Melvin Samuel
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Game Maker's Toolkit - Secrets of Game Feel and Juice

Some game designers use words like "game feel" and "juice" to describe the abstract and often invisible factors that make the best action games surge with li.

Game Maker's Toolkit - Half-Life 2's Invisible Tutorial

Where some game makers beat you over the head with explanations and tutorials, Valve took a subtle approach with Half-Life 2 and taught you its rules without.

Sequelitis - Castlevania 1 vs. Castlevania 2

Everyone knows Castlevania Simon's Quest was a huge disappointment after Castlevania but why? In Sequelitis, I passionately discuss the relationships b.

Sequelitis - Mega Man Classic vs. Mega Man X

Example of how game play dictates how the player learns the mechanics, without being told.

Extra Credits - When Difficult Is Fun - The Difference Between Challengi...

Classic arcade games offered maddening yet deeply replayable levels of difficulty, and we see few like them today. More games can challenge players by studyi.

Good Game Design - Shovel Knight: The "Teaching Without Teaching" Principle

Shovel Knight has a lot that's great about it, but it's game design takes the cake! Today we analyze how Shovel Knight (and teach you without actually t.

Game Maker's Toolkit - Super Mario 3D World's 4 Step Level Design

Pocket Gamer editor Mark Brown takes a detailed look at the video game level design in Super Mario World to explain the four-step design process. Super Mario World is a game of excess and abu.

Game Maker's Toolkit - Getting Lost in Axiom Verge

A new Metroidvania called Axiom Verge has perfected the lost art of getting lost. In this video we look at techniques used in this game, and Super Metroid, t.

Extra Credits - Fail Faster - A Mantra for Creative Thinkers

Fail Faster - A Mantra for Creative Thinkers - Extra Credits [A must-watch for anyone working on a project involving creativity, whether it's a game, book, movie, etc.