101. | TVGDF_3.EXERCISE. "Mirror's Edge Catalyst" (EA DICE, 2016) | 2:10 | | Mirror's Edge Catalyst
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102. | Premiere Pro - New project, Edit and Export | 2:00 | |
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103. | TVGDF.NARRATIVE 4 "Cyberpunk 2077" (CD Projekt Red, 2020) | 1:48 | | Cyberpunk 2077
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104. | UE4 4.24 Importing First Person In to Third Person Project | 1:36 | |
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105. | UE4 4.24 Super Quick 360 Image Capture from Google Streetview | 1:30 | |
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106. | TVGDF_6.EXAMPLE_2. "Portal 2" (Valve Corporation, 2011) | 1:24 | | Portal 2
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107. | TVGDF_6.EXAMPLE. "Portal 2" (Valve Corporation, 2011) | 1:18 | | Portal 2
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108. | 2. Set Up Plugins | 1:17 | |
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109. | 1. Mixamo Character Export | 1:17 | |
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110. | UE4: Change or adjust pivot point. | 1:15 | |
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111. | WHITEBOXING 1. Dark Souls - Benchmark Example | 1:14 | |
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112. | Update/Convert projects to the latest version of UE4 | 1:11 | |
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113. | TVGDF_3.EXERCISE."Superliminal" (Pillow Castle Games, 2019) | 1:08 | |
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114. | 5a. Correct SCALE INTO UE4 | 0:56 | |
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115. | "Ghost in the Machine" 80's PUBLIC INFORMATION FILM - LOABIUS | 0:52 | Guide |
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116. | TVGDF_2.GATING."Portal" (Valve Corporation, 2007) | 0:46 | |
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117. | TVGDF_5.EXERCISE. "Call of Duty: Advanced Warfare” (Activision, 2014.) | 0:43 | | Call of Duty: Advanced Warfare
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118. | TVGDF_6.EXERCISE. Skyrim (Bethesda Game Studios, 2011) | 0:30 | | The Elder Scrolls V: Skyrim
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119. | UE4 Custom Character - Moveset Example | 0:23 | |
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120. | TVGDF_4.EXAMPLE. "Grand Theft Auto IV" (Rockstar Games, 2008) | 0:00 | | Grand Theft Auto IV
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121. | Distracting Players with Shinies: A Game Design Tip #shorts | 0:00 | |
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122. | TVGDF_EX 1.8 VIDEO LINK:“Temple Run” (Imangi Studios, 2011) | 0:00 | |
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123. | TVGDF_6.EXAMPLE_2UP. "Portal 2" (Valve Corporation, 2011) | 0:00 | | Portal 2
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124. | 2D AI image into 3D GAME READY Unreal 5 Model: Latest FREE AI tools SUPERQUICK PIPELINE! | 0:00 | |
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125. | TVGDF_6.EXAMPLE_1aU. "Portal 2" (Valve Corporation, 2011) | 0:00 | | Portal 2
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126. | How to Change your Youtube PLAYLIST ORDER on your Channel Home Page in 2025! | 0:00 | |
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127. | TVGDF_3.EXAMPLE 4. “Dead Space” (EA Redwood Shores, 2008.) | 0:00 | | Dead Space
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128. | TVGDF_3.EXERCISE 3.6 (EXAMPLE 4). "Assassins Creed 2" (Ubisoft, 2009.) | 0:00 | | Assassin's Creed II
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129. | TVGDF_2U.GATING."Portal" (Valve Corporation, 2007) | 0:00 | | Portal
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130. | TVGDF_6.EXAMPLE 2. "Dead Space" (EA Redwood Shores, 2008) | 0:00 | | Dead Space
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131. | TVGDF_2U.TEACHING.CS Portal (Valve Corporation, 2007) | 0:00 | |
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132. | TVGDF_2_UP.TUTORIAL."Far Cry 3: Blood Dragon" (Ubisoft, 2013) | 0:00 | | Far Cry 3: Blood Dragon
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133. | TVGDF_6U.EXAMPLE. "Portal 2" (Valve Corporation, 2011) | 0:00 | | Portal 2
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134. | I made a Tomb Raider level 28 years ago that players could beat in 2 minutes. Now I wish I was them. | 0:00 | |
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135. | EXERCISE 3.9 VIDEO LINK: Example two: “ Super Mario 64" (Nintendo, 1996) | 0:00 | | Super Mario 64
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136. | 28 Years Ago I Designed the DARKEST Tomb Raider Level ever… Now I have to Play it! | 0:00 | |
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137. | TVGDF_6.EXAMPLE. "Portal 2" (Valve Corporation, 2011) | 0:00 | | Portal 2
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138. | Unlocking the Secrets of Tomb Raider's Level Design #shorts | 0:00 | |
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139. | GAME DESIGN FUNDAMENTALS: OBJECTIVES – University lecture with Industry Examples (Tomb Raider, MTG) | 0:00 | |
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140. | TVGDF_3.EXERCISE 3.6 (EXAMPLE 4). "Assassins Creed 2" PAZZI (Ubisoft, 2009.) | 0:00 | | Assassin's Creed II
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141. | TVGDF_4 EXAMPLE_2. "Siren: Blood Curse" (SCE Japan Studio, 2008.) | 0:00 | | Siren: Blood Curse
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142. | TVGDF VIDEO LINK 2.3: “Cut the rope 2” (ZeptoLab, 2013) Onboarding case study. | 0:00 | |
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143. | EXERCISE 2.8 VIDEO LINK:"The Legend of Zelda: Ocarina of Time." (Nintendo EAD, 1998.) | 0:00 | | The Legend of Zelda: Ocarina of Time
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144. | TVGDF_6.EXAMPLE_1_UP. "Portal 2" (Valve Corporation, 2011) | 0:00 | | Portal 2
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145. | TVGDF_4.EXERCISE 4.9 "Dead Space" (EA Redwood Shores, 2008) | 0:00 | | Dead Space
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146. | TVGDF_4 EXAMPLE_1. "Donut County" (Esposito, B., 2018) | 0:00 | |
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147. | TVGDF_5.EXAMPLE. "Thief" (Eidos-Montréal. 2014) | 0:00 | | Thief
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148. | I Wrote a Book! UNBOXING “Teaching Video Game Design Fundamentals” – What could possibly go wrong? | 0:00 | |
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149. | The Reward of Progress in Level Design #shorts | 0:00 | |
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150. | I Built These Tomb Raider Maps Decades Ago… Now I Can’t Find My Way Out of Them… | 0:00 | |
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151. | TVGDF_4U.EXAMPLE. The Ball (Teotl Studios, 2010) | 0:00 | | The Ball
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152. | I Designed These Tomb Raider Levels 28 Years Ago… Playing Them Almost Broke Me. | 0:00 | |
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153. | My Own Health Pickup Saved Me From My Own Bad Gameplay 😬 #TombRaider #shorts | 0:00 | |
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154. | PRO DESIGN TIP: "Cyberpunk 2077" (CD Projekt Red, 2020) | 0:00 | | Cyberpunk 2077
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155. | TVGDF_EX 6.6 EXAMPLE 4:The Room Series (Fireproof Games 2012-2018) | 0:00 | |
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156. | 2D to 3D AI gen has suddenly gone NUTS! QUICK & FREE photo to UE5 game ready model pipeline! | 0:00 | |
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157. | The Influence of Tomb Raider on Zelda Design #shorts | 0:00 | | The Legend of Zelda: Breath of the Wild
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158. | TVGDF_1.EX_1_7 "Super Mario Bros” (Nintendo, 1985): World 1-2 | 0:00 | | Super Mario Bros.
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159. | EXERCISE 4.10 EXAMPLE 1:Portal 2 (Valve Corporation. 2011.) | 0:00 | | Portal 2
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