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game designer: videos

The 50 most recent videos on this topic.

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  1. Mega Raichu falling with different screams | Kirby Falling MemeGolden OwlNotes
  2. Game Designer Explains: Why Does Every Game Include a Fishing Minigame?Game Designer ExplainsNotes
  3. Game Designer Explains: Why Does Every Game Include a Fishing Minigame?Golden OwlNotes
  4. What makes Every Bug Pokémon Good (from a Game Design Perspective)Golden OwlNotes
  5. Standing here I realize, but it’s Pokemon #pokemon #pokemonchampions #gaming #metalgearsolidGolden OwlNotes
  6. [Pokémon: arche-Type Talk] How the Fighting Type went from the Weakest to StrongestGolden OwlNotes
  7. FOOLISH SAMURAI WARRIOR POKEMON #pokemonchampions #pokemon #animeGolden OwlNotes
  8. [Pokémon: arche-Type Talk] Why Ground is the Most Boring Pokémon TypeGolden OwlNotes
  9. Why Missingno is the Only Bird in all of Pokémon [Arche-Type Talk]Golden OwlNotes
  10. How I Failed My First Pokémon Nuzlocke Without a Single BattleGolden OwlNotes
  11. Watching the Pokemon Presents liveGolden OwlNotes
  12. Controlling Time via Game Design [Game Designer Explains]Game Designer ExplainsNotes
  13. Controlling Time via Game Design [Game Designer Explains]Golden OwlNotes
  14. Fixing ONE problem in EVERY Pokémon gameGolden OwlNotes
  15. The Electric Type is Shocking, Speedy, and Surprisingly Simple [arche-Type Talk]Golden OwlNotes
  16. Game Designer Explains: What causes Powercreep to HappenGame Designer ExplainsNotes
  17. Game Designer Explains: What causes Powercreep to HappenGolden OwlNotes
  18. Pokémon archeType Talk: The Dark Type Rises (feat. Incineroar)Golden OwlNotes
  19. Game Designer Explains: How DLC gets MadeGame Designer ExplainsNotes
  20. Game Designer Explains: Anatomy of a TutorialGame Designer ExplainsNotes
  21. Why the Nintendo Switch 2 Welcome Tour existsGame Designer ExplainsNotes
  22. Why Mario Kart World’s game prices have Increased (an economics explanation)Game Designer ExplainsNotes
  23. Why Joke Characters are Made [Game Designer Explains]Game Designer ExplainsNotes
  24. Business of Games: Explaining the Business motivations behind the Palworld Patent LawsuitsGame Designer ExplainsNotes
  25. A Study of Luck and Risk Management in Mario Party [Game Designer Explains]Game Designer ExplainsNotes
  26. Game Designer Explains: The Influence of AchievementsGame Designer ExplainsNotes
  27. The Healer's Burden: Why Nobody Likes Playing Healers [Game Designer Explains]Game Designer ExplainsNotes
  28. Game Designer Explains: Why Replayability Matters (for certain games)Game Designer ExplainsNotes
  29. Game Designer Explains: Skipping Cutscenes, and why some Games DON’T let you do thatGame Designer ExplainsNotes
  30. Game Designer Explains: Instant Kill Mechanics (and why they tend to suck)Game Designer ExplainsNotes
  31. Live Coding: Cairo Tiling Explained!The Art of CodeNotes
  32. Coding a Bezier curve from scratch!The Art of CodeNotes
  33. Live Coding: 3d Truchet WeaveThe Art of CodeNotes
  34. Coding a crazy weave patternThe Art of CodeNotes
  35. Live Coding: Koch Fractal MagicThe Art of CodeNotes
  36. Shader Showcase: Code CoutureThe Art of CodeNotes
  37. How to turn your 2d fractal into 3d!The Art of CodeNotes
  38. Bouncing Balls, Round Two: Logarithms?!The Art of CodeNotes
  39. How to Create Cool Bounce Effects Using a LoopThe Art of CodeNotes
  40. Useful functions for Game Designers: Easing FunctionsThe Art of CodeNotes
  41. Live Coding an Alien Orb - God Rays & TranslucencyThe Art of CodeNotes
  42. Live Coding an Alien Orb - Glitters & Blinding LightThe Art of CodeNotes
  43. Live Coding and Alien Orb - Modeling & ShadowsThe Art of CodeNotes
  44. Useful functions for game designers - Cosine InterpolationToolsNotes
  45. Useful functions for game designers - Cosine InterpolationThe Art of CodeNotes
  46. Useful functions for game designers - Lagrange InterpolationToolsNotes
  47. Useful functions for game designers - Lagrange InterpolationThe Art of CodeNotes
  48. How to texture a procedural objectToolsNotes
  49. The Matrix explained!ToolsNotes
  50. Smoothstep: The most useful functionToolsNotes