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Mark Brown

Creator of Game Maker's Toolkit

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Where to hear and read about Mark Brown179 episodes and tests

GYouTuber behind Game Maker's Toolkit and creator of Mind Over Magnet and Word Play testMy game was cloned with AI... what do I do?GCreator of Game Maker's Toolkit, game designer and video essayist testThe History of Every Video Game GenreGcreator of Game Maker's Toolkit and developer of Word Play testHow I Coded the Perks in my RoguelikeGcreator of Game Maker's Toolkit testHas Zelda Changed Forever?Gcreator of Game Maker's Toolkit and the Boss Keys series testThe World Design of Hollow Knight: SilksongGMark Brown is the creator of Game Maker's Toolkit; Luke Muscat is the designer of Fruit Ninja, Jetpack Joyride and Feed the Deep testWhat's the Point of Prototyping?Gcreator of Game Maker's Toolkit testHow Games Do DestructionGcreator of Game Maker's Toolkit testWhat's The Point Of Hard Games, Anyway?Gcreator of Game Maker's Toolkit and developer of Word Play testHow I Made Word PlayGcreator of Game Maker's Toolkit testBlue Prince: Can a random puzzle game actually work?Gcreator of Game Maker's Toolkit, with the designer of Islanders and Thronefall testHow to find amazing game ideasGcreator of Game Maker's Toolkit testCan I fix Zelda's UI using Unity?Gcreator of Game Maker's Toolkit testHow a Super Smash Bros. Fighter is DesignedGcreator of Game Maker's Toolkit and solo developer of Mind Over Magnet testI made a game about magnets (Developing 16)Gcreator of Game Maker's Toolkit test10 Game Design Lessons from 10 Years of GMTKGcreator of Game Maker's Toolkit testWhat Makes a Game Feel Mysterious?Gcreator of Game Maker's Toolkit, making his first game testThe hardest thing about finishing a game (Developing 15)Gcreator of Game Maker's Toolkit testThe 100 Games That Taught Me Game DesignGcreator of Game Maker's Toolkit testBalatro's 'Cursed' Design ProblemGcreator of Game Maker's Toolkit and solo developer of Mind Over Magnet testI just changed my entire game (Developing 13)Gcreator of Game Maker's Toolkit testWhy Spec Ops: The Line MatteredGcreator of Game Maker's Toolkit testSuper Mario's Invisible Difficulty SettingsGcreator of Game Maker's Toolkit testHow Jusant Makes Rock-Climbing More ImmersiveGcreator of Game Maker's Toolkit, making his first game testHow I polished my indie magnet puzzle game (Developing 12)Gcreator of Game Maker's Toolkit testThe one thing you need to finish your game (Developing 11)Gcreator of Game Maker's Toolkit testHow Nintendo Designed UltrahandGcreator of Game Maker's Toolkit testThe World Design of Banjo-KazooieGcreator of Game Maker's Toolkit testHow to Make a Good 2D CameraGcreator of Game Maker's Toolkit testThe 3 Types of Detective GameGcreator of Game Maker's Toolkit testThe Genius AI Behind The SimsGcreator of Game Maker's Toolkit testValve's "Secret Weapon"Gcreator of Game Maker's Toolkit testHow Nintendo Solved Zelda's Open World ProblemGcreator of Game Maker's Toolkit testWhy Capcom is the King of RemakesGcreator of Game Maker's Toolkit, making his first game, Mind Over Magnet testDon't make this assumption about your players (Developing 10)Gcreator of Game Maker's Toolkit testHow To Think Like A Game DesignerGcreator of Game Maker's Toolkit, making his first game testHow I make puzzles for my indie magnet game (Developing 9)Gcreator of Game Maker's Toolkit testHow Neon White Lets You Speedrun SpeedrunningGcreator of Game Maker's Toolkit testHow Fortnite Exploits Your FOMOGcreator of Game Maker's Toolkit testWhy do God of War's Characters Keep Spoiling Puzzles?Gcreator of Game Maker's Toolkit testThe World Design of Elden RingGcreator of Game Maker's Toolkit, speaking with Rollerdrome's creator and a Roll7 developer testYou Should Play RollerdromeGcreator of Game Maker's Toolkit testHow Game Designers Solved These 11 ProblemsGcreator of Game Maker's Toolkit testHow To Combine Video Game GenresGcreator of Game Maker's Toolkit, making his first game testThe stuff no one tells you about game development (Developing 7)Gcreator of Game Maker's Toolkit, interviewing two level designers at IO Interactive testMaking Hitman 3's Best LevelGcreator of Game Maker's Toolkit testHow Video Game Economies are DesignedGcreator of Game Maker's Toolkit, developing his first game testHow to make a good platforming character (Developing 6)Gcreator of Game Maker's Toolkit, making his first game testWhat did people think of my game demo? (Developing 5)Gcreator of Game Maker's Toolkit testWait, Didn't Arkane Already Make Deathloop?Gcreator of Game Maker's Toolkit testThe Power of Invisible ChoicesGcreator of Game Maker's Toolkit, speaking with The Forgotten City's designer and writer Nick Pearce testHow The Forgotten City Creates The Perfect MysteryGcreator of Game Maker's Toolkit testHow Accessible Were 2021's Games?Gcreator of Game Maker's Toolkit testWhy is it so hard to make game design decisions? (Developing 3)Gcreator of Game Maker's Toolkit testWhy You (Probably) Didn't Get Lost in Metroid DreadGcreator of Game Maker's Toolkit, making his first game testThe mistake every new game developer makes (Developing 2)GMark Brown is creator of Game Maker's Toolkit; Oliver Granlund is a designer at Hazelight testMaking It Takes Two's Best LevelGArkane level designer and level artist on Dishonored 2, talking with the creator of Game Maker's Toolkit testDishonored 2 Devs Explain the Clockwork MansionGcreator of Game Maker's Toolkit testCan we Improve Tutorials for Complex Games?Glead designer on Ori and the Will of the Wisps, formerly a level designer on the Rayman games, talking with the creator of Game Maker's Toolkit testMaking Ori and The Will of the Wisps' Best LevelGcreator of Game Maker's Toolkit testThe Power of Video Game HUDsGcreator of Game Maker's Toolkit testHow to Turn Movement into a Game MechanicGcreator of Game Maker's Toolkit testHow the Nemesis System Creates StoriesGcreator of Game Maker's Toolkit testHow Watch Dogs: Legion Generates Infinite LondonersGcreator of Game Maker's Toolkit testHow Accessible Were 2020's Biggest Games?Gcreator of Game Maker's Toolkit testHow Zelda's Puzzle Box Dungeons WorkGcreator of Game Maker's Toolkit testWho Gets to be Awesome in Games?Gcreator of Game Maker's Toolkit testAre Lives Outdated Game Design?Gcreator of Game Maker's Toolkit testThis Psychological Trick Makes Rewards BackfireGcreator of Game Maker's Toolkit testThe Games That Designed ThemselvesGMark Brown is the creator of Game Maker's Toolkit; Evan Hill is a former level designer at Naughty Dog testMaking The Last of Us Part II's Best LevelGcreator of Game Maker's Toolkit testCommanding ShepardGcreator of Game Maker's Toolkit testHow do Stealth Games Deal with Detection? - School of Stealth Part 3Gcreator of Game Maker's Toolkit testShould Designers Listen to Negative Feedback?Gcreator of Game Maker's Toolkit testThe Five Types of Stealth Game Gadget - School of Stealth Part 2Gcreator of Game Maker's Toolkit testThe 4 "P"s of DOOM's Amazing CombatGcreator of Game Maker's Toolkit testHow Stealth Game Guards See and Hear - School of Stealth Part 1Gcreator of Game Maker's Toolkit testThe Genius of Prey's Gloo CannonGcreator of Game Maker's Toolkit testHow Level Design Can Tell a StoryGcreator of Game Maker's Toolkit, interviewing Yacht Club Games' game director and lead programmer testShovel Knight's Signature MovesGcreator of Game Maker's Toolkit testThe Two Types of Random in Game DesignGcreator of Game Maker's Toolkit, discussing Hempuli's puzzle design process testHow Baba Is You Makes Brain Busting PuzzlesGcreator of Game Maker's Toolkit testHow Accessible Were 2019’s Biggest Games?Gcreator of Game Maker's Toolkit testThe World Design of Hollow Knight | Boss KeysGcreator of Game Maker's Toolkit testWhat Pac-Man Brought to Game Design | Design IconsGcreator of Game Maker's Toolkit testClockwork Games and Time LoopsGcreator of Game Maker's Toolkit testThe World Design of Metroid Prime 3: Corruption | Boss KeysGcreator of Game Maker's Toolkit testHow Space Invaders Birthed Japanese GamesGcreator of Game Maker's Toolkit, interviewing the co-creators of Celeste testWhy Does Celeste Feel So Good to Play?Gcreator of Game Maker's Toolkit testCan We Make Talking as Much Fun as Shooting?Gcreator of Game Maker's Toolkit testHow to Make Your First Super Mario Maker 2 LevelGcreator of Game Maker's Toolkit testWhy Metro Exodus is so ImmersiveGcreator of Game Maker's Toolkit testThe World Design of Metroid Prime 2: Echoes | Boss KeysGcreator of Game Maker's Toolkit testThe Challenge of CamerasGcreator of Game Maker's Toolkit testThe Tragedy of Halo 3: ODSTGcreator of Game Maker's Toolkit testHow Games Get BalancedGcreator of Game Maker's Toolkit testThe World Design of Metroid Prime | Boss KeysGcreator of Game Maker's Toolkit testHow Synergies Make Slay the Spire FunGMark Brown is the creator of Game Maker's Toolkit; Jakob Mikkelsen is game director and Eskil Mohl is associate game director on Hitman 2 testMaking Hitman 2's Best LevelGcreator of Game Maker's Toolkit testImproving Games for Those with Cognitive Disabilities | Designing for DisabilityGcreator of Game Maker's Toolkit testRoguelikes, Persistency, and ProgressionGcreator of Game Maker's Toolkit testThe Year Stealth Games Got SeriousGcreator of Game Maker's Toolkit testHow Return of the Obra Dinn Turns You Into a DetectiveGcreator of Game Maker's Toolkit testBuilding Better Skill TreesGcreator of Game Maker's Toolkit testThe World Design of Castlevania: Symphony of the Night | Boss KeysGcreator of Game Maker's Toolkit testHow Mega Man 11's Levels Do More With LessGcreator of Game Maker's Toolkit testMaking Games Better for Players with Motor Disabilities | Designing for DisabilityGcreator of Game Maker's Toolkit testDoes Spidey's Web-Swinging 'Make You Feel Like Spider-Man'?Gcreator of Game Maker's Toolkit testHow Overcooked’s Kitchens Force You to CommunicateGcreator of Game Maker's Toolkit testPlaying Past Your MistakesGcreator of Game Maker's Toolkit testThe World Design of Super Metroid | Boss KeysGcreator of Game Maker's Toolkit testMaking Games Better for Gamers with Colourblindness & Low Vision | Designing for DisabilityGcreator of Game Maker's Toolkit testThe World Design of Metroid 1 and Zero Mission | Boss KeysGcreator of Game Maker's Toolkit testMaking Games Better for the Deaf and Hard of Hearing | Designing for DisabilityGcreator of Game Maker's Toolkit testForging God of War's Leviathan AxeGcreator of Game Maker's Toolkit testAre Score Systems Still Relevant?Gcreator of Game Maker's Toolkit testWhat Makes a Good Combat System?Gcreator of Game Maker's Toolkit testThe World Design of Dark Souls | Boss KeysGcreator of Game Maker's Toolkit testHow to Keep Players Engaged (Without Being Evil)Gcreator of Game Maker's Toolkit testWhat Makes a Good Puzzle?Gcreator of Game Maker's Toolkit testWhat Makes Celeste's Assist Mode SpecialGcreator of Game Maker's Toolkit testThe Rise of the Systemic GameGcreator of Game Maker's Toolkit testThe Legend of Zelda: Breath of the Wild's dungeon design | Boss KeysGcreator of Game Maker's Toolkit testHow Games Use Feedback LoopsGcreator of Game Maker's Toolkit testHow Snake Pass Became a Platformer Without JumpingGcreator of Game Maker's Toolkit test5 Amazing Levels from 2017Gcreator of Game Maker's Toolkit testThe Legend of Zelda / Zelda II's dungeon design | Boss KeysGcreator of Game Maker's Toolkit testThe Design Behind Super Mario OdysseyGcreator of Game Maker's Toolkit testHow Cuphead's Bosses (Try to) Kill YouGcreator of Game Maker's Toolkit testHow Game Designers Protect Players From ThemselvesGcreator of Game Maker's Toolkit testHow AM2R and Samus Returns remade Metroid 2Gcreator of Game Maker's Toolkit testWhat Makes a Good Detective Game?Gcreator of Game Maker's Toolkit testThe Legend of Zelda: A Link Between Worlds' dungeon design | Boss KeysGcreator of Game Maker's Toolkit testDeconstructing Ori and the Blind Forest's Best BitGcreator of Game Maker's Toolkit testDo We Need a Soulslike Genre?Gcreator of Game Maker's Toolkit testDonkey Kong Country: Tropical Freeze - Mario's Level Design, EvolvedGcreator of Game Maker's Toolkit testWhat Makes Good AI?Gcreator of Game Maker's Toolkit testThe Legend of Zelda: Skyward Sword's dungeon design | Boss KeysGcreator of Game Maker's Toolkit testThe Design of Dead Space - Part 3Gcreator of Game Maker's Toolkit testThe Design of Dead Space - Part 2Gcreator of Game Maker's Toolkit testThe Design of Dead Space - Part 1Gcreator of Game Maker's Toolkit testWhat Made Psychonauts SpecialGcreator of Game Maker's Toolkit testThe Legend of Zelda: Phantom Hourglass and Spirit Tracks' dungeon design | Boss KeysGcreator of Game Maker's Toolkit testThe Music of Breath of the Wild | GMTK ExtraGcreator of Game Maker's Toolkit testLegend of Zelda: Breath of the Wild - An Open World AdventureGcreator of Game Maker's Toolkit testThe Secret of Mario's Jump (and other Versatile Verbs)Gcreator of Game Maker's Toolkit testThe Magic of the First Legend of ZeldaGcreator of Game Maker's Toolkit testFinding the Fun in FPS CampaignsGcreator of Game Maker's Toolkit testThe Legend of Zelda: Twilight Princess' dungeon design | Boss KeysGcreator of Game Maker's Toolkit testThe Last Guardian and the Language of GamesGcreator of Game Maker's Toolkit testHow Event[0]'s AI Puzzle Assistant WorksGcreator of Game Maker's Toolkit test5 Game Design Innovations from 2016Gcreator of Game Maker's Toolkit testThe Legend of Zelda: The Minish Cap's dungeon design | Boss KeysGcreator of Game Maker's Toolkit testNintendo - Putting Play FirstGcreator of Game Maker's Toolkit testThe Legend of Zelda: The Wind Waker's dungeon design | Boss KeysGcreator of Game Maker's Toolkit testWhy We Remember Bioshock's Fort FrolicGcreator of Game Maker's Toolkit testThe Legend of Zelda: Oracle of Ages and Seasons' dungeon design | Boss KeysGcreator of Game Maker's Toolkit testDeus Ex: Mankind Divided's Amazing Open WorldGcreator of Game Maker's Toolkit testShovel Knight and Nailing NostalgiaGcreator of Game Maker's Toolkit testThe Legend of Zelda: Majora's Mask's dungeon design | Boss KeysGcreator of Game Maker's Toolkit testThe Comeback of the Immersive SimGcreator of Game Maker's Toolkit testThe Legend of Zelda: Ocarina of Time's dungeon design | Boss KeysGcreator of Game Maker's Toolkit testThe Legend of Zelda: Link's Awakening's dungeon design | Boss KeysGcreator of Game Maker's Toolkit testWhat Mirror's Edge Catalyst Should Have Learned From Burnout ParadiseGcreator of Game Maker's Toolkit testThe Legend of Zelda: A Link to the Past's dungeon design | Boss KeysGcreator of Game Maker's Toolkit testA Deep Dive into Star Fox Zero's ControlsGcreator of Game Maker's Toolkit testControllers Control EverythingGcreator of Game Maker's Toolkit testShould Dark Souls Have an Easy Mode? (See Pinned Comment)Gcreator of Game Maker's Toolkit testDepth, Mastery, and VanquishGcreator of Game Maker's Toolkit, on the design philosophy of Braid and The Witness designer Jonathan Blow testHow Jonathan Blow Designs a PuzzleGcreator of Game Maker's Toolkit testMorality in the MechanicsGcreator of Game Maker's Toolkit testAnatomy of a Side Quest: Beyond the BeefGcreator of Game Maker's Toolkit testHow Her Story Turns Video Clips into CluesGcreator of Game Maker's Toolkit testClimbing in GamesGcreator of Game Maker's Toolkit testFollowing the Little Dotted LineGcreator of Game Maker's Toolkit testWhy Nathan Drake Doesn't Need a CompassGcreator of Game Maker's Toolkit testIs Until Dawn a Good Horror Movie?Gcreator of Game Maker's Toolkit testAnalysing Mario to Master Super Mario MakerGcreator of Game Maker's Toolkit testPoint and Click Puzzle DesignGcreator of Game Maker's Toolkit testAdaptive Soundtracks in Games
In short

Mark Brown is the creator of Game Maker's Toolkit, a YouTube channel he started in November 2014 to teach himself game design, and later the solo developer of the puzzle game Mind Over Magnet and the word roguelike Word Play. The most useful thing to learn from him is his habit of studying why a design choice works, then testing it on real players, cutting scope ruthlessly and calling a game done.

I was focused so much on making the levels hard, I had forgotten to make them fun.

Don't make this assumption about your players (Developing 10)

Mark Brown: the story and the lessons

1How Mark Brown went from studying games to making them

  • Brown started Game Maker's Toolkit as a way to learn design. The first episode went up on November 6th, 2014. Ten years later the channel spanned about 200 videos and 8 game jams.

    He built each episode from research, interviews and analysis. His interest traces to Valve's developer commentary in Portal and Left 4 Dead, which he says opened his eyes to game design as a craft and carried him through games journalism into the channel.

  • He thinks by making a video about a problem. Brown says researching, writing and presenting a video organises his thoughts better than any other method, and he then asks viewers for comments or a poll.

    He used this when hobbyists cloned Word Play, turning a confusing email into a video and a community vote on what to do.

  • His first game, Mind Over Magnet, took three years instead of one. He announced the plan at the end of 2021 and shipped on Steam on November 6th, 2024, exactly ten years after the first GMTK episode, on PC, Mac and Steam Deck.

    Along the way he changed the game's genre and its entire art style. A composer, an artist, a lawyer, playtesters and Patreon backers who funded the work all helped him finish.

  • His second game, Word Play, shipped in seven months. It grew from a two-day Patreon-only game jam prototype in December, mixed Balatro with Scrabble and Bookworm Adventures, and went on to sell more than twice the copies of Mind Over Magnet.

    He says the planning he learned on his three-year first game is what let him ship without burning out.

2Mistakes Mark Brown made on Mind Over Magnet and what he changed

  • Working without a plan left only nine of 24 months as real progress. After GDC feedback he stopped for six months, and an earlier break lasted five; even when working he felt like he was aimlessly noodling around.

    Juggling the YouTube schedule that funds the game broke his momentum, so he put the channel on the back burner. With a concrete plan he made about 40 final levels in one month.

  • He assumed players knew what he knew, and padded puzzles into tedium. Fearing a clean puzzle would be solved instantly, he added traps and red herrings; his dad found the levels tedious and handed back the controller.

    Patrick Traynor of Patrick's Parabox had told him to simplify, and he ignored it. After cutting a level from two magnets and four linked steps to one magnet, GDC players got stuck for a minute or two and then hit an aha moment.

  • He built art before the camera system and had to redraw everything. Big pixel sprites in a 1280 by 720 room could not scale cleanly to 1080p, the most common PC resolution, since there is no half a pixel.

    He spent months bouncing between rounding, anti-aliasing and borders, then remade every sprite as 4K-ready vector art and kept pixel backgrounds behind a blur. He thinks the compromise hunting took longer than the remake.

  • He threw away his first rough demo instead of patching it. Feedback on the 30-day minimum viable product said the robot felt floaty, rules changed between levels, puzzles lacked aha moments and the magnet did not feel central.

    He made the magnet a design pillar, decided to focus on puzzles instead of mixing in platforming, and rebuilt the character controller, which alone took almost two months.

  • He failed by starting with art and story on earlier games. His Picross game Carter's Curse had sprites, cutscenes and menus, but its puzzles ignored the enemies on screen, so it was shallow and dull.

    A noir game stalled on research and a Snake remake stalled on movement code. He now prototypes the core idea first with borrowed art and buggy code.

3Mark Brown's process for finishing a game

  • He plans scope only once a prototype has shown what is fun. Mind Over Magnet became 50 levels across five worlds, each a single-screen puzzle of 2 or 3 minutes, and each mechanic got three levels: teach, test, twist.

    He warns that planning too early stifles creativity and planning too late wastes months. A Trello board of high-level tasks gets a detailed sub-plan as each task starts.

  • He generates puzzles by crossing every mechanic with every other. A matrix of mechanic pairs turned the vague goal of making an interesting puzzle into concrete experiments, and he made about 26 levels in January 2023.

    From the electromagnet and drill pair he found that a magnet stuck near the drill tip escapes fast and far from it escapes slowly, then built the level backwards from that trick. A puzzle bible of mechanics per level showed where progression jumped too fast.

  • He cut the plan to hit his deadline rather than slip a year. Mind Over Magnet went from 50 puzzles to about 40, five worlds to four, and three magnets to two, and became playable from intro to credits within a couple of months.

    The complete build then showed what to restore: the scissor gate, a fifth short world and transition stages. He notes Nintendo cut two Wind Waker dungeons and Shadow of the Colossus shipped 16 of 48 colossi.

  • He locks content, then polishes and playtests almost daily. New content made the game longer but not better, while small daily fixes, like a pop-up for players stuck on the hint system, improved it with every update.

    His weekly rhythm was new content Tuesday to Thursday, bug fixing Friday, a build to at most three testers so they play over the weekend, and footage review on Monday.

  • He ranks every bug from 1 to 5 and fixes the worst first. GMTK Discord testers found almost 100 issues, including a platform that stuck when the polarity button was mashed and a scroll-wheel binding that made Uni speed like a jet engine.

    Fixes created new bugs, so he ran repeated QA rounds until testers stopped finding anything. He says nobody tells you a game is done, so you have to call it yourself.

  • He faked his trailer from unfinished content and it worked. Using unplaytested levels and half-finished backgrounds, cut to a stock track's drum stem, the trailer helped push Mind Over Magnet past 30,000 wishlists before Steam Next Fest.

    Viewers congratulated him on finishing the game. He recorded in 4K for a 1080p trailer so he could crop, and built from simple mechanics to a montage to a call to wishlist.

4How Mark Brown built Word Play in seven months

  • He made spelling feel good before adding any roguelike systems. December went only into a juicy spelling game that worked on mouse, controller, keyboard and touch; shop, perks and special tiles came in January.

    He worked in layers: core verb, then game loop, then content, then balancing. Perks grew from 11 test perks to 52, 74, 90 and finally 160.

  • He judged every choice by which option took the least time. He used simple icons for all 160 perks instead of unique art like Balatro's jokers, which saved weeks.

    He accepted that this could make the game arguably worse, because finishing while he still had energy mattered more.

  • He kept going when two similar games appeared mid-development. Wordatro and Birdigo both mixed Balatro with words, and he briefly considered cancelling and regretted not showing the game earlier.

    He decided that several word roguelikes made a genre, not a copy to beat, and that he could only control how good his own game was.

  • Outside feedback shaped many of Word Play's rules. Playtests at GDC and on iPads led to tile rearranging and bonus points for long words, and the Next Fest demo drew 20,000 players in a week.

    A Discord user suggested renaming lives to plays, which fixed losing a life for a correct action and gave the game its title. A final QA group of patrons caught overpowered and pointless perks.

5What Mark Brown learned when Word Play was cloned with AI

  • Hobbyists cloned Word Play with Claude Code in days. Claude went from a finished spec to a playable core in 12 minutes, against seven months for Brown, and a list of 21 modifiers was added at once.

    The pair built Words Upon Words in 11 days, added a timer mode, daily challenge, multiplayer and meta progression, and asked his permission before releasing. He asked them to hold off.

  • He accepts borrowing but sees this clone as different. Word Play itself blends Balatro, Bookworm Adventures, Scrabble, Slay the Spire and Vampire Survivors, but a mod needs the original bought and this clone does not.

    He says video games are built from the bones of other video games. Fast cloning removes the pause where a copier might reconsider, and he jokes that 12 minutes leaves little time for introspection.

  • He admits the clone is better in places, and that it hurts. Brown had half-finished daily and speed-run modes in his Unity code but was too burnt out and in technical debt to finish them.

    He thinks buyers do not care about a developer's hard life. He still expects many players to choose the original for its UI, sound and music, and he disagrees with the clone's extra complexity.

  • He doubts guardrails or simplicity advice will solve cloning. Anthropic added two sentences to Claude Code's prompt to avoid recreating specific games, but it came too late and prompts can be circumvented.

    He pushes back on Valve's advice to avoid single easy-to-copy mechanics, pointing to Tetris and Wordle, and notes someone used AI to clone Photoshop and Premiere.

6Mark Brown's working principles for analysing design

  • He judges a game's feel by its mechanics, not its plot. Far Cry 2 and Far Cry 4 share a setting and villain type, yet jamming guns and malaria make one harrowing and plentiful ammo makes the other a blockbuster.

    He uses the MDA framework: mechanics live in the code, dynamics in the player's actions, aesthetics in their feelings. A designer can only change the code.

  • He says no mechanic is right or wrong, only right for the experience. Leaderboards, lives, roguelike saves and fixed cameras all get the same answer from him: it depends.

    Alien: Isolation is his favourite case: auto-checkpoints let players die near one to escape the alien, while slow manual save points made saving itself frightening.

  • He checks who a game is for before criticising it. He first faulted Insomniac's simple Spider-Man swinging, then realised a PS4 tie-in targets casual players who want to feel like Spider-Man at once.

    He uses this revision as proof that no design lesson, including his own, should be taken as gospel.

  • He treats prototypes and playtests as the only proof an idea works. His recurring line is that brains are bad video game simulators, so ideas only show their flaws once built.

    He draws on Valve, which treats designs as hypotheses and playtests as experiments, and on designers who follow the fun by keeping the best part of a prototype and cutting the rest.

7How Mark Brown thinks about difficulty and accessibility

  • He sees difficulty as a toolkit, not one dial. Hard games make wins memorable, fit the story and push players to use every mechanic, but only when the challenge feels fair.

    Silksong's Last Judge kept him going because he could see a path to victory, while long runbacks and random patterns pushed players to rage.

  • He wants players able to adjust or sidestep challenge. He uses a 100m dash example: 12 seconds is tough for him, impossible for a child and laughable for Usain Bolt.

    Tunic's options let his wife enjoy its secrets despite tough bosses. He argues a Souls game's hopelessness-to-triumph arc is not reason enough to leave a game inaccessible.

  • He praises easy modes that explain their purpose first. Celeste explains who Assist Mode is for and recommends a first run without it, while Cuphead's Simple Mode sits beside normal mode and cuts content.

    He argues language, placement and timing tell players how much weight an option carries, so developers can offer help without asking players to design the game.

  • He built accessibility into his own game at the right moment. Mind Over Magnet has remapping, toggle aim, options to turn off particles and shake, and tintable magnets with plus and minus symbols.

    He says accessibility is best added once code is near final: too early and it gets thrown out, too late and it is a nightmare to retrofit.

8Mark Brown's ideas on levels, puzzles and world design

  • He thinks a good puzzle has a catch, an assumption and a revelation. A catch is two needs that seem to conflict, a planted wrong assumption walks the player into it, and the solution reveals a new truth about the rules.

    He contrasts Portal 2 and The Turing Test, which share almost the same puzzle, to show how much presentation decides difficulty.

  • He splits Zelda dungeons into find-the-path and follow-the-path types. Four questions sort them: branching paths, choice of order, backtracking, and whether the player does that backtracking.

    He prefers find-the-path dungeons because they test spatial awareness, and argues Zelda designers treat the level itself as the challenge.

  • He thinks open worlds need guidance the player barely notices. He praises Breath of the Wild's landmarks and triangle-shaped terrain and Metroid Dread's points of no return and locks placed near keys.

    He warns that waypoints and dotted lines pull players out of the world, and played Fallout 4 with markers off to see what that cost.

  • He values hiding information to create mystery and planning. Mystery comes from a curiosity gap the player closes through their own discovery, ideally with knowledge instead of items.

    He applies the same idea to detective games, praising Her Story and Return of the Obra Dinn because they test answers without prompting or allowing guesses.

  • He favours systemic games that let players invent solutions. In a systemic game entities sense each other through shared rules, so a Far Cry tiger can maul a guard without a script.

    He credits the immersive sim lineage from Ultima Underworld and Looking Glass through Deus Ex for treating players as collaborators, and warns that a reliable safe option kills creative play.