Game Maker's Toolkit

Game Maker's Toolkit

Views:
101,011,892
Subscribers:
1,650,000
Videos:
126
Duration:
20:52:47
United Kingdom
United Kingdom

Game Maker's Toolkit is a British YouTube channel which has at least 1.65 million subscribers. He published 126 videos which altogether total more than 101.01 million views.

Created on ● Channel Link: https://www.youtube.com/channel/UCqJ-Xo29CKyLTjn6z2XwYAw





Top 100 Videos With The Longest Duration by Game Maker's Toolkit


Video TitleDurationCategoryGame
1.Was Steam Next Fest worth it? (Developing 14)24:01Mind Over Magnet
2.The World Design of Super Metroid | Boss Keys22:35Super Metroid
3.The World Design of Dark Souls | Boss Keys21:21Dark Souls
4.5 Amazing Levels from 201720:03Uncharted: The Lost Legacy
5.What Makes a Good Detective Game?19:31Last Window: The Secret of Cape West
6.Making Hitman 2's Best Level19:16Hitman 2
7.The Legend of Zelda: Breath of the Wild's dungeon design | Boss Keys18:57The Legend of Zelda: Breath of the Wild
8.How AM2R and Samus Returns remade Metroid 218:07Metroid II: Return of Samus
9.What Makes a Good Puzzle?17:42Good puzzle
10.What Makes a Good Combat System?17:25Call of Duty: WWII
11.The World Design of Metroid Prime | Boss Keys15:48Metroid Prime
12.The Legend of Zelda: The Minish Cap's dungeon design | Boss Keys15:43The Legend of Zelda: The Minish Cap
13.What Makes Good AI?15:42Alien: Isolation
14.How Games Get Balanced15:35Hearthstone
15.The Legend of Zelda: Skyward Sword's dungeon design | Boss Keys15:12The Legend of Zelda: Skyward Sword
16.Analysing Mario to Master Super Mario Maker15:03Super Mario Maker
17.The World Design of Metroid 1 and Zero Mission | Boss Keys14:48Metroid: Zero Mission
18.The Legend of Zelda: A Link Between Worlds' dungeon design | Boss Keys14:10The Legend of Zelda: A Link Between Worlds
19.What Makes Celeste's Assist Mode Special14:05Celeste
20.A Deep Dive into Star Fox Zero's Controls14:05Star Fox Zero
21.Making Games Better for Gamers with Colourblindness & Low Vision | Designing for Disability13:56Overwatch 2
22.Do We Need a Soulslike Genre?13:53ShowCall of Duty 4: Modern Warfare
23.The World Design of Castlevania: Symphony of the Night | Boss Keys13:49Castlevania: Symphony of the Night
24.The Design of Dead Space - Part 313:32Dead Space 3
25.Does Spidey's Web-Swinging 'Make You Feel Like Spider-Man'?13:14Marvel's Spider-Man
26.The Magic of the First Legend of Zelda13:14The Legend of Zelda: Tears of the Kingdom
27.How Games Use Feedback Loops13:11Pyre
28.Making Games Better for the Deaf and Hard of Hearing | Designing for Disability12:55Minecraft
29.The Design Behind Super Mario Odyssey12:53Super Mario Odyssey
30.The Best Games from GMTK Game Jam 201812:52
31.The Rise of the Systemic Game12:50The Legend of Zelda: Breath of the Wild
32.The Legend of Zelda / Zelda II's dungeon design | Boss Keys12:41Zelda II: The Adventure of Link
33.Donkey Kong Country: Tropical Freeze - Mario's Level Design, Evolved12:34Donkey Kong Country: Tropical Freeze
34.The Secret of Mario's Jump (and other Versatile Verbs)12:32Super Mario 3D World
35.The Best Games from GMTK Game Jam 201712:27
36.Forging God of War's Leviathan Axe12:26God of War
37.The Design of Dead Space - Part 212:23Dead Space
38.The Year Stealth Games Got Serious12:11ShowMetal Gear Solid
39.The Legend of Zelda: The Wind Waker's dungeon design | Boss Keys12:07The Legend of Zelda: The Wind Waker
40.The Design of Dead Space - Part 112:05Dead Space
41.Nintendo - Putting Play First12:02Super Mario 64
42.How Game Designers Protect Players From Themselves11:52Call of Duty: Infinite Warfare
43.Finding the Fun in FPS Campaigns11:49Titanfall 2
44.How Mega Man 11's Levels Do More With Less11:45Mega Man 11
45.How Her Story Turns Video Clips into Clues11:44Her Story
46.Roguelikes, Persistency, and Progression11:37Call of Duty: Infinite Warfare
47.The Last Guardian and the Language of Games11:36ShowThe Last Guardian
48.Legend of Zelda: Breath of the Wild - An Open World Adventure11:30The Legend of Zelda: Breath of the Wild
49.The Comeback of the Immersive Sim11:29ShowDeus Ex: Human Revolution
50.Why We Remember Bioshock's Fort Frolic11:13BioShock
51.The Legend of Zelda: Phantom Hourglass and Spirit Tracks' dungeon design | Boss Keys11:09The Legend of Zelda: Phantom Hourglass
52.The Music of Breath of the Wild | GMTK Extra11:06The Legend of Zelda: Breath of the Wild
53.5 Game Design Innovations from 201611:05Call of Duty: Infinite Warfare
54.The Legend of Zelda: Twilight Princess' dungeon design | Boss Keys10:59The Legend of Zelda: Twilight Princess
55.Are Score Systems Still Relevant?10:53Assault Android Cactus
56.The Legend of Zelda: Ocarina of Time's dungeon design | Boss Keys10:47The Legend of Zelda: Ocarina of Time
57.How to Keep Players Engaged (Without Being Evil)10:46Stardew Valley
58.The Legend of Zelda: Oracle of Ages and Seasons' dungeon design | Boss Keys10:46The Legend of Zelda: Oracle of Seasons
59.How Snake Pass Became a Platformer Without Jumping10:38ShowSnake Pass
60.What Mirror's Edge Catalyst Should Have Learned From Burnout Paradise10:20Mirror's Edge Catalyst
61.How Cuphead's Bosses (Try to) Kill You10:19Cuphead
62.Making Games Better for Players with Motor Disabilities | Designing for Disability10:17Life Is Strange: Before the Storm
63.How Synergies Make Slay the Spire Fun10:16Slay The Spire
64.Playing Past Your Mistakes10:11Metal Gear Solid V: The Phantom Pain
65.Anatomy of a Side Quest: Beyond the Beef10:10Fallout: New Vegas
66.Deus Ex: Mankind Divided's Amazing Open World10:10Deus Ex: Mankind Divided
67.Is Until Dawn a Good Horror Movie?10:03Until Dawn
68.Building Better Skill Trees9:50Path of Exile
69.Should Dark Souls Have an Easy Mode? (See Pinned Comment)9:47ShowDark Souls
70.How Return of the Obra Dinn Turns You Into a Detective9:41Return of the Obra Dinn
71.Point and Click Puzzle Design9:40Broken Age
72.Adaptive Soundtracks in Games9:25Super Mario 64
73.What Made Psychonauts Special9:25Psychonauts
74.Improving Games for Those with Cognitive Disabilities | Designing for Disability9:21Life Is Strange: Before the Storm
75.Shovel Knight and Nailing Nostalgia9:21Shovel Knight
76.Controllers Control Everything9:20ShowAlien: Resurrection
77.How Event[0]'s AI Puzzle Assistant Works9:20ShowEvent 0
78.The Legend of Zelda: Majora's Mask's dungeon design | Boss Keys9:17The Legend of Zelda: Majora's Mask
79.Depth, Mastery, and Vanquish9:00MadWorld
80.Morality in the Mechanics8:59This War of Mine
81.The Legend of Zelda: Link's Awakening's dungeon design | Boss Keys8:53The Legend of Zelda: Link's Awakening
82.Deconstructing Ori and the Blind Forest's Best Bit8:50Ori and the Blind Forest
83.Climbing in Games8:38Mirror's Edge
84.How Jonathan Blow Designs a Puzzle8:35The Witness
85.How Overcooked’s Kitchens Force You to Communicate8:16Metal Slug 3
86.Why Nathan Drake Doesn't Need a Compass8:16ShowUncharted 3: Drake's Deception
87.The Legend of Zelda: A Link to the Past's dungeon design | Boss Keys8:02The Legend of Zelda: A Link to the Past
88.Following the Little Dotted Line8:00Fallout 4
89.What We Can Learn From DOOM7:59Doom
90.Breaking Down the Best World in Rayman Legends7:49Rayman Legends
91.Hitman, and the Art of Repetition7:49Hitman
92.5 Bits of Good Game Design from 20157:40Ori and the Blind Forest
93.How Games Do Health7:37Call of Duty: Advanced Warfare
94.Telling Stories with Systems7:23The Wolf Among Us
95.How (and Why) Spelunky Makes its Own Levels7:13Spelunky
96.Getting Lost in Axiom Verge7:05Axiom Verge
97.An excellent block-pushing puzzler on an open ocean7:00The Legend of Zelda: Oracle of Seasons
98.Ico, and Design by Subtraction6:51Ico
99.Half-Life 2's Invisible Tutorial6:36TutorialHalf-Life 2
100.Puzzle Solving... or Problem Solving?6:34Minecraft