The Games That Designed Themselves

1,181,863
0
Published 2020-08-17
🔴 Get bonus content by supporting Game Maker’s Toolkit - gamemakerstoolkit.com/support/ 🔴

It's easy to assume that amazing indie games like Gunpoint, Crypt of the Necrodancer, Ape Out, and Into the Breach were designed in a flash of inspiration. But that's not true - find out how these games came to be in this episode of Game Maker's Toolkit.

=== Sources and Resources ===

[1] Ape Out: The Story of an Indie Game | Vimeo
vimeo.com/126966205

[2] Into the Breach Design Postmortem | GDC Vault (Free)
www.gdcvault.com/play/1025772/-Into-the-Breach-Des…

[3] Crashlands: Design by Chaos | GDC Vault (Free)
www.gdcvault.com/play/1025346/-Crashlands-Design-b…

[4] The Rhythms and Layers of Ryan Clark (Crypt of the Necrodancer) | The Spelunky Showlike
thespelunkyshowlike.libsyn.com/website/38-the-rhyt…

[5] Game Design Deep Dive: Rocket jumping in Rocket League | Gamasutra
www.gamasutra.com/view/news/251633/Game_Design_Dee…

[6] Electronic Gaming Monthly Issue 149
No scan

[7] Dealing with Scope Change in Heat Signature and Gunpoint | GDC Vault (Free)
www.gdcvault.com/play/1024932/Dealing-with-Scope-C…

[8] Truth in Game Design (Braid) | GDC Vault (Free)
www.gdcvault.com/play/1014982/Truth-in-Game

[9] Luck and Listening in Game Design (Spy Party) | Chris Hecker on YouTube
   • Luck and Listening in Game Design  

[10] The Design of Subnautica | GDC Vault (Free)
www.gdcvault.com/play/1025745/The-Design-of-Subnau…

[11] Game Developer Magazine Volume 19 / Number 12 | Archived at GD Archive
twvideo01.ubm-us.net/o1/vault/GD_Mag_Archives/GDM_…

[12] Baba is You creator, Arvi Teikari | The AIAS Game Maker's Notebook
podbay.fm/podcast/1313004515/e/1590984000

[13] Super Mario Galaxy 2 | Iwata Asks
iwataasks.nintendo.com/interviews/#/wii/supermario…

[14] Don't Starve: Creating Community Around an Antisocial Game | GDC Vault (Free)
www.gdcvault.com/play/1020547/Don-t-Starve-Creatin…

[15] An Experimental Approach to Interactive Entertainment (Journey) | GDC Vault (Free)
www.gdcvault.com/play/1019683/An-Experimental-Appr…

=== Games Shown ===

Ape Out (Gabe Cuzzillo, 2019)
Dead Cells (Motion Twin, 2018)
Furi (The Game Bakers, 2016)
Into the Breach (Subset Games, 2018)
Fall Guys: Ultimate Knockout (Mediatonic, 2020)
Untitled Goose Game (House House, 2019)
Crypt of the NecroDancer (Brace Yourself Games, 2015)
Spelunky (Derek Yu, 2012)
Rocket League (Psyonix, 2015)
Supersonic Acrobatic Rocket-Powered Battle-Cars (Psyonix, 2008)
Super Mario 3D World (Nintendo, 2013)
Team Fortress 2 (Valve Corporation, 2007)
Onimusha: Warlords (Capcom, 2001)
Devil May Cry (Capcom, 2001)
Gunpoint (Suspicious Developments, 2013
Braid (Number None, 2008)
SpyParty (Chris Hecker, 2018)
Subnautica (Unknown Worlds Entertainment, 2018)
Ghost of Tsushima (Sucker Punch Productions, 2020)
Heat Signature (Suspicious Developments, 2017)
Thief: The Dark Project (Looking Glass Studios, 1998)
Hollow Knight (Team Cherry, 2017)
Superhot (SUPERHOT Team, 2013)
Titan Souls (Acid Nerve, 2015)
Snake Pass (Sumo Digital, 2017)
Baba is You (Hempuli, 2019)
Katana Zero (Askiisoft, 2019)
Dreams (Media Molecule, 2020)
Super Mario Galaxy 2 (Nintendo, 2010)
Don't Starve (Klei Entertainment, 2013)
Journey (thatgamecompany, 2012)

=== Credits ===

Music used in this episode

Music provided by Music Vine - musicvine.com/
Credits music by animeistrash

Other credits

Ape Out - Launch Trailer | Nintendo
   • Ape Out - Launch Trailer - Nintendo S...  

#11 Crashlands I.H.O. | [TLX] byElmerox1
   • #11 Crashlands I.H.O. [Boss] (1080p 6...  

Supersonic Acrobatic Rocket-Powered Battle-Cars | Stranno
   • Video  

The BEST Way To Improve Your Aerial Car Control In Rocket League | Thanovic
   • The BEST Way To Improve Your Aerial C...  

Meet the Spy | Valve
   • Meet the Spy  

Onimusha: Warlords All Samanosuke Weapons | D3PY Gaming
   • Onimusha: Warlords All Samanosuke Wea...  

Devil May Cry HD - Gameplay Walkthrough Part 1 | Shirrako
   • the_usual_toaster vs. YtterbiJum: Wee...  

the_usual_toaster vs. YtterbiJum: Week 4 | SpyParty
   • the_usual_toaster vs. YtterbiJum: Wee...  

Making Baba Is You,what is this? by Arvi Teikari Hempuli | Gamelab Conference
   • #GAMELAB19: Making Baba Is You,what i...  

Super Mario Galaxy 2 - 4K 60FPS [HD Texture Pack] | ItsLui
   • Super Mario Galaxy 2 - 4K 60FPS [HD T...  

Subnauticas PROTOTYPES! | Aci
   • Subnauticas PROTOTYPES! /- Subnautica...  

=== Subtitles ===

Contribute translated subtitles - amara.org/v/C3BDm/

All Comments (21)
  • @GMTK
    Quick correction: I'm quoting Seth Coster from Butterscotch Shenanigans here, not Sam (who is Seth's brother, and also works there). Whoops!
  • @aprofondir
    GTA was famously originally Race N Chase, until the police AI just started ramming the player's car, and the rest is history
  • Basically, make games like you’re Cave Johnson in Portal 2. “We’re throwing science at the wall here to see what sticks. No idea what it’ll do.”
  • @LethalChicken77
    Notch: screws up dimensions of model Notch 10 seconds later: "it should be green, it should explode and destroy your hard work"
  • For those who dont know, the spy from tf2 was from a glitch in the original tf where players could disguise as the enemy
  • @mahedros
    Stepping outside the realm of video games, anyone who has run a game of Dungeons and Dragons (or a similar game) will understand that while you may start out with some idea of where you want the narrative to go, in all likelihood the actions of the players aren't going to align perfectly with that idea. As the dungeon master, it's your job to "follow the fun" and adjust what you're doing to work with what your players are doing.
  • @shawnheatherly
    Being able to drop ideas that aren't working takes true courage for a game developer.
  • I'm not a game dev by any stretch, but a few months ago I had a dream in which the entire world was flooding, and I was constantly trying to get to higher ground. I met up with people on the way, sometimes the tide stopped rising and we'd try to build something or prepare in some way, then it would all start up again. I still think that would make a pretty rad game, but I can only imagine what it would evolve into over time!
  • @knock1582
    It’s not a GMTK video without a section about Into the Breach.
  • @MarkChimes
    I want to know more about the bugs that became features in Spy Party.
  • @SageofSorrow
    4:08 Capcom basically created the concept of “combos” in fighting games this way in Street Fighter II. They initially weren’t part of the base game but later discovered extremely high level players were finding ways to “link” attacks and create chains. At first they were working to find a way to keep players from doing this in later revised versions but discovered it created more depth to the gameplay and opened up more options and an entirely new world for fighters. Then they actually started working combo systems into the game and the rest is history.
  • @videoket
    So glad "Journey" made it into this video. In his soundtrack commentary on YT, composer Austin Wintory said that the whole game creation process was iterative. He'd get a description of an area, compose a rough song, and the game designers would listen to it. They'd change the level design based on what they heard. Then Wintory would play the new version and end up changing the song. They'd keep going back and forth between soundtrack and gameplay like this. He said they probably would STILL be doing this if they hadn't had to commit to a release date. That's why the music and gameplay mesh so well in Journey!
  • @Grim_Pinata
    The Ape Out example at the start was just an excuse for Mark to use it's style for the rest of the video. No one can dispute this. But I can't really blame him. Ape Out looks and sounds smooooth. Such an awesome game.
  • @Table53
    In the board gaming world it's "rush to prototype". Same philosophy, if you've got a game idea then build something out of paper and play it by yourself to see what works and what really doesn't.
  • @umorlex
    One of my favorite things about gmtk is that even though it seems that he only talks about games, (to me) he's actually talking about something more fundamental, something that (for me) apllies to any kind of storytelling. Be it film, book, music etc etc. It's the reason why I still watch them even though I have no intention to be a game designer.
  • @safekeno
    It's like tasting your food continously throughout cooking
  • @hcworkflow
    >"Games that designed themselves" >starts video with jazz music Brilliant.
  • @porkyorcy1715
    Love how I can spend 2 days straight working, fall into a lull that'd usually result in a depressive few weeks of not making anything, but instead watch a GMTK video, and immediately be like 'aight back to it' <3 Thanks big boi
  • @LuminousDecibel
    That monologue starting at 10:35 is such an important message. Not only for game making, but all art. It's a very significant lesson for poem or song writing, painting, sculpting, prose fiction writing, choreography, cinematography, etc. Don't wait for some eureka stroke of genius inspiration. Don't wait for inspiration at all. Just keep working, even if you're slugging through bad ideas. Then, if you keep working and keep striving for improvement, the good ideas will happen. Find inspiration, don't wait for it to find you.
  • @NamidaSai
    I find it incredibly hard to “drop an idea” once I’ve started brainstorming/creating it. Game Jams are really good to get these out of my mind and actually let them go once I’ve seen what they’re like. Thanks for the great insights as always!