Dissecting Design The Procedurally Generated Greatness of Spelunky











>> YOUR LINK HERE: ___ http://youtube.com/watch?v=Pi2CRC2QSzc

For this week's Dissecting Design, I'm taking a look at Spelunky; one of the first games to explore rogue-like design outside of an RPG setting. I talked about how it used procedural generation to elevate the game and deliver skill-based challenges. • _ • SUBSCRIBE AND FOLLOW: • Main Site: http://Game-Wisdom.com • YouTube:    / game-wisdom   • Twitter:   / gwbycer   • Facebook:   / gamewisdom   • SUPPORT GAME-WISDOM • Patreon:   / gwbycer   • Hitting goals will allow me to add more content and let patreon supporters vote on what they would like to see each month • SCHEDULE: • At Noon est on most days, there will be a vlog video. Either a Critical Thought, Industry Insight or update to the channel. Around 6:00 PM est, a video looking at a video game. Either part of a let's play, or a spotlight on a game. • Thursday night: Around 9 est we do a live show here on the channel with the recording available to watch afterwards. • Mondays: A Dissecting Game Design will be posted. My video series examining a game's design. • ABOUT ME: • I'm Josh Bycer and I run the site Game-Wisdom, where I examine the art and science of games. Here on Youtube, I put out a variety of videos that consists of let's plays, examinations and more.

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