1. | How Dark Souls Confronts Depression |Dark Souls Critical Analysis|(Lore summary,Philosophy,Symbolism | 44:46 | | Dark Souls
|
2. | How Game Designers Break Conventions| Miyamoto, Will Wright, Ueda, Sid Meier, Warren Specter, Blow | 33:52 | | The Legend of Zelda: Breath of the Wild
|
3. | The History of Creativity in Game Design | The Evolution of Genres, and Innovation in Video Games | 33:15 | | The Elder Scrolls V: Skyrim
|
4. | The Best Game Design Ideas from GDC | A Summary and Analysis of GDC talks you Shouldn't miss | 30:34 | |
|
5. | How Game Designers Create Morality Systems | 29:39 | | Spec Ops: The Line
|
6. | The Main Conflicts of Modern Game Design | Ludonarrative Dissonance, Interactivity and Jonathan Blow | 28:55 | |
|
7. | How Game Designers Create Systemic Games | Emergence, Dynamic Narrative and Systems in Game Design | 27:39 | | Emergence
|
8. | What Video Games Can Do as an Artform | The Language of Games, and Why Video Games are Art | 25:26 | | Ori and the Blind Forest
|
9. | How Video Games Create Empathy | Hellblade , Nier:Automata and Empathy in Game Design | 25:15 | | Nier: Automata
|
10. | The Design Philosophy of Hideo Kojima | The History of Metal Gear Solid | 25:12 | | Metal Gear Solid
|
11. | How Game Designers Create Meaningful Mechanics | Conveying Themes, Emotions and Ideas In Video Games | 24:36 | | Shadow of the Colossus
|
12. | The Design Philosophy of Famous Game Designers | Sid Meier, Will Wright, Miyamoto and Kojima | 24:24 | | Dark Souls
|
13. | AI and Game Design | The History of Artificial Intelligence In Video Games | 23:58 | | Counter-Strike: Source
|
14. | How Rez uses Music to Tell the Story of Humanity | A Design and Music Analysis | 23:37 | | Rez
|
15. | The Rise and Fall of Kratos| God of War Critical Analysis (Story Summary /Philosophy) | 23:23 | | God of War
|
16. | The Art and Science of Game Feel | How Game Designers Juice Games with Mechanics,Pacing and Effects | 22:24 | |
|
17. | Invictus and Video Games | Why we Love Challenge, Confronting Depression and Designing Difficulty | 21:50 | | Invictus
|
18. | The Art of Game Design | Jesse Schell, Christopher Alexander and the Architecture of Video Games | 21:36 | | The Medium
|
19. | The Art of Puzzle Design | How Game Designers Explore Ideas and Themes with Puzzles and Problems | 21:17 | | The Witness
|
20. | The Art of Video Game Criticism | 20:33 | | The Medium
|
21. | The History of Indie Game Design | The Spirit of Independent Game Design, and What is an Indie Game? | 20:30 | | Minecraft
|
22. | Uncertainty in Games | Randomness, Information and Luck in Game Design | 20:13 | Guide |
|
23. | The Design Philosophy of Fumito Ueda | Ico , Shadow of the Colossus and Design by Subtraction | 20:05 | | Ico
|
24. | The Philosophy of Pac-Man | A.I, Semiotics, Hidden Meanings, and the Symbolic Language of Games | 18:45 | | Pac-Man
|
25. | The Aesthetics of Play | Why We Play Games, and the Search for Truth and Beauty In Game Design | 18:44 | | Counter-Strike: Source
|
26. | How Game Designers Create Fear with Ambiguity |Little Nightmares, Inside, Limbo,Dark Souls(Analysis) | 18:33 | | Little Nightmares
|
27. | How Game Designers Create Emotional Games | On Journey and Shadow of the Colossus | 18:13 | | Shadow of the Colossus
|
28. | The Art of Failure in Video Games | Designing Difficulty, Tragedy and Death | 18:11 | | Dark Souls
|
29. | A Theory of Depth for Game Design | 16:53 | | Depth
|
30. | The History and Future of Walking Simulators | How they have Influenced Game Design and Storytelling | 16:51 | | The Stanley Parable
|
31. | Dynamic Music in Video Games | How Game Designers Create Interactive Music with Play and Sound | 16:22 | | Rez
|
32. | The Haunting Beauty of Cities in Games | 16:13 | | Assassin's Creed II
|
33. | The Illusion of Freedom in Video Games | Choice, Consequence and Agency in Game Design | 16:01 | |
|
34. | The Brilliant Storytelling of The Last of Us Winter Chapter ( Story Summary / Critical analysis) | 15:51 | | The Last of Us
|
35. | How Video Game Journalism is Propaganda | Manufacturing Gamers | 15:29 | |
|
36. | What Makes a Game Immersive? | Engagement, Escapism and Immersion in Game Design | 15:11 | |
|
37. | Nonverbal Communication in Game Design | 15:06 | |
|
38. | Cybernetic Game Design | Cyberpunk, Cybertext and the Algorithms of Play | 15:02 | | Cyberpunk 2077
|
39. | The Design Philosophy of Hidetaka Miyazaki | Creating Demon's Souls, Dark Souls and Bloodborne | 14:47 | | Bloodborne
|
40. | How Technology Changes Game Design | 14:19 | Vlog |
|
41. | Why Video Games are Art | The Beauty of Play, and How 'Fun' is not the Opposite of Art | 14:02 | | The Elder Scrolls V: Skyrim
|
42. | Understanding Dreams | Rethinking Game Design, Creativity and the Future of Art | 13:57 | | Dreams
|
43. | Ecological Game Design | Final Fantasy 7 , Flower and the Nature of Play | 13:41 | Vlog | Final Fantasy VII Remake
|
44. | How Controllers Impact Game Design | 13:39 | | Alien: Resurrection
|
45. | The Art of JRPG Design | Genre Essence | 13:27 | | Chrono Trigger
|
46. | Rethinking Space in Game Design | Manifold Garden and Designing Spectacular Spaces | 13:17 | | Manifold Garden
|
47. | Cinematic Game Design | Uncharted, Metal Gear Solid and How Cinema has Influenced Video Games | 13:01 | | Metal Gear Solid
|
48. | Games with Epic Spectacle | 12:53 | | Final Fantasy XVI
|
49. | The Simulation Fallacy in Game Design | 12:52 | | Ace Combat 3: Electrosphere
|
50. | A Theory of How Reality is a Game | Gamespace | 12:32 | |
|
51. | Spec Ops : The Line and the Anti-Aesthetics of Violence in Game Design | 12:30 | | Spec Ops: The Line
|
52. | The Immersive Fallacy in Game Design | The Paradoxes of Graphics ,Technology and Escapism | 12:21 | Vlog |
|
53. | A Systems View of Game Design and Life | 12:21 | |
|
54. | How Video Games Tell Stories | The Hero's Journey, Ocarina of Time and Narratology versus Ludology | 12:19 | Vlog | The Legend of Zelda: Ocarina of Time
|
55. | Call of Duty 4 and the Art of Modern Warfare | 12:13 | | Call of Duty 4: Modern Warfare
|
56. | The Paradox of Authenticity in Video Games | Deception and Lies in Art and Play | 12:12 | |
|
57. | A Theory of Beauty for Games | 12:07 | | The Medium
|
58. | The Pure Game Design of Fighting Games | 12:02 | | Virtua Fighter
|
59. | The Paradox of Open World Game Design | 11:41 | | Metal Gear Solid V: The Phantom Pain
|
60. | How Game Designers Enable Player Freedom | 11:38 | | The Legend of Zelda: Tears of the Kingdom
|
61. | Portal and the Truth about Lies in Video Games | Why Game Designers Deceive Us | 11:21 | | Portal
|
62. | The 5 Kinds of Writing About Games | A Real History of Video Game Criticism | 10:56 | |
|
63. | Game Design as Narrative Architecture | The 5 Types of Spaces in Games | 10:53 | |
|
64. | The Witness and the Philosophy of Puzzles | 10:52 | | The Talos Principle
|
65. | Far Cry 2 and the Search for Gaming's Heart of Darkness | 10:52 | | Heart of Darkness
|
66. | The Paradox of Rules in Games and Life | 10:39 | |
|
67. | A Theory of Play's Revolutionary Power | Playfulness | 10:39 | |
|
68. | The Art of Horror Game Design | Silent Hill 2 and the Anatomy of Fear | 10:39 | | Silent Hill 2
|
69. | Metal Gear Solid 2 and Postmodern Video Games | 10:31 | | Metal Gear Solid 2: Sons of Liberty
|
70. | Alone Together | How Video Games Confront Loneliness | 10:18 | | Dark Souls
|
71. | How Game Designers Tell Stories with Interior Design | Gone Home, Heavy Rain and Designing Home | 10:14 | | Life Is Strange
|
72. | How Video Games Create Meaning | Procedural Rhetoric, Meaningful Mechanics and the Dynamics of Play | 10:09 | | The Last Guardian
|
73. | Love Stories in Video Games | 10:03 | |
|
74. | Balance in Game Design | 10:02 | | Elden Ring
|
75. | Nier: Automata and the Art of Subversion in Game Design | 10:02 | | Nier: Automata
|
76. | Jonathan Blow and David Foster Wallace | The Interesting Similarities between Literature and Games | 9:39 | |
|
77. | The Puzzle of Stealth Game Design | 9:10 | | Metal Gear Solid
|
78. | A Theory of 4th Wall Breaks for Video Games | Hyper Realism | 8:37 | | Metal Gear Solid
|
79. | Bioshock and The Philosophy of Games | 8:29 | | BioShock
|
80. | Why Art Games are Important | How Avant-Garde Games have Changed Game Design | 8:22 | | Shenmue 3
|
81. | Fairy Tales in Video Games | The Unfinished Swan and the Story of Play | 8:04 | |
|
82. | Ghost of Tsushima and the Poetry of Video Games | On Haikus, Cinema and Play | 7:20 | | Ghost of Tsushima
|
83. | A Theory of Fun for Game Design | Raph Koster and The Art of Designing Fun Games | 6:35 | |
|