Education Through Youtube (Part 2)
Making Up For Lost Time
Most of the people who know me are very much aware that I am passionate about video games, and many of these people also know that I dropped out of a nursing course at University over a decade ago. My year-and-a-bit foray into nursing is the only taste of higher learning that I've had, having finished high school and not really being inspired to do anything afterwards. I knew that I liked to take care of people, and I am from a family of brilliant nurses (and a trained midwife) so it seemed like a sensible thing to do. The thought of actually working in the games industry felt unattainable, like being a rock star or an a-list actor.
Looking back, I wish I could have drilled it into my teenage self that the cliché of "you can do anything you want, if you try hard enough" has its foundations in reality. Instead, I found myself spending my teens and early twenties doing bar work and retail; both of which have resulted in some great life lessons and friends that I am so proud to have. These jobs never gave me much opportunity to learn, though, and that was why I reached out to "Train2Game"; an open-learning course that turned out to be a bit of a joke. Despite the course's dubious credentials, it allowed me to put together the portfolio you see on this site, as well as giving me the confidence to apply for work in my chosen industry. I was willing to be vice-sub-assistant deputy teaboy, but luckily I was rewarded for my tenacity with a QA role and this crazy ride began.
Every moment in my professional life since then has been a somewhat scattered ascent up the steep rock-face of "learning on the job". I love my current job, and if there's anyone who's thinking "I can't do <X> for a living", I want to let you know that if you care enough, you'll make it happen. My lack of formal education means relatively little in my current role, as does my growing up without a PC in the house for most of my childhood, as I've learned the role of QA tester over the past 4 and a half years. Despite this, I am constantly tripping myself up with imposter syndrome and the belief that my lack of technical or academic knowledge is going to define my whole career. It's a stupid insecurity, given that the games industry is already full of inspiring characters who have defeated much greater odds to achieve their goals.
Anyway, the upshot of all of this is that I have been lucky enough to pick up some good habits from colleagues and fellow game developers who have shown me that especially in the tech world, nobody is ever finished learning. Books and seminars can be useful, but people go to great lengths to make learning the trade of game development more entertaining. This brings us to the whole point of this blog post (apologies for the introspective opening), the amazing channels that are out there that I feel have helped me to become a better game developer. I want to start with one that I've been following for quite a long time now, and has been a gateway to much wider sources of analysis.
As before, all titles will double as links to the appropriate Patreon pages.
Mark Brown & The Game Maker's Toolkit
Mark Brown is the first youtube channel I ever supported on Patreon, and this was largely because his Game Maker's Toolkit series was the first instance I had seen of critical analysis on specific gameplay mechanics and themes. Before this, I could see when a game had a problem with its mechanics or level design, but I couldn't ever convey it succinctly. I am not a trained level or mechanics designer, but GMT provided a lens through which to see the core tenets of modern game development and almost overnight, I became better at identifying a game's shortcomings and conveying them to other people. Some might think that this would be useful for a QA tester, and technically it is, but this insight is more useful when giving feedback, as opposed to writing bugs. Fortunately, I'm lucky enough to work somewhere that QA feedback is not only acknowledged, but actively encouraged, so I feel like this channel has equipped me well.
Mark puts a great deal of work into his roughly 10-15 minute pieces, and not only is his voice a calming and well paced guide through the subjects he's discussing, but he also rewards his Patreon backers with a generous amount of "behind the scenes" content, video critiques of the games he's played that month and most valuable of all (to me): his reading list.
The GMT reading list is Mark's favourite articles, videos and essays about all sorts of subjects that can conceivably apply to gaming. Every month, he posts some solid gold that has led me to follow some of the video makers I'll mention later. Many of the articles he cherry picks are related to specific game mechanics, some are indie blogs that describe the process of making a game with a small team, there's a small selection of choice interviews with game developers great and small and some are really gratifying deep-dives into classic games from my childhood and teens.
Whatever your chosen genre or area of expertise, I can almost guarantee you that Mark has made a video to suit your interests. I've never regretted kicking him a few quid for the work he does, and he always seems grateful. His work only continues to improve, and I look forward to the next series he makes.
Recommended Videos:
- The Last Guardian & The Language Of Games.
- Boss Keys - A Link to the Past's Dungeon Design.
- How Games Do Health.
Extra Credits
The Extra Credits guys have been making educational videos for years now. They started as a channel solely dedicated to helping people understand how games are made and why developers often make choices that seem wrong or ill thought out. At this point, I doubt there's a part of game development that they haven't touched on. They've covered all genres, some more in depth than others, and while some of the lessons they convey may seem obvious, it's a great place to look for a video about getting started on your own game, why some games have stories that work while others fail, and even career advice for someone who wants to break into the industry.
They've also branched out into teaching history, which was a treat for me. For those looking for the "game design" nuance in there, I'm afraid to say that it's 100% historical storytelling. That being said, a good designer reads fiction & non-fiction, takes trips and brings life experience to their project, so give some cutely drawn history a shot. Episodes are short and concise, with a distinctive and mostly consistent art style.
Recommended Videos:
- Design Club - Baldur's Gate: Durlag's Tower.
- Design Club - The Blue Shell.
- Overwatch & Asymmetric Character Design.
Tommy Thompson's AI & Games
My countryman Tommy Thompson is a senior lecturer in computer science and researcher in AI. He also develops his own games. His knowledge of the driving forces behind AI makes for a very interesting insight into what makes game non-playable characters (NPCs) compelling to interact with. From the undeniably brilliant (albeit slightly inconsistent) Xenomorph AI in Alien Isolation, to the much lauded "game director" functionality of Left 4 Dead, AI & Games is a thought-provoking and never too technical insight into what makes our games more challenging and creative.
His breakdowns of classic games known for their AI is the reason I keep coming back to watch his work. He is a prime example of an educator who can take a feature and boil it down to what makes it work and why sometimes it doesn't. Computers aren't as smart as humans...yet.
Recommended Videos:
- The Perfect Organism - The AI of Alien: Isolation.
- Resurrection & Reverence: The Return of DOOM.
- In The Director's Chair: The AI of Left 4 Dead.
Hamish Black's Writing On Games
Another fellow Scot (as if the name didn't give it away); Hamish Black has been recording a podcast about games for quite a while now, and has been making videos about writing in video games for a couple of years. Sometimes these take the form of critiques of specific games, while other times, they can focus on an aspect of interactive storytelling that Hamish finds especially valuable or troubling.
As someone who enjoys writing blogs, fiction and interactive fiction, it's no surprise that the topics found on this channel often resonate strongly with me. I've always found Hamish's videos to be quite even-handed, and while I don't always agree with the points he's making, I feel like he always backs up his opinion, so I can at least see where he's coming from. With the game industry's long running "What's More Important: Story vs Mechanics" debate as strongly contested as ever, it's good to know that there's someone who cares enough about interactive narrative to keep putting out consistently solid content, which only seems to be getting better.
Recommended Videos:
- Wolfenstein: The New Order Is About More Than Defeating the Nazis.
- How the Meaning of Vanquish (and Spec Ops: The Line) Changed.
- The Witcher 3 and the Management of Narrative Scale.
Danny O'Dwyer's noclip Documentaries
My first time hearing Danny O' Dwyer was during my phase of listening to the GiantBombCast's ridiculous 3-hour long podcasts. I have since stopped listening to them as who has that sort of time to listen to a podcast every week? I digress. Danny is an extremely competent, well connected player (ho-ho!) in the games industry. His career has allowed him to make friends and interact with people that some might describe as the "rock stars" of modern game development. His channel "noclip" was set up in 2016, and the name refers to a type of video game cheat that allows players to walk through walls. This alludes to his ability to get inside the walls of big game studios to interview the people who make our favourite games.
His first documentary was a behind-the-scenes of my favourite game of 2016, the great DOOM! He has since gone on to interview Marcin Iwinski of CD Projekt: one of the people behind my favourite game of 2015, The Witcher 3. He has a candid interview process that seems to get the best out of the people he's speaking with. I am really hoping that noclip's success allows Danny to bring the insides of great studios into the light.
Recommended Videos:
- DOOM Resurrected [Part 1] - To Hell & Back (DOOM Documentary).
- The Story of Rocket League (Part 1) - How To Build a Rocket.
- FINAL FANTASY XIV Documentary Part #1 - "One Point O"
Double Fine Adventure
Ok, I admit it. I love Tim Schafer to the extent that I have played through and loved most of his games, despite not actually enjoying the format of the typical adventure game. His inimitable writing style and sense of humour have pushed me through Grim Fandango, Monkey Island 1 & 2, as well as causing me to have Broken Age in my Steam list (I'm yet to get around to playing it.)
I don't really do Kickstarters, but Double Fine's campaign to fund Broken Age was brilliantly marketed, to the extent that they went dramatically over budget. $3million over budget, actually. I may love Tim Schafer but I have no illusions about his slight...inexperience with managing a budget. The "Double Fine Adventure" showcased the process of pitching the idea of Broken Age to the general public, all the way through to release via highs, lows and E3 press conferences. Highlights include when the campaign was so successful that they broke Kickstarter as they broke $1m, sitting down with Peter Chan to look through his old art work and composing with Peter McConnell. With cameos from voice actors like Jack Black and Elijah wood, and interviews with Ron Gilbert and Tim Schafer, this is a must-watch for fans of Double Fine.
For anyone who's curious about what it's like to develop a game, there's few examples better than 2 Player Productions' coverage of Broken Age's development.
You can find the first video here.
GDC Talks
I couldn't talk about using Youtube to learn game design without referencing possibly the greatest resource out there. The huge range of talks and presentations made at the Games Developers Conference (GDC).
This catalogue of post-mortems, feature breakdowns, new development proposals and groundbreaking new ideas are an invaluable insight into how the best people in the industry are pushing us forward. From game design to AI programming, composing scores to compositing images; this is the place to find what you're looking for.
I have put this last, as most casual fans of videogames are less likely to be interested in an hour-long talk about a single feature in their favourite game, but some might. I know that as someone who wants to learn all he can about game development, this is a resource that I dip into regularly. I encourage anyone who's interested to have a look around the youtube vaults. There'll be something there for you.
Recommended Videos:
- Building Game Mechanics to Elevate Narrative in Oxenfree.
- Building Beauclair in The Witcher 3: Wild Hunt - Blood and Wine.
- DOOM: Behind the Music.
And that's it from me this time! If you made it to the bottom of the page, thank you for reading! I find that doing these blogs is a really good exercise for me, as I learn more about why I enjoy these channels. It also serves to highlight the benefits of thinking back on what you learned from watching a youtube video in your lunch break.
This is just a select few of my favourite resources. I hope that maybe in the future, I'll be able to add more. For now, these are the highlights.
Next time I blog, I will have probably celebrated 6 months in Sweden. So far, things are going great and I hope this continues for a long time. Avalanche has been a wonderful experience so far, and Stockholm is treating me well. I'll probably talk a bit about what I've been playing (including some rugby) and maybe throw in some movie or TV chat as well. Thanks again for reading!