Crafting Systems |
Game Design |
Martha Megarry |
3
|
"It's against the law to stop."
|
0:11:44 |
Designing Games for Non-Gamers |
Game Design |
Stephen McGregor |
3
|
"It's against the law to stop."
|
0:27:30 |
Designing Party Games |
Game Design |
Mark LaCroix |
8
|
"Will you be the best with me?"
|
0:38:30 |
Messages and Meanings |
Game Design |
Mark LaCroix |
15
|
"We are artists and we should be artists."
|
0:52:56 |
Prototyping |
Game Design |
Stephen McGregor |
19
|
"Pick up all the things."
|
0:05:18 |
User Interfaces |
Game Design |
Mark LaCroix |
19
|
"Pick up all the things."
|
0:42:26 |
Point and Clicks |
Game Design |
Martha Megarry |
19
|
"Pick up all the things."
|
0:26:28 |
Bots! Bots! Bots! |
Game Design |
Mark LaCroix |
21
|
"Mutual butt-kicking."
|
0:19:44 |
Violence in Games |
Game Design |
Dev Jana |
25
|
Violence in Games
|
n/a |
Game Design Primer |
Game Design |
Stephen McGregor |
28
|
"That makes me retroactively nervous."
|
0:31:06 |
Changing Your Mind |
Game Design |
Lane Davis |
29
|
"I am a Juice Journeyman!"
|
0:14:57 |
Serial Game Design |
Game Design |
Lane Davis |
29
|
"I am a Juice Journeyman!"
|
0:03:05 |
Video Game Juice |
Game Design |
Lane Davis |
29
|
"I am a Juice Journeyman!"
|
0:35:18 |
Difficulty |
Game Design |
Stephen McGregor |
30
|
"75% sure."
|
0:54:27 |
Enemy AI |
Game Design |
Mark LaCroix |
36
|
"Maybe a Zeldo."
|
0:03:00 |
Intro to Linguistics for Game Developers |
Audio, Game Design |
Martha Megarry |
45
|
"Qapla'!"
|
0:03:31 |
Crafting Systems |
Game Design |
Adia Alderson |
47
|
Evil Games Club 2!
|
0:02:46 |
Genre in Games |
Game Design, Meta |
Mark LaCroix |
48
|
"I do business."
|
0:38:34 |
Win Conditions |
Game Design |
Stephen McGregor |
53
|
"Boo!"
|
0:31:07 |
Prototyping (revisited) |
Game Design, Production |
|
57
|
"This misinformation vortex." One year of Nice Games Club!
|
0:40:08 |
Messages and Meanings (revisited) |
Game Design |
Mark LaCroix |
57
|
"This misinformation vortex." One year of Nice Games Club!
|
0:48:44 |
Repetition |
Game Design |
Martha Megarry |
61
|
"Schrödinger’s Animal Crossing."
|
0:46:44 |
Loot Systems |
Game Design |
Stephen McGregor |
63
|
"I have so much feelings..."
|
0:03:58 |
Character Dialogue |
Game Design, Production |
Felix Foster |
67
|
Character Dialogue
|
n/a |
Games in Games |
Game Design, Gaming |
Mark LaCroix |
68
|
"Videogame turducken."
|
0:43:35 |
Puzzle Design |
Game Design |
Martha Megarry |
72
|
"Idea! Idea! Idea! Idea!"
|
0:39:46 |
Achievements |
Game Design, Gaming |
Stephen McGregor |
72
|
"Idea! Idea! Idea! Idea!"
|
0:08:10 |
Learning Through Games |
Game Design, UI / UX |
Ellen Burns-Johnson |
75
|
Learning Through Games
|
n/a |
Research for Games |
Game Design |
Mark LaCroix |
77
|
"That gets real meta, real fast."
|
0:10:35 |
"Bad" Game Design |
Game Design |
Stephen McGregor |
81
|
"A thousand monies."
|
0:02:48 |
Platformers |
Game Design, Gaming |
Martha Megarry |
87
|
"Not for me I hate them."
|
0:05:55 |
Player Agency |
Game Design, Narrative |
Stephen McGregor |
87
|
"Not for me I hate them."
|
0:48:55 |
Tutorials |
Game Design, UI / UX |
Stephen McGregor |
90
|
"Press A to jump."
|
0:41:51 |
Roguelikes |
Game Design, Gaming |
Stephen McGregor |
92
|
"Who are you wearing? Nintendo."
|
0:29:45 |
Visual Novels |
Game Design, Marketing, Narrative |
Gloria Kim, Lane Davis |
93
|
Visual Novels
|
n/a |
Language of Games |
Game Design |
Martha Megarry |
94
|
"Somebody's first episode."
|
0:11:31 |
Level Design |
Game Design |
Mark LaCroix |
96
|
"But WE know what we're talking about."
|
0:14:19 |
Hub Worlds and Safe Houses |
Game Design |
Martha Megarry |
104
|
"Safety gone!"
|
0:09:09 |
Game Design Balance |
Game Design |
Stephen McGregor |
119
|
"Let Reggie get back to work."
|
0:41:00 |
Accessibility |
Accessibility, Game Design |
Martha Megarry |
121
|
"I definitely thought of that ahead of time."
|
0:46:30 |
Game Identities |
Game Design |
Ellen Burns-Johnson |
123
|
"Does this game mechanic spark joy?"
|
0:22:37 |
Boss Battles |
Game Design |
Martha Megarry |
126
|
“Three-headed monster.”
|
0:35:12 |
Scoring Systems |
Game Design |
Mark LaCroix |
130
|
“Once more with feeling!”
|
0:15:10 |
Lives and Continues |
Game Design |
Stephen McGregor |
130
|
“Once more with feeling!”
|
0:38:52 |
Game Length |
Game Design |
Stephen McGregor |
131
|
“A secret room with secret stuff!”
|
0:13:08 |
Designing Horror Games |
Game Design |
Stephen McGregor |
139
|
"Who approved these topics?"
|
0:16:46 |
Stealth Games |
Game Design |
Martha Megarry |
140
|
"We’re criming you!"
|
0:01:30 |
Power Fantasies |
Game Design, Gaming |
Stephen McGregor |
144
|
"Explosions!"
|
0:18:08 |
Randomization |
Game Design |
Stephen McGregor |
148
|
"Intentionally random."
|
0:52:05 |
Board Game Design |
Game Design, Tabletop |
David R. Megarry |
150
|
Board Game Design
|
n/a |
Holistic Game Design |
Game Design, Production |
Mark LaCroix |
151
|
"I don't always want to do that."
|
0:20:11 |
Finding Fidelity |
Game Design, IRL |
Ellen Burns-Johnson |
154
|
"Abstracted to the point of silliness."
|
0:03:45 |
Metroidvania Level Design |
Game Design |
Stephen McGregor |
158
|
"Space ferrets lift off!" Widget Satchel Special
|
0:10:29 |
Calendar Math (Real Time in Games) |
Game Design, IRL |
Martha Megarry |
159
|
"Calendar math!"
|
0:43:23 |
Writing for Games |
Game Design, Narrative |
Adia Alderson |
160
|
Evil Games Club 4!
|
0:10:00 |
Case Study (Mutazione & Later Alligator) |
Game Design, Gaming |
Martha Megarry |
163
|
"Please cheat, I don't care."
|
0:39:26 |
Unlocks |
Game Design |
Stephen McGregor |
163
|
"Please cheat, I don't care."
|
0:06:19 |
Rhythm Games |
Game Design |
Martha Megarry |
166
|
"When in doubt, call it Gan Ainm."
|
0:52:45 |
Naming Things |
Game Design, Marketing, Production |
Mark LaCroix |
166
|
"When in doubt, call it Gan Ainm."
|
0:17:47 |
Redundancy |
Game Design, UI / UX |
Mark LaCroix |
170
|
"Stephen, his arms wide!"
|
0:13:01 |
Economies |
Game Design |
Stephen McGregor |
173
|
"Balance all those prices."
|
0:11:20 |
Fun in Games |
Game Design |
Ellen Burns-Johnson |
175
|
"Kapow?"
|
0:11:09 |
Establishing a Sense of Place |
Game Design, Narrative |
Stephen McGregor |
178
|
"A place where people live."
|
1:02:00 |
Replayability |
Game Design |
Ellen Burns-Johnson |
181
|
"I’m ashamed, but also so proud."
|
0:47:15 |
Level Editors |
Game Design, Programming, Tools, UI / UX |
Charles McGregor |
183
|
Level Editors
|
n/a |
Community Development |
Game Design, Marketing, Production |
Christine Marten |
184
|
Community Development
|
n/a |
Asynchronous and Asymmetric Gameplay |
Game Design |
Mark LaCroix |
185
|
"Empty the bucket."
|
0:46:39 |
Design Pillars |
Game Design, Production |
Mark LaCroix |
187
|
"A way to farm notions."
|
0:49:22 |
Prototyping |
Game Design, Tools |
Ellen Burns-Johnson |
187
|
"A way to farm notions."
|
0:13:50 |
Indiedev During the Pandemic |
Game Design, IRL |
Glen Henry |
188
|
Indiedev During the Pandemic
|
n/a |
Small Projects |
Game Design, Narrative |
Adia Alderson |
189
|
Evil Games Club 5!
|
0:45:46 |
Documentation |
Game Design, Production, Tools |
Stephen McGregor |
191
|
"Claps in the chat."
|
0:36:05 |
Media Influences |
Game Design, IRL, Narrative |
Xalavier Nelson Jr. |
193
|
Media Influences
|
n/a |
Online Play |
Game Design, Programming, Tools |
Stephen McGregor |
195
|
"Human, play Dom-jot?"
|
0:52:57 |
Games in Other Media |
Game Design, Gaming, Narrative |
Ellen Burns-Johnson |
195
|
"Human, play Dom-jot?"
|
0:15:25 |