simultaneous upgrades and optional content, so players rarely get stuck. The Resting Grounds, reachable four different ways, is the example that shows how multiple entrances replace signposts.

Pac-Man shows how a few simple rules can produce ghosts that feel smart, a rhythm of tension and relief, and a game anyone understands at a glance. The ghost targeting rules, where four simple chasers look like a coordinated pack, make it worth watching.

Games that simulate events on a real clock, called clockwork games, make 'when' matter as much as 'where', turn time into a resource, and often use time loops to handle a fixed end point. Outer Wilds, with its shifting hourglass twins, is the example that shows how a clock makes a world feel alive and indifferent to the player.

Metroid Prime 3 shows how a Metroidvania loses its sense of discovery when locks and keys stop connecting and a voice tells the player where to go. The most useful comparison is its energy cell key hunt, which fixes the pacing problems of the Chozo artifacts in Prime 1 and the Sky Temple Keys in Prime 2.

Space Invaders gave game design the difficulty curve, a rising challenge that resets at each new stage, along with high scores, mood-setting audio and enemies that shoot back. The example worth watching is how a hardware limit made the aliens speed up as the player killed them, and Tomohiro Nishikado kept it as a feature.

Talking your way past a fight is usually just a skipped fight, a single button press behind a skill check. Dialogue becomes real gameplay when you have to read the person, remember what you learned, and use evidence, as in Life is Strange's rooftop scene with Kate Marsh.

A ten step method for building a focused, well paced Mario-style level: pick one mechanic, introduce it safely, ramp it up, combine it with others, then playtest and fix. The worked example is a level built around the swinging claw, including a bob-omb idea that was cut because it would not work.

Immersion is not a buzzword but the result of four concrete choices: keep interactions in the world, make the player aware of their surroundings and status, hide information about the systems, and react to the player. Metro Exodus works as the example because it turns maps, crafting and upgrades into physical objects and refuses to label its open world, unlike Rage 2 or Far Cry New Dawn.

Metroid Prime 2 splits its world into self-contained, Zelda-style temples to ease the memory load of Metroidvania exploration, but it undermines that promise with item detours, a thin Dark World puzzle concept, and a late-game key hunt. The Echoes case shows how a good structural idea only pays off if the game keeps to its own rules.

A game camera has to serve gameplay needs like visibility and aiming while also setting mood and intimacy, and the two goals often clash. The God of War (2018) case study shows how a tight, intimate camera damaged combat, and Batman: Arkham Asylum shows the fix: a camera that changes with the situation.

Looks at how Halo 3: ODST pairs an open, non-linear hub city with playable flashback missions, and where that structure succeeds and fails. Comparing it with Gone Home, Her Story, Breath of the Wild and Uncharted: The Lost Legacy shows both what it got right early and what a better version would do.

Covers how multiplayer games are balanced and rebalanced: trade-offs, counters, reading player data, nerfs and buffs, and handling unequal skill. The Akali win rate story from League of Legends shows why a single number can mislead.

Metroidvania world design depends on helping players remember dead ends, keeping travel between areas short, and making the final goal clear. Metroid Prime shows each of these through both clever solutions and clear misses, such as the Magmoor Caverns subway station and the late-game artifact hunt.

Synergies, where elements combine into something stronger than their sum, make players feel powerful and smart while adding depth with fewer parts. Mark's 81 damage Silent shiv deck in Slay the Spire shows how planted combos, planning and roguelike structure make them work.

Games can serve players with cognitive disabilities by offering options that reduce motion sickness, sensory overload, reading strain and information load. The strongest examples are concrete: Celeste's game speed slider, Dishonored's per-mechanic difficulty tuning, and SOMA and Furi letting players remove the threat entirely.

Permanent upgrades in a roguelike give every failed run meaning but bend the difficulty curve and blur whether the player improved or the game got easier. The video shows how Enter the Gungeon, Spelunky, Rogue Legacy and Dead Cells soften the downsides of each approach.

Stealth design rests on a handful of conventions that Tenchu, Metal Gear Solid and Thief all established in 1998: a neutral start, clear detection feedback, a suspicious middle state, and guard manipulation. The example that makes it worth watching is Metal Gear 2, which had nearly every one of these ideas years earlier but was never seen outside Japan.

Return of the Obra Dinn works as a detective game because its story, setting and interface are built only to support deduction, and its answer system is built to stop guessing and prompting. The example worth watching is the three midshipmen, whose names are worked out from dialogue, uniforms, the timeline and elimination.

Skill trees work best when they force hard choices, offer exciting new powers, reward varied play, and stay out of the way of pacing. The Assassin's Creed Origins and Prey examples show how scarce, meaningful choices make a character feel personal.

Explains how Symphony of the Night builds an open, interconnected castle from a linear opening, and where that mix of openness and linearity helps or hurts the player. The worth-watching example is the fake bad ending that sends players back to hunt two rings and a second, upside down castle.

Mega Man 11 builds eight varied stages from only a handful of unique elements each, by changing room shapes, scattering mechanics between other challenges, and repeating them in harder forms. The Torch Man room-by-room breakdown shows how a few ideas can be woven into something that feels like a symphony.

Motor disabilities make precision, speed and endurance inputs a barrier, and this episode lays out control options, simplified inputs, difficulty splits and small settings that let more people play the same game. The Spider-Man rubble scene, which asks for fast button mashing and can be turned into a simple hold, shows how one option changes who gets to feel like a superhero.

Games promise a fantasy through their marketing, and the design question is how easily that fantasy should come true: handed over free, or earned through skill. Spider-Man's demanding combat versus its effortless web-swinging, and the grapple hooks of Bionic Commando, Overwatch and The Free Ones, show the options.

Co-op games only force real communication when players need each other, and Overcooked achieves this through level design instead of asymmetric characters. Its kitchens split players into roles through layout and a time-based score, then break those roles apart with waiting timers, dirty plates and shifting levels.

Players save scum when a mistake feels too costly, so designers have to build the desire to play on past failure into the game itself, not into the manual. The Far Cry 2 setbacks, Metal Gear Solid V's wide failure spectrum and Darkest Dungeon's always-on autosave show different ways to do it.

Super Metroid balances free exploration against getting lost by teaching in a tightly guided first act with one-way paths, then opening the whole world in a second act. A step-by-step walk through Zebes with dependency charts shows how landmarks, power-up rooms and closed-off paths steer the player without hand-holding.

Teaches how to make games readable for colourblind and low vision players: never rely on colour alone, prioritise size and contrast, and back up visuals with strong audio. The standout examples are Chromagun's symbol system, Battlefield 1's customisable palette, and the fighting game audio cues added after blind players gave feedback.

Compares how the original Metroid and its remake Zero Mission balance freedom against guidance in a Metroidvania world, showing that too little help leaves players lost and too much removes the feeling of exploring. The worth-watching example is Metroid's first three rooms, which teach the whole obstacle and power-up structure, set against Zero Mission's Chozo statues that mark the next goal.

Teaches how to make games accessible to deaf and hard of hearing players through readable subtitles, visual alternatives to audio cues, non-audio puzzle solutions and flexible audio options. The comparison of Borderlands 2, Metal Gear Solid V and Overwatch against Half-Life 2, Fortnite Mobile and Rise of the Tomb Raider shows concretely what good and bad looks like.

Breaks down why the Leviathan Axe in God of War (2018) works as a weapon: one tool used for melee, ranged attacks and puzzles, with a lot of work on how it feels. The worked example is how a thrown axe plus a manual recall became tactical, and how hit stop, pinning and sound make it feel heavy.

Scores can still earn a place in modern games when layered on top of a completable design, because they add depth, difficulty and a push toward the intended way to play. Assault Android Cactus is the example worth watching, since it hides its score-driven Pro Mode until players prove themselves and keeps its core panic the same for novices and veterans.

Breaks melee combat into attacks, defence, enemy design and impact, showing how each choice shapes whether a fight feels deep or button-mashy. The worth-watching part is the side-by-side of Dark Souls' committed animations against Bayonetta's free cancelling, and the anatomy of a crunchy punch from Resident Evil 6.

Breaks down how Dark Souls builds a branching, interconnected world with an accordion structure of linear and open acts, and what that costs in direction, difficulty and fast travel. The worth-watching moment is the elevator from the Undead Parish that drops you back at Firelink Shrine, and the comparison to Zelda: A Link to the Past.

Explains how designers can keep players engaged without manipulative tricks, using pacing, novelty, anticipation, long-term goals and well-tuned challenge. The worth-watching example is Uncharted 2's calm-to-intense pacing, set against Doom's long, exhausting stretches of high intensity combat.

Good puzzles are built on a catch (a logical contradiction), steered by a player's wrong assumption, and resolved by a revelation about the game's rules, then presented minimally and ordered on a difficulty curve. The side-by-side of Portal 2 and The Turing Test, which share nearly the same puzzle but differ hugely in presentation, makes it worth watching.

Games can keep a strict designer vision and still serve players who need other ways to play, if the optional modes are communicated well through wording, placement and timing. Celeste's Assist Mode, set against Cuphead's Simple Mode, Darkest Dungeon's config, Heat Signature's permadeath toggle and SOMA's Safe Mode, shows how.

Systemic games link many game systems so that entities are aware of each other and follow consistent rules, which lets players make clever plans and produces surprising stories nobody scripted. The Breath of the Wild rain example, the Far Cry tiger mauling a guard, and the Dwarf Fortress cats dying of alcohol poisoning make the idea concrete.

Breath of the Wild's divine beasts drop keys and locks for moving puzzle box dungeons, and the video shows what that open structure gains and loses in puzzle depth, pacing, and atmosphere. The worth-watching example is Vah Naboris, where three rotating chambers make fiddling useless and force real planning, set against the Sandship's physical time stone.

Feedback loops are systems where a player's success or failure changes the odds of later success or failure, and positive loops (snowballing) and negative loops (balancing) each need careful tuning. Pyre is the example worth watching, because it pairs XCOM style progression with negative loops that stop both runaway wins and death spirals.

Snake Pass shows how removing a core mechanic (jumping) and giving the player a body they only half control can turn a 3D platformer into something new. The example worth watching is Noodle the snake, whose long body is both your best tool for gripping and your worst enemy when gravity pulls it down.

Five standout levels from 2017 show how multiple routes, dynamic ordering, transformable spaces, interactive storytelling and varied pacing make a level memorable. The worth-watching example is the Lewis Finch cannery in What Remains of Edith Finch, where two simultaneous games express a mind splitting between work and daydream.

The first two Zelda games set up the dungeon basics (small keys, a boss, a key item, interconnected rooms), but their rough edges show which dungeon rules a designer should fix. The Level 6 key shortage, the hidden bombable walls in Zelda 1 and the brutal backtracking in Zelda 2 make the case.

Shows how Nintendo built Super Mario Odyssey around one core mechanic, the hat throw, and let it shape the moves, the puzzles, the controls, the look and the level themes. The hat throw that works as attack, capture, platforming tool and world interaction at once is the example worth watching.

Boss attacks should force the player to move, and Cuphead builds its fights from learnable patterns, reactable surprises, layered threats and distinct phases. The Baroness Von Bon Bon fight shows all of these working together, and Super Meat Boy's Little Horn shows what happens when the balance tips too far toward memory.

Players tend to pick the safest, most repetitive strategy even when it is the least fun, so designers steer them toward the intended experience by discouraging or encouraging behaviours. Encouraging with rewards usually works better than punishing, as shown by XCOM 2's controversial turn timers against DOOM's glory kills and World of Warcraft's rest bonus.

A remake should keep the feeling a game gives the player, not only its mechanics and level layouts, and Metroid II's dread comes from design choices that look like flaws. The example that makes it worth watching is how AM2R and Samus Returns each fixed Metroid II's limits and in doing so lost, in different amounts, its horror.

Detective games struggle because testing whether the player has worked something out often hands them the answer. The video walks through fixes, from bigger answer pools to Papers, Please style flagging to The Shivah and Her Story, where the player types their own deduction into a search bar.

Open-order dungeons give the player freedom on the overworld but force the dungeons to give up item-based puzzles and difficulty ramps. Renting items from Ravio, and a three-type model of Zelda dungeons (lock and key, puzzle box, gauntlet), show what that freedom costs and what it gains.

Breaks down the Ginso Tree level in Ori and the Blind Forest beat by beat to show how a level can introduce a new ability, retest everything with it, and end on a set piece that stays real gameplay. The worth-watching part is the escape sequence, where instant restarts, continuous music and no checkpoints keep a cinematic moment from falling apart.

Naming a genre after one landmark game turns that game into a formula, so later developers copy its ingredient list and innovation slows. Roguelikes, Metroidvanias and immersive sims show how narrow genres stall, and Spelunky and Toki Tori 2 show how designing from the underlying feeling avoids it.

Classic Nintendo 2D platformer levels showcase one mechanic and escalate it, while Tropical Freeze weaves two to six mechanics together under a shared theme. The example worth watching is Scorch 'n' Torch and Baobab Bonanza, where separate ideas collide in surprising ways late in the level.

Good game AI is not just aggressive enemies that kill the player: it must fit the intended experience, stay readable and consistent, bend the rules in the player's favor, and serve interesting gameplay. The Halo playtest where identical AI was rated 'very intelligent' by 8 percent of players versus 43 percent once enemies were tougher shows how perception shapes how smart AI feels.

Zelda dungeons are special when they make the player think about the whole dungeon as one space (the macro challenge) and not just the room in front of them (the micro challenge). Skyward Sword's Sandship, with its single timeshift stone that changes an entire ship, is the example that shows this idea coming back to the series.

Shows how Dead Space 3 lost its horror by giving the player too much power, ammo and speed, and why chasing mass appeal in a sequel can wreck what made the original special. The worth-watching example is the icy planet section that hints at the survival horror game the team could have made.

Shows how Dead Space 2 turned a slow survival horror game into an action game through pacing, enemy design, resources and level layout, and what a franchise gains and loses by doing so. The worked example is Isaac's church sequence, where a gunship cutscene sits right next to a quiet creepy corridor and spoils the dread.

Dead Space borrows Resident Evil 4's recipe of undercutting the player, then adds strategic dismemberment, layered enemy mixes, and carefully staged scares to balance dread with power. The hunter chapters, where a regenerating enemy flips the game's trip-wire rhythm, are the example that shows how one change in enemy behavior can transform pacing.

Shows how Psychonauts uses level design to express each character's personality, so that what a level looks like and what you do in it tells the story. The Milkman Conspiracy, where a paranoid mind becomes a twisted suburb of spies and perception-based play, is the example that makes it worth watching.

Shows how much information a game hands the player decides whether a dungeon is a spatial puzzle or an automated walk between waypoints. The Temple of the Ocean King, where you write notes on the map to speed up repeat visits, is the example that makes it worth watching.

Shows how Breath of the Wild's sparse, regional, and layered music supports its melancholy tone, guides exploration, and rewards players with hidden callbacks. The Tarrey Town theme, which gains instruments as each race joins the village, is the example that makes it worth watching.

An open world should be built around one specific experience, and Breath of the Wild picks adventure and cuts or keeps open world conventions to serve it. The worth-watching example is how it drops map icons, lets you challenge Ganon at once, and hides side content behind riddles, so curiosity does the guiding.

Shows how a single action that changes meaning with how it is performed (a versatile verb) can create tactical choices, player expression and simpler controls from one button. The worked example of Mario's jump, from Donkey Kong's 'press A to do B' to the many outcomes in Super Mario 3D World, makes it worth watching.

The first Zelda gives players total freedom and a sense of mystery, yet quietly steers them with soft locks, cryptic clues and a small maze-like map so they never get truly lost. The example that makes it worth watching is how a hidden, indifferent-feeling world is actually guiding you the whole time, and how later Zelda games gave that up.

Shows how Doom (2016) and Titanfall 2 revived the FPS campaign: Doom by stripping out the genre's slow-down conventions, Titanfall 2 by expert pacing and constantly changing ideas. The Effect and Cause time-travel level, thrown away before you tire of it, is the standout example.

Twilight Princess reuses one looping dungeon layout (a central hub you return to three times) in six of its dungeons, and this shows what that structure buys a designer and what it costs in variety and complexity. The Forest Temple key trick and Lakebed's rotating staircase show how a layout can teach and trust the player, while the Temple of Time reversal shows how to make a linear dungeon interesting.

It teaches that games say the most through their mechanics and rules, not cutscenes, using Fumito Ueda's Ico and The Last Guardian to show how combat roles, rules and bent rules can express a relationship. The moment worth watching is Trico breaking the stained glass eye rule to save the boy, which hits harder than a cutscene.

Explains how Event[0]'s chatbot AI Kaizen turns typed text into believable replies using tags, context and an emotion matrix, and why it works and where the puzzles fall short. The worth-watching part is that a convincing conversation with a game character needs a big database and smart framing, not a neural network.

Five 2016 games that tried new ideas show how to reward players, make a team feel human, loosen dialogue, build a game around one constraint, and use a temporary mode to offer play the base game can't. The Hitman Elusive Targets and Superhot examples are the most worth watching, because each shows how a limit creates a new kind of tension.

Splits Zelda dungeons into 'find the path' and 'follow the path' types using four questions about branching, choice and backtracking, and argues that making the player build a mental map is what makes the better dungeons. The Minish Cap's loops, such as the one-way door in Cave of Flames and the repeated switch room in Temple of Droplets, show how to steer players or hide how linear a dungeon is.

Nintendo starts every game from a new way to play, then lets that core action decide the character, enemies, art, music and even the story. The example that makes it worth watching is Splatoon, which began as a controllable white block and only later got squid kids, punk music and a graffiti look.

Wind Waker's dungeons show how a dungeon can feel like a Zelda dungeon in name but play as a straight line, and how motif-based room puzzles teach the player better than random ones. The Forbidden Woods boomerang door, which leads straight back to the place that needs the item, is the moment that makes it worth watching.

Explains why BioShock's Fort Frolic level is so memorable: one antagonist shapes the whole level, the enemies unsettle the player, and a relationship is told through ordinary shooter mechanics. The example worth watching is Sander Cohen, who turns a murder quest and a wave fight into a collaboration and a dance, then lets you live.

Introduces a graph notation for comparing dungeon structure (key item, small keys, locks, backtracking, boss key) and uses it to compare the 16 Oracle dungeons with other Zelda games. The worked comparisons, from Gnarled Root to the Water Temple and Jabu Jabu's Belly to Mermaid's Cave, show how small changes to one simple formula create very different dungeons.

Small, dense open worlds can beat huge ones because every space can be designed with care, filled with story, and navigated by the player's own attention. Deus Ex: Mankind Divided's Prague, with its street addresses, buzzers and trashed apartments that tell stories, is the example that makes it worth watching.

Nostalgic design works by recreating how old games feel in memory, not how they actually played. Shovel Knight borrows widely from the NES catalogue, drops the punitive parts, and quietly cheats the hardware limits, while Mighty No. 9 copies Mega Man's flaws along with its strengths.

Majora's Mask dungeons get their complexity from asking the player to understand and then manipulate a 3D space, not from key order or branching paths. The Stone Tower Temple, which flips upside down, is the example that shows how far that idea can go, along with where the game's stray fairies and timer undermine it.

Explains the immersive sim as a design philosophy built on agency, systemic rules, emergence, consistency and reactivity, traced from Ultima Underworld and Looking Glass through Deus Ex to today's revival. The example that makes it worth watching is the contrast between Thief's rope arrows working on any wooden surface and Thief 2014's grapple points marked with white rope.

Shows how Ocarina of Time's dungeons keep Zelda's building blocks (keys, items, maps) but become mostly linear because every locked door sits behind another. The Water Temple, a three-way water level switch that turns the whole dungeon into one puzzle, is the example that shows what the others lack.

Link's Awakening moves the big key to the boss door and makes the dungeon item the thing that reopens the whole dungeon, turning each one into a small Metroidvania built from keys and locks. The example that makes it worth watching is Eagle's Tower, where a heavy metal ball becomes a key that you have to carry through the level.

Shows why an open world only helps a fast game when every mission type uses the whole city, and why Mirror's Edge Catalyst wastes its map while Burnout Paradise makes the sandbox the core of every event. The contrast between Burnout Paradise's any-route races and Catalyst's short point-to-point runs along a red line makes it worth watching.

Breaks down how A Link to the Past varies dungeon linearity, from one hidden critical path to free key routing to pure gauntlets, and how that shapes pacing and the feeling of difficulty. The Eastern Palace and Palace of Darkness switch-block puzzle show how small layout choices make a dungeon feel bigger and smarter than it is.

A critique of Star Fox Zero's gyro aiming and dual-screen controls, showing why a control scheme built to justify hardware fails when it does not give the player meaningful choices. The worth-watching example is the contrast between Star Fox Zero's duplicate screens and Affordable Space Adventures and ZombiU, where each screen holds different information.

Shows how the input device decides which games can exist, from arcade dials to twin sticks, touchscreens, motion remotes and VR hands. The Skate, Brothers and Katamari Damacy examples are worth watching because they show how a strange use of a standard pad can create new gameplay.

Difficulty is a tool that delivers a specific intended experience, so a simple easy mode at the start can undermine a game, and difficulty options are better woven into the game itself. Dark Souls, Bloodborne and Spelunky show how hidden, in-world options let players tune challenge while still earning the designer's intended feeling of accomplishment.

Depth comes from letting players get more out of a small set of mechanics through combination, timing and positioning, so a game can be fun for button mashers and still reward masters. Vanquish, a cover shooter built with PlatinumGames brawler thinking, shows this through rocket slides, AR mode, overheating and tricks like boost-dodging.

Argues that morality works best when it lives inside a game's core mechanics instead of a separate karma bar or binary choice scene. Darkest Dungeon, Undertale, This War of Mine and Papers, Please show how resources, combat and a rubber stamp can make the player feel complicit.

Shows how one RPG quest can support many character builds by gating options behind stats, perks, reputation and morality while still letting players improvise. The worked example is Obsidian's Beyond the Beef quest in Fallout: New Vegas, played five times with five different characters.

Her Story shows how a game can give players real freedom over a story while the designer quietly steers them with search rules, clip writing and result limits. The example worth watching is the five-result, chronological search cap that keeps the biggest reveals buried until the player has the context to understand them.

Automated, one-button traversal in modern Tomb Raider and Uncharted removes the skill and tension that climbing and jumping can have, and a set of smaller games show movement can be as deep as combat. The comparison of Tomb Raider's old grid jumps with Grow Home, GIRP and I Am Alive makes it worth watching.

Quest markers and mini-map trails can turn an open world into a layer of waypoint-chasing that keeps players from actually looking at the world. Mark Brown shows older and newer games that make navigation an act of observation, and the Fallout 3 museum scavenger hunt that rewards reading the environment.

Linear games can guide players without compasses or waypoints by building the guidance into the level itself, using light, composition, motion, colour, sound and landmarks. The Uncharted 3 rooftop chase makes it worth watching, because it shows how many of these quiet tricks stack up in one short scene.

Choice-driven stories can lose the dramatic logic of the genre they borrow from, because players are trained to win while a horror film needs people to die for a reason. Until Dawn's eight playable characters and the idea of playing as the film's director show one way to bring that logic back.

Analysing one favourite level from each of four Mario games shows that a level is built from one or two ideas that are introduced safely and then iterated on to raise the challenge. The worked examples (Seesaw Bridge, Chocolate Island 3, Super Mario Bros. 8-2) and the Mario Maker level he builds from them make the pattern concrete.

Point and click adventure puzzles feel fair when they follow three rules: clear goals, good signposting and specific feedback. Day of the Tentacle is the model for all three, set against Broken Age's scarf puzzle and Gabriel Knight 3's cat hair moustache as the unfair counterexamples.

Adaptive soundtracks can do far more than crossfade from calm to combat: they can give feedback, shape a world's character, and make a place feel alive. Mario Kart 8's Mount Wario, which uses four tracks stitched together by invisible trip wires, is the clearest example of how simple the trick can be.

Finishing a game means cutting the plan to fit the deadline, getting to a playable start-to-end build early, and then locking content so the last months go to polish and playtesting. Worth watching for how Mark cuts Mind Over Magnet from 50 puzzles to 40, then uses the complete build to see what to restore and what to fix.

Shows how a rough-draft puzzle game becomes a finished world: fixing level order after playtests, layering visuals and sound, and choosing which polish to spend time on. The worth-watching example is a first-magnet level that stumped every playtester, including two professional puzzle designers, until a new level before it taught the missing trick.

Teaches a repeatable way to generate puzzle ideas by pairing every mechanic against every other, then ordering and filling gaps in the level list. The worked example is the electromagnet plus drill bit puzzle, where the magnet's escape time depends on where it is trapped.

Shows the unglamorous groundwork behind a puzzle game: persistent manager objects, a non-linear hub, level order driven by file names, and custom tools that speed up level building. The memorable payoff is that good tools made building puzzles so fast he accidentally ended up with most of a new demo.

Playtest feedback on a 30 minute puzzle platformer demo shows what goes wrong with character feel, clarity, genre blending, cluttered puzzles, exploits, and a weak core mechanic. The worth-watching example is Mark turning each critique into an action point, including making the magnet the pillar of the game.

Game design is the foundation every other part of a game sits on, so a new developer should build a scrappy prototype to test whether the idea is fun before making art, story or music. Mark's failed Picross game Carter's Curse set against the magnet prototype that turned into a better idea shows why.

Shows how to build a roguelike perk system so that each of over 100 passive modifiers is its own small script built on a shared base class, instead of one giant block of if statements. The worked example is Word Play's 'first letter is a vowel, multiply score by 1.5' modifier, which grows into a system of triggers across the whole game.

Shows how a solo designer took a Balatro-meets-Scrabble idea from game jam to Steam release in seven months by building in layers, cutting scope, and playtesting early. The example that makes it worth watching is Word Play itself, where a spelling game was made juicy first and the roguelike perks (160 of them) were stacked on top.

A look at the last stretch of shipping a first game: freezing content, adding a developer commentary mode, and triaging nearly 100 tester-found bugs by severity. The worth-watching part is the bug list, where mashing the polarity button or binding movement to the scroll wheel breaks the game in ways the designer never planned.

Shows how a solo developer fixed a pixel art scaling problem by remaking every sprite, then built a trailer from unfinished content and a weekly build and playtest rhythm ahead of Steam Next Fest. The worth-watching example is Mind Over Magnet's full art remake after months of failed compromises.