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Design Frame @UCNaAppb_FDGLH3vLnUcY3Pg@youtube.com

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The evidence-based, game design case study, analysis, and pl


02:04:24
Cartoon surrealism killed this fight before it began ► High-Noon Hoopla, a Cuphead DLC Case Study
02:39:51
How to Make a Boss Battler ► THE HOWLING ACES & the Abandonment of STRUCTURE - A Case Study
02:33:21
A Betrayal of Their Own Design ► IMBALANCE, DESIGN PRINCIPLES, & SOLUTIONS!
01:41:37
Fundamentally Broken, and I Don't Mean the Bugs ► A Game Design Case Study of FNaF: Security Breach
09:53:19
Skyward Sword HD - Live Design Commentary Track - Part 1 // featuring Myles with a Y
15:02
How CONTROL's Bureau Alerts & Expeditions Artificially Extend Playtime || Design Frame #6
03:15:45
A Complete Game Design Commentary & Critique on Outer Wilds
24:15
Transparency in Video Games - Easy to Learn, Difficult to Master | Design Frame #5
39:16
The Lake Kingdom Dissection | Super Mario Odyssey Long-Form Critique Episode 4
31:03
A Critique of Luigi's Mansion 3
19:26
Fear - FAR: Lone Sails, Alan Wake, & The Beginner's Guide | Design Frame #4
17:39
Overcooked 2 Undercooked, Dicey Dungeons & Monotony, & Sea of Solitude | Design Frame #3
14:18
Pedro’s Slow Motion, the Crossroads Problem, & Dark Moon as a Sequel | Design Frame #2
18:23
Spyro's Multifaceted Gem, Sybil Reisz & Idolization, & Sonic & Generations | Design Frame #1
44:49
Follow the Rhythm, Until You Die Twice | Pressure, Tedium, & Reticence in Sekiro | Sekiro Critique
01:25:15
The Sand Kingdom Dissection | Super Mario Odyssey Long-Form Critique Episode 3
16:01
Deltarune's Act System & Pacing | Deltarune Chapter 1 Analysis
37:43
The Cascade Kingdom Dissection | Super Mario Odyssey Long-Form Critique Episode 2
41:12
The Cap Kingdom Dissection | Super Mario Odyssey Long-Form Critique Episode 1
15:35
Power Moons as a Reward System | Super Mario Odyssey Long-Form Critique Episode 0
02:49:11
Celeste: The Chapter Expedition - A Cliff Notes Chapter by Chapter Analysis
01:14:51
Little Nightmares - The "Suspenseful" Experiment | Full Analysis (read description)
01:00:47
Edith Finch - What Lies Ahead for Visual Storytelling | Full Analysis
01:05:36
Cuphead - Full Boss Analysis | Classic Boss Design in the Modern Age (read description)
52:25
A Hat in Time - Cute? More like... Full Analysis (read description)
26:28
Call of Duty: WWII Open Beta - The Terrible World at War Remake
12:54
Hellblade: Senua’s Sacrifice - The Combat System, Lack of HUD, & Conveying Psychosis
11:30
Pyre - Real-Time & Turn-Based Through the Wonders of the Reader... & Character Mechanics
24:16
Beyond-Human - Potential Metroidvania | Kickstarter Analysis
44:25
Lucah - We Can Brave the Darkness | Kickstarter Analysis
27:42
NieR: Automata - Dynamic Music Transitions & Events | Music Analysis
23:09
Eagle Island | Kickstarter Analysis
05:22
Twilight Princess - Art Exposed