Liked on YouTube: Adam Savage’s One Day Builds: Snub-Nosed Blade Runner Blasters!

Adam puts together a beautiful Blade Runner-inspired snub-nosed blaster kit! Both Norm and Adam both work on their kits, each taking a different approach to the paint and finish. Adam goes one step further by adding machined metal parts to his blaster, giving it a brilliant look and some real heft. The blasters turned out amazing!

Shot and edited by Gunther Kirsch

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Tested is:
Adam Savage http://www.twitter.com/donttrythis
Norman Chan http://www.twitter.com/nchan
Simone Giertz http://www.twitter.com/simonegiertz
Joey Fameli http://www.twitter.com/joeyfameli
Kishore Hari http://www.twitter.com/sciencequiche
Sean Charlesworth http://www.twitter.com/cworthdynamics
Jeremy Williams http://www.twitter.com/jerware
Ariel Waldman http://www.twitter.com/arielwaldman
Gunther Kirsch
Ryan Kiser
Kristen Lomasney

Set design by Danica Johnson http://www.twitter.com/saysdanica

Thanks for watching!

via YouTube Adam Savage’s One Day Builds: Snub-Nosed Blade Runner Blasters!

Liked on YouTube: BEAT SABER is AMAZING! – Lightsabres + Rhythm Game + VR = JOY!

BEAT SABER a Rhythm SLASHING VR game.
Played on; Dell Windows MR HMD http://amzn.to/2CKJz2U
Also Compatible with;
HTC VIVE http://amzn.to/2CNW2mn 
Oculus Rift http://amzn.to/2AJnEHA
Lenovo Explorer Windows Mixed Reality http://amzn.to/2CKgODf
HP – Mixed Reality Headset and Controllers http://amzn.to/2CP15mk
Acer Windows Mixed Reality Headset http://amzn.to/2FmhEru

Bear Saber
Developed and published by Hyperbolic Magnetism
https://ift.tt/2Fu5Dz5
Beat Saber is a unique VR rhythm game where your goal is to slash the beats (represented by small cubes) as they are coming at you. Every beat indicates which saber you need to use and also the direction you need to match. All the music is composed to perfectly fit the hand made levels. Our goal is to make players almost dance while cutting the cubes and avoiding obstacles. Each cut is strongly supported by great sound and visual effects to emphasize the rhythm. Features Unique gameplay with a great feel – Beat Saber combines the satisfying feeling of cutting with emergent perception of rhythm. Handcrafted levels & music – All the basic levels and music in the game will be handcrafted to emphasise the music rhythm. The results are incomparable to similar games with generated content. Game accessibility – Anyone can understand basic game principles and play the game in just a few seconds.

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via YouTube BEAT SABER is AMAZING! – Lightsabres + Rhythm Game + VR = JOY!

Liked on YouTube: Three Other Approaches to Turn Timers | GMTK Extra

In my last video, I talk about how XCOM 2 encouraged players to speed up, by using turn timers. Here’s three games that take a different approach to the same topic.

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Support Game Maker’s Toolkit on Patreon – https://ift.tt/1GawOeY

Sources

Game Design Deep Dive: Alarm systems in Klei’s Invisible, Inc. | Gamasutra
https://ift.tt/2wRdQKp

Back on the farm again: How Enemy Within redefines XCOM | Eurogamer
https://ift.tt/1d4qwjK

Games shown in this episode (in order of appearance)

XCOM: Enemy Unknown (Firaxis Games, 2012)
XCOM 2 (Firaxis, 2016)
Invisible, Inc. (Klei Entertainment, 2015)
Mario + Rabbids Kingdom Battle (Ubisoft, 2017)
The Legend of Zelda: Majora’s Mask (Nintendo, 2000)
FTL: Faster Than Light (Subset Games, 2012)
XCOM: Enemy Within (Firaxis Games, 2013)
Cuphead (Studio MDHR, 2017)

Music used in this episode

00:00 – See Ya Rap Instrumental (Arcee)
01:11 – Intro (Invisible Inc)
02:45 – Overworld Theme (Mario + Rabbids Kingdom Battle)
04:07 – HQ Act 1 (XCOM: Enemy Unknown)
05:35 – See Ya Rap Instrumental (Arcee)

Arcee on Soundcloud – https://ift.tt/1rx9mOC

via YouTube Three Other Approaches to Turn Timers | GMTK Extra

Liked on YouTube: How Game Designers Protect Players From Themselves | Game Maker’s Toolkit

A designer’s job often involves making sure players are experiencing the game in the most fun or interesting way. In this video, I look at examples of games that have tried to achieve this – sometimes with success, and sometimes with controversy.

Note: Those World of Warcraft numbers are completely made up, for illustrative purposes.

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Support Game Maker’s Toolkit on Patreon – https://ift.tt/1GawOeY

Sources

Sid Meier: The Psychology of Game Design | GDC Vault
https://ift.tt/2y6XReT

Firaxis’ Jake Solomon On What Went Right And Wrong With XCOM 2| Rock Paper Shotgun
https://ift.tt/1LgaHJo

Water Finds a Crack | Designer Notes
https://ift.tt/2y8e1EY

Spelunky by Derek Yu | Boss Fight Books
Spelunky by Derek Yu

Disable Timers | XCOM 2 Steam Workshop
https://ift.tt/2y8Dqyl

Rest | WOWWiki
https://ift.tt/1p4xPAU

Designer Notes 15: Nels Anderson | Idle Thumbs
https://ift.tt/2y8G6fy

Further Reading / Viewing

Bloodborne Is Genius, And Here’s Why | hbomberguy

Nioh – Commanding Attention | Turbo Button

New Doom’s deceptively simple design | Gamasutra
https://ift.tt/2gsI7sQ

How Hyper Light Drifter’s Ammo Recharges Its Combat | Rock Paper Shotgun
https://ift.tt/2akfZpa

Games shown in this episode (in order of appearance)

XCOM: Enemy Unknown (Firaxis Games, 2012)
Final Fantasy XV (Square Enix, 2016)
Dead Rising 2 (Capcom Vancouver, 2010)
Civilization IV (Firaxis Games, 2005)
Nioh (Team Ninja, 2017)
XCOM 2 (Firaxis, 2016)
Spelunky (Derek Yu, 2012)
World of Warcraft (Blizzard Entertainment, 2004)
Sunset Overdrive (Insomniac Games, 2014)
New Super Mario Bros. U (Nintendo, 2012)
Sonic Mania (Sega, 2017)
Vanquish (PlatinumGames, 2010)
DOOM (id Software, 2016)
Call of Duty: Infinite Warfare (Infinity Ward, 2016)
Bloodborne (From Software, 2015)
Burnout Revenge (Criterion Games, 2005)
Hyper Light Drifter (Heart Machine, 2016)
Sonic Generations (Sonic Team, 2011)
Bayonetta 2 (PlatinumGames, 2014)
Devil May Cry 3: Dante’s Awakening (Capcom, 2005)
Tony Hawk’s Pro Skater 3 (Neversoft, 2001)
Splinter Cell: Blacklist (Ubisoft Toronto, 2013)
Wolfenstein: The New Order (MachineGames, 2014)
Project Gotham Racing 4 (Bizarre Creations, 2007)
Bulletstorm (People Can Fly, 2011)
Sleeping Dogs (United Front Games, 2012)
Uncharted 2: Among Thieves (Naughty Dog, 2009)
The Last of Us (Naughty Dog, 2013)
Uncharted: The Lost Legacy (Naughty Dog, 2017)
Uncharted 3: Drake’s Deception (Naughty Dog, 2011)
Batman: Arkham Asylum (Rocksteady Studios, 2009)
Hitman (iO Interactive, 2016)
Metal Gear Solid V: The Phantom Pain (Kojima Productions, 2015)
Mark of the Ninja (Klei Entertainment, 2012)
Hellblade: Senua’s Sacrifice (Ninja Theory, 2017)
The Legend of Zelda: Breath of the Wild (Nintendo, 2017)
Dead Rising (Capcom, 2006)

Music used in this episode

https://ift.tt/1rx9mOC
Arcee on Soundcloud

Additional credits

Hellblade Development Diary 11: First Playable | Ninja Theory

World of Warcraft | YouTube
https://www.youtube.com/user/WorldofWarcraft

via YouTube How Game Designers Protect Players From Themselves | Game Maker’s Toolkit