Uploads from Design Doc
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Curated by: Design Doc (147 videos)
Tracks in this Playlist
- Risky Damage in Games
- More Terrible Gimmick Bosses
- BOLD Status Effects
- Great and Terrible UX Design in Games - Good Design, Bad Design
- Modern Games NEED Style
- Crazy (but not too crazy) Game Weather
- Triple Bosses: Why Are They Different?
- The 16 Best (?) Games of 2025
- What's The Deal With Corpse Runs?
- Super Mario Power-Ups Retrospective (1985 - 1992)
- Terrible Game Missions
- Graphic Design in New Games - Good Design, Bad Design 17
- Boss Fight Secrets Are Crazy
- Roguelikes Are Getting Weird
- How Can You Spice Up A Time Limit?
- What's The Point of a Weird Status Effect?
- Really Slow Boss Fights
- A Lot Of Games Of The Year 2024
- Games That Make Stealing Fun
- Good Design, Bad Design Vol. 16: The Best and Worst of Video Game Graphic Design
- What Makes A Good Spooky Stage?
- What Makes A Good Luck Mechanic?
- What Makes A Terrible Gimmick Boss?
- Good Design, Bad Design Vol. 15: The Best and Worst of Video Game Graphic Design
- Building A Good Place To Fight - RPG Battlefields
- What's Up With These Sketchy Tutorials?
- What Makes A Good Multiple Phase Boss Fight?
- How Do Games Design Around No Damage?
- What Makes A Great Sleep Mechanic?
- What Makes A Great In-Game Shop?
- How Can You Spice Up A Healing System?
- How Do Games Play With Poison?
- What Makes A Great Rival Boss?
- What Makes A Good Super Move?
- How Can You Make Backtracking Fun?
- What Makes A Good Game Companion?
- What Makes A Good Boss Rush?
- The Evolution of Mario Kart Items
- What Makes A Hot Fire Level?
- What Makes A Great Impossible Boss?
- What Makes A Good Difficulty Option?
- What Makes Good Rhythm Game UX?
- What's the Deal with Fast Travel?
- What Makes A Great Double Boss Fight?
- What Makes A Cool Winter Level?
- What's The Point of a Day-Night Cycle in Games?
- Good Design, Bad Design Vol. 14 - Great and Terrible Graphic Design in Games
- What Makes a Good Cast of Game Villains?
- Why Do Games Shift in Tone?
- What Makes A Good Secret Boss?
- What Makes A Game Speedrun Friendly?
- What's The Point of Elements in Games?
- How Do Save Systems Shape Games?
- The Evolution of Mario Kart Tracks
- How Do You Improve Turn Based Combat?
- What's The Point of a First Level?
- What Makes A Good Colossal Boss?
- What Makes a Good RPG Town?
- Good Design, Bad Design Vol. 13 with JoCat - Advance Wars, Chicory, Astroneer and More ~ Design Doc
- How Do You Make Fun Unlockables?
- How Do You Make A Great Sequel?
- What Makes A Great First Boss?
- Why Is It So Hard To Make Games On Rails?
- What Makes a Game Cozy? ~ Design Doc
- Whatever Happened to Random Battles?
- How Do You Build RPG Party Chemistry?
- What's the Point of Critical Hits?
- The Zelda Pattern - How to Spice Up Bland Game Boss Design ~ Design Doc
- Good Design, Bad Design Vol. 12 - Video Game Graphic Design at its Best and Worst
- Side Quests - How To Make A Good Detour
- Collectibles - How To Make Chores Fun In Games
- Boss Battle Design Vol. 3 - Okami, Sonic Mania, and what's wrong with Zorah Magdaros
- Good Design, Bad Design Vol. 11 - Tetris, Hyper Light Drifter, and Great Game Animation
- What Led Supergiant To Hades? ~ Design Doc
- What Makes a Great Hub World? - How Mario 64, Spyro, and Hades Made Theirs ~ Design Doc
- What Makes a Good Level Up System?
- How Do You Design a Cast of Enemies?
- Good Design, Bad Design X - More of the Best and Worst Graphic Design in Games
- How Can I Stop Item Hoarding In Games?
- What's the Point of Status Effects? ~ Design Doc
- Good Design, Bad Design Vol. 9 - The Graphic Design of Animal Crossing, Resident Evil 2, and More
- What Makes a Good New Game Plus?
- What Makes For A Better Mario Boss?
- What Makes A Game Replayable?
- Good Design, Bad Design Vol. 8 - Analyzing the Graphic Design in Cuphead, Jackbox, and More
- Design Doc's Favorite Games of the Year - Fire Emblem, Ring Fit Adventure, and Yooka-Laylee
- Designing Modern Adventure Games - Ace Attorney, Danganronpa, and More ~ Design Doc
- Designing Classic Adventure Games - King's Quest, Myst, Monkey Island and More
- Good Design, Bad Design Vol. 7 - The Best and Worst of Graphic and UI Design in Games ~ Design Doc
- Boss Battle Design Vol. 2 - Designing Engaging Boss Fights in Games
- Game Design Rebrands - New Core Mechanics vs. Fan Expectations ~ Design Doc
- The History of Console Cheat Devices - How the Game Genie and GameShark Took Over The 90s
- Good Design, Bad Design Vol. 6 - The Best and Worst of Video Game Graphic Design
- Inventory UX Design - How Zelda, Resident Evil, and Doom Make Great Game Menu UX
- Experimental Kart Racers - Sonic, Kirby, Snowboard Kids & More
- Game Patents - Protecting Crazy Taxi's Arrow, Nintendo's D-Pad & More
- Boss Battle Design ~ Design Doc
- Final Fantasy IX - How to Pace a Game ~ Design Doc
- Good Design, Bad Design Vol. 5 - The Best and Worst of Video Game Graphic Design ~ Design Doc
- Designing AI Allies - How Games Create Great Party Members and Companions ~ Design Doc