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Speedrunning - Games Done Quick and Developer Tips - Extra Credits
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Game Design - Extra Credits
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- 1 Speedrunning - Games Done Quick and Developer Tips - Extra Credits
- 2 Destiny vs. Warframe - $500 Million in Free Marketing - Extra Credits
- 3 The Pacing of PUBG - The Thriller Tension of Battlegrounds - Extra Credits
- 4 Energy Systems - How Casual Games Suck You In - Extra Credits
- 5 Overwatch and Asymmetric Level Design - What Makes the Maps Fun? - Extra Credits
- 6 Simulation Sickness - Causes and Cures for Game Headaches - Extra Credits
- 7 Choice Paralysis - Too Much of a Good Thing - Extra Credits
- 8 Affordances - How Design Teaches Us Without Words - Extra Credits
- 9 Tutorials 101 - How to Design a Good Game Tutorial - Extra Credits
- 10 Accessibility - The Curb Cut Effect - Extra Credits
- 11 The Pre-Production Problem - How to Improve the Planning Process in Game Design - Extra Credits
- 12 Persona 5 and Jungian Psychology - Masks, Major Arcana, and Meaning - Extra Credits
- 13 The Content Conundrum - Why So Many Games Feel Generic - Extra Credits
- 14 A Case for Board Games - Why Board Games Help You Make Better Video Games - Extra Credits
- 15 Overlooked - The Hidden Potential of Hidden Object Games - Extra Credits
- 16 Ladders and Team Games - Doing it Wrong - Extra Credits
- 17 Plan, Practice, Improvise - Understanding the Three Types of Play in Games - Extra Credits
- 18 Combining Genres - How to Pick the Right Design Mechanics For Your Game - Extra Credits
- 19 De-Gamification - Flexibility to Play Your Way - Extra Credits
- 20 "Art" Is Not the Opposite of "Fun" - Why Analyzing Games Makes Them Better - Extra Credits
- 21 Evil Races are Bad Game Design - Bioessentialism & Worldbuilding - Extra Credits
- 22 Free-to-Play's MECHANICS are Great - The Mini-Game Revolution - Extra Credits
- 23 Awesome Per Second - Don't Waste Time - Extra Credits
- 24 The Price of Randomness - Balancing RNG - Extra Credits
- 25 The Prisoner's Dilemma - The Game Theory of Decision-Making - Extra Credits
- 26 Save Scumming - The Game Design of Save Systems - Extra Credits
- 27 Escort Missions - Dragging Dead Weight - Extra Credits
- 28 Metrics - The Danger of Data-Driven Game Design - Extra Credits
- 29 The Disappointing Final Level - Making Better Endings For Better Games - Extra Credits
- 30 Loading Screens - The Waiting Game - Extra Credits
- 31 Did Level Scaling Break Games? - Leveling in Open World Design - Extra Credits
- 32 The Kobayashi Maru - No-Win Scenarios in Games - Extra Credits
- 33 Diegetic UI - Realistic, or Distracting? - Extra Credits
- 34 The Catharsis of Doing - Designing Emotionally Intense Experiences - Extra Credits
- 35 Fable Legends - The Challenges of Asymmetric Multiplayer - Extra Credits
- 36 The Kuleshov Effect - Improving Character Interactions in Games - Extra Credits
- 37 Tutorials That Don't Talk Down To You - Context Sensitive Design - Extra Credits
- 38 When a Game is Too Long - Respecting the Player's Time - Extra Credits
- 39 The New Player Experience - Hooks, Tutorials, Rewards - Extra Credits
- 40 Optimal vs Fun - Designing for Different Playstyles - Extra Credits
- 41 The Trolley Problem - Designs With No Right Answer - Extra Credits
- 42 RPG Character Sheets - Designing Gameplay Around Character Customization - Extra Credits
- 43 Ma, The Space Between - Uncluttered Game Design - Extra Credits
- 44 Sticking to Your Guns - How the Doom and Dragon Quest Franchises Modernized - Extra Credits
- 45 Mechanics Shaping Story - Re-examining the Core Gameplay Loop - Extra Credits
- 46 Achieving Vicarity - Creating Livable Fiction - Extra Credits
- 47 Gamification Sucks... - How to Improve Gamification - Extra Credits
- 48 Gestalt - The Parts and the Whole - Extra Credits
- 49 Using Narrative as Context - Balancing Gameplay and Story Elements - Extra Credits
- 50 User Generated Content - The Upsides and Pitfalls to Level Editors - Extra Credits
- 51 The Importance of Not Playing Games - A Balanced Game Design Education - Extra Credits
- 52 Aspirational Play - Adding a Sense of Wonder to Game Design - Extra Credits
- 53 Should You Play the Classics? - Why Game History Matters - Extra Credits
- 54 The Real Core Loop - What Every Game Has In Common - Extra Credits
- 55 The History of Roguelike Deckbuilders - From Playing Cards to CCGs and Beyond - Extra Credits
- 56 The Mechanics of Character Design - Analyzing the Design of Marvel Puzzle Quest - Extra Credits
- 57 Overwatch and Informational Audio - Sound Design in Games - Extra Credits
- 58 How Games Challenge Us - Empathy and Intuition in Puzzle Design - Extra Credits
- 59 The Four Types of Video Game Designers - Game Design Specializations - Extra Credits
- 60 Making Better RPG Classes - What Makes a Class Classic? - Extra Credits
- 61 Character Creators & Cyberpunk - Player Freedom in Expression - Extra Credits
- 62 Building Streaming Into Your Game - Designing Games for Observers - Extra Credits
- 63 Easy Modes Aren't Easy - Designing Dynamic Difficulty - Extra Credits
- 64 The Bystander Effect - Standing Up From the Crowd - Extra Credits
- 65 Final Fantasy VII: Breaking the Remake - Reboots, Remasters, and Remakes - Extra Credits
- 66 Shark Attack! Thursday at Noon - Variable Ratio & Interval Schedules - Extra Credits
- 67 Fail Faster 2: Fail Better - Iteration & Feedback - Extra Credits
- 68 Helping Your Players Design - 6 Rules for Design Tools - Extra Credits
- 69 Is Your Game Controlling You - Compulsive Design in Games - Extra Credits