I have invested a significant amount of time into the standalone analysis of many games across multiple genres and from multiple viewpoints, looking at every aspect from story, to systems design, world-building, pacing, and more, eventually consolidating my thoughts into a video essay format. Below, you can find a small sample of abridged versions of larger videos I have created, with this collection being curated to show a wide range of genres and focus on various game design aspects.
World maps, sometimes referred to as overworlds (though some would argue there's a distinction between the two), are a mechanic present in some games that are usually utilized to allow the player to move from level to level within the overarching game world. The design philosophy behind this corner of game development is something that I feel is severely neglected, so I decided to talk about the design choices that make a world map great, as well as the many points of failure that developers to which developers fall victim within this paradigm.
This is a segment of a larger video analyzing the most important aspects of the first hour of a game. Obviously, tutorials are a very crucial part of the player experience, and can even cause some to quit the game entirely if not executed correctly. I intend to create an extremely in depth of analysis of tutorials as a whole later down the line, but I believe this servers as a sufficient overview for now.
Part of an a complete analysis on the full game that totaled to nearly 1.5 hours long, this section focuses entirely on the battle system, discussing its victories, shortcomings, and annoyances. In addition, I also outline and visually mock up an evolved battle system for a potential sequel in the same style of this game involving elevation based battles with unique effects on enemies and the player based on terrain, height, the environment, and more. The effect of items and abilities the player uses during battle could also be directly affected by the new environmental terrain-based battle system.