Good Design, Bad Design Vol. 11 - Tetris, Hyper Light Drifter, and Great Game Animation

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  • เผยแพร่เมื่อ 29 พ.ย. 2020
  • Go to expressvpn.com/designdoc to sign up and get 3 months free.
    The video game graphic design train keeps rolling with the 11th installment of Good Design, Bad Design! Today we talk about how to differentiate foreground and background elements, and then we have a couple segments on the 12 principles of animation and how they relate to game animations.
    Featuring:
    Part Time UFO
    Sonic: Lost World
    Tetris Effect
    Hyper Light Drifter
    A whole lotta games with bad animation
    KaptainKristian's great 12 Principles of Animation video:
    • Disney - The Magic of ...
    Support Design Doc on Patreon: / designdoc
    Design Doc on Twitter: / warbot400
    #hyperlightdrifter #TetrisEffect #parttimeufo
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ความคิดเห็น • 324

  • @jtiza
    @jtiza 3 ปีที่แล้ว +704

    You can turn off "Customized" colors in Tetris Effect, which turns the pieces back to their usual, high-contrast, bright color scheme.

    • @Bane_Amesta
      @Bane_Amesta 3 ปีที่แล้ว +32

      This is wonderful news for me, aside from the cost, it was the only reason of doubt about buying this game

    • @djoshawott2850
      @djoshawott2850 3 ปีที่แล้ว +19

      Likely doesn't help some of the particle effects. You can choose NOT to play with those... sometimes, at least, but still.

    • @jtiza
      @jtiza 3 ปีที่แล้ว +29

      @@djoshawott2850 You can also turn down the level of particle effects and other VFX on the screen. And for the more tryhard modes (like Sprint or Master), they're played on stages with basically no extra particle effects.

    • @FlameRat_YehLon
      @FlameRat_YehLon 3 ปีที่แล้ว +8

      @@djoshawott2850 i think the game is meant to be played in VR where particles won't block the sight in most cases. On flat screen it can be quite a bit annoying at times.

    • @Kinross07
      @Kinross07 3 ปีที่แล้ว +4

      I am glad to hear this, because it's really hard to "get into the zone" like the game wants me to when I'm constantly struggling with identifying pieces. Next time I boot it up I'll switch that off.

  • @lakuronekobaka3951
    @lakuronekobaka3951 3 ปีที่แล้ว +420

    "no appeal and you get this guy"
    i laughted too much at this

    • @5daboz
      @5daboz 3 ปีที่แล้ว +7

      All those people on the street that deserve better animation, right? Some creators are just lazy :P

    • @joaozin003
      @joaozin003 ปีที่แล้ว +3

      "No timing and it's not animation" also made me laugh

  • @JustAnotherPassenger
    @JustAnotherPassenger 3 ปีที่แล้ว +308

    OMG that Sonic contrast example is ridiculous. That would've been one smashed up gamepad if I'd have had to play that.

    • @SuperfieldCrUn
      @SuperfieldCrUn 3 ปีที่แล้ว +22

      I have played it, and it is every bit as much of a mess as it appears in this video. It's insane, because they knew it was a problem, which is why they put that glow around Sonic and Tails, yet they somehow managed to not realize that their fix was woefully insufficient. They didn't even ensure that Sonic is always in front of the animals! Sonic Lost World was the beginning of the end for my personal investment in the series, and that garbage minigame really stood out to me as an example of how Sonic games just end up so bottom tier in so many areas, with design choices constantly coming into conflict with one another.

    • @JustAnotherPassenger
      @JustAnotherPassenger 3 ปีที่แล้ว +12

      It's genuinely making me angry just watching it.
      For me, the post 16-bit era the the Sonic games have been way behind the Mario games in terms of design. Which actually that sounds like a good video topic for Design Doc if he's reading this... Future video - 'Where Sonic games went wrong, and the design direction they should have gone'.
      I understand that Sonic and Mario, whilst both originally left-right-up-down platform games, were really quite different in their intended experiences. Sonic was more about continual movement, whereas Mario was more about exploratory movement. So I can fully see why the developers prioritized those elements to lead the franchises into 3D, and also not least because it was going to be very difficult for a Sonic to compete with Mario in a Mario-style game. But to me, 3D Sonic has never got gameplay design right, and leaning so heavily into continual speed as it's 'gimmick' has just ruined the franchise IMO. In one sense I don't want Sonic to just be a Mario clone, but honestly that's the direction it really should have gone in to be more successful IMO. I think Sonic's world aesthetics are strong enough to evoke the correct experience, and surely there must be room in the now established Mario platform design template to just add a speed twist element in there without throwing all the other platform elements away.

    • @kblade08
      @kblade08 3 ปีที่แล้ว +15

      I got stressed just watching the gameplay so I can only imagine the actual experience.

    • @IkeOkerekeNews
      @IkeOkerekeNews 3 ปีที่แล้ว +1

      @@SuperfieldCrUn
      Did you play Mania yet?

    • @IkeOkerekeNews
      @IkeOkerekeNews 3 ปีที่แล้ว +3

      @@JustAnotherPassenger
      Sonic doesn't have to be a Mario clone in 3D to be successful. Just look at Sonic Utopia. Also, Sonic has never been about continual speed.

  • @QyfieK
    @QyfieK 3 ปีที่แล้ว +517

    The best design was the friends we made along the way.

    • @braquemar
      @braquemar 3 ปีที่แล้ว +9

      This joke is still funny!

    • @TheAxeliono
      @TheAxeliono 3 ปีที่แล้ว +7

      @@braquemar I can’t tell if you’re joking lol

    • @braquemar
      @braquemar 3 ปีที่แล้ว +1

      @@TheAxeliono exactly

    • @carlb1874
      @carlb1874 3 ปีที่แล้ว +6

      Wait you guys are making friend?

  • @SuperDevilSurvivor
    @SuperDevilSurvivor 3 ปีที่แล้ว +717

    Does it hurt to create the "Bad design" transitions?

    • @ultimaxkom8728
      @ultimaxkom8728 3 ปีที่แล้ว +43

      He probably sacrificed a newborn baby everytime he made one as to ease the pain. And that is ofc, to me, quite understandable.

    • @sagesarrazine6270
      @sagesarrazine6270 ปีที่แล้ว +10

      Ironically if they're point is to convey the information of what bad design is, they're actually GREAT design

  • @akirakilluar
    @akirakilluar 3 ปีที่แล้ว +438

    Pose to Pose. Show JoJo. 10/10

    • @ataberkdedemen9802
      @ataberkdedemen9802 3 ปีที่แล้ว +16

      He is a cultured one.

    • @yakitatejapan8
      @yakitatejapan8 3 ปีที่แล้ว +4

      Wow. You beat me first. I was about to do the same thing.

  • @IPODsify
    @IPODsify 3 ปีที่แล้ว +206

    6:40 why the hell is sonic the same size as the flickies?

    • @jasonblalock4429
      @jasonblalock4429 3 ปีที่แล้ว +49

      Watching him play that *hurt* me. I can only conclude that the designers did this on purpose, probably for the purpose of making the stage (much) more difficult. But holy hell, that looks incredibly frustrating to play.

    • @eduardorpg64
      @eduardorpg64 3 ปีที่แล้ว +7

      The devs at Sega must have felt extra lazy making that minigame.

    • @delaneyelekes8660
      @delaneyelekes8660 3 ปีที่แล้ว +16

      **The devs wanted to make sure the player could see the flickies.**

    • @IPODsify
      @IPODsify 3 ปีที่แล้ว +3

      @@eduardorpg64 guess so considering all you need to do to scale a model is like, type numbers

    • @MimoAnimations
      @MimoAnimations 3 ปีที่แล้ว +6

      @Joshua Bull "or did we all forget that sudden stop in sonic 4 ep 1" That was made by Dimps, not ST. Sonic Team made Sonic Generations, which is a pretty good game, and released after sonic 4 ep 1.
      Unfortunately SEGA is bad at managing their development divisions (at least when it comes to Sonic), and thus we got Lost World and Forces, which basically have none of the devs (more specifically level designers) behind Generations.

  • @FeedtheGeeses
    @FeedtheGeeses 3 ปีที่แล้ว +65

    Am I the only one who actually likes the Zelda CD-I animations? I know it looks unintentionally terrifying but that’s part of the appeal for me. It’s like the opposite of the Happy Mask Salesman snapping to different poses with no transition in MM and I’d love to see that type of fluid unsettling animation used purposefully in a creepy setting.

    • @Felix-wq2ec
      @Felix-wq2ec 3 ปีที่แล้ว +6

      I diagnose you with surrealism and intentionally "bad" animation.

    • @minitumen
      @minitumen 3 ปีที่แล้ว +9

      It’s not really pleasing animation or anything nowhere near that, but it is certainly interesting to look at

    • @karenlinares7541
      @karenlinares7541 2 ปีที่แล้ว +16

      Its kinda hypnotic seeing them do their thing

    • @BJGvideos
      @BJGvideos 2 หลายเดือนก่อน

      So, you said this three years ago, so by now I wonder if you've heard of that tribute game Arzette

  • @azuarc
    @azuarc 3 ปีที่แล้ว +190

    I feel cheated. The last bad design was a collage rather than simply mocking one really bad title. (Although I guess CD-I Link fills that role.)

    • @DesignDoc
      @DesignDoc  3 ปีที่แล้ว +86

      We went for much broader topics this time.

    • @toooydoeur
      @toooydoeur 3 ปีที่แล้ว +4

      same

    • @Shrooblord
      @Shrooblord 3 ปีที่แล้ว +19

      I was half-expecting an "ok. now here's the example that does all of those things I just said not to do" to roll out at the end

    • @adrianwoodruff1885
      @adrianwoodruff1885 3 ปีที่แล้ว +2

      @@Shrooblord
      Did you really want to see that.
      Gross

  • @Cuiasodo
    @Cuiasodo 3 ปีที่แล้ว +65

    I really appreciated the Hyper Light Drifter animation breakdown. That was a fantastic outline!

    • @kip5703
      @kip5703 3 ปีที่แล้ว +5

      As one of my favourite games of all time, this video made me happy

  • @thunderwolf1151
    @thunderwolf1151 3 ปีที่แล้ว +4

    not enough people talk about the principles of animation in video games, despite how much video games rely on animation to give it "juice" as some people call it, and for making the game coherent. thank you so much for making such a good, concise rundown of how animation affects video games!

  • @Keenangraz
    @Keenangraz 3 ปีที่แล้ว +117

    I always get nervous when he shows a game I like in the bad design section before switching to the real one

    • @Pixelblut
      @Pixelblut 2 ปีที่แล้ว +2

      What should i say, because i am a Sonic 06 defender xDD

  • @whiz8569
    @whiz8569 3 ปีที่แล้ว +41

    "No appeal and you get this guy."
    I don't know if I agree with that. While I don't like looking at the guy, that's kind of the point. A character being weird and annoying should have an unsettling, but unforgettable appearance to match it. The opposite of appeal isn't disgust, because that's sometimes what the artist is going for. I feel a better example would have been a character design being wholly unmemorable, or maybe one that unintentionally falls into the uncanny valley, like early CG cutscenes sometimes do.

  • @Elfos64
    @Elfos64 3 ปีที่แล้ว +23

    I'd really like to see you do an episode on design choices that were bad on purpose. Not just for comedy/parody, but for like theming or difficulty.

    • @HeyItsOwen308
      @HeyItsOwen308 9 หลายเดือนก่อน +1

      Good design, bad design, on design.

    • @Elfos64
      @Elfos64 9 หลายเดือนก่อน +2

      @@HeyItsOwen308 I'm not so sure it fits on "Good Design, Bad Design", that's for optimal ways to present info to the player, alternate ways to do it, and examples of games that somehow haven't gotten the industry-standard memo yet, or tried thinking too far outside the box to be different not realizing that the box is there for a reason. I don't think it fits for deliberately bad design. It would need to be rated on how well it accomplishes what it was trying to.

    • @revolvingworld2676
      @revolvingworld2676 5 หลายเดือนก่อน +2

      @@Elfos64
      Wasn’t that technically the point he made about Tetris Effect in this video?
      It sounds like the games artistic design interfering with gameplay was on purpose and it was the entire point and made the game more difficult while making it stand out.

  • @dabluepittoo-aqua4213
    @dabluepittoo-aqua4213 3 ปีที่แล้ว +22

    Just realized how much of a mess Sonic Lost World's Bonus Stages are. They could be so much fun too because I love breakout...but not when I can't see the ball.

  • @ThatoGololo
    @ThatoGololo 3 ปีที่แล้ว +52

    Before I watched this series (because I've seen them all at this point) I was so happily ignorant of good and bad design in games. Now if the UI is terrible, I can't help but notice. You've ruined me!

  • @arogustus3984
    @arogustus3984 3 ปีที่แล้ว +48

    It's a lovely day for Design Doc.
    Out of all the sections, you've bever given Character Design a look, right?
    If so, give Team Fortress 2 a look.

    • @Jacksaur_
      @Jacksaur_ 3 ปีที่แล้ว +14

      TF2 is certainly the king for character design. I'm surprised at how even after all these years of new cosmetics, I can still identify a class in under a second.
      Compared to something like Rainbow 6 Siege... Which suddenly gave several characters bulky Hazmat suits that completely changed their silhoutte and made them look almost identical to the two new characters whose entire design was based around the suits...

  • @baconlabs
    @baconlabs 3 ปีที่แล้ว +55

    This will be good to try and learn from, since I'm in the middle of a crash course on animating in the Godot engine, myself!

  • @JJGamezMC
    @JJGamezMC 3 ปีที่แล้ว +8

    This show is really cool! One of my favorite games of all time is A Short Hike and something I really liked in that game was how all the text was lowercase and written as if the characters were texting each other. Plus the big bold pixelated text was adorable. I think a section that focuses on dialogue text and stuff like that could be really interesting!
    Edit: It seems I forgot but he actually already talked about it in Vol. 4 using Pyre as an example.

    • @dahighii
      @dahighii 3 ปีที่แล้ว +3

      I forget precisely which episode it is, but at one point he did an entire episode on typeface.

    • @JJGamezMC
      @JJGamezMC 3 ปีที่แล้ว +2

      @@dahighii Oh haha I completely missed that then! Thanks for telling me.

    • @dahighii
      @dahighii 3 ปีที่แล้ว +3

      @@JJGamezMC It's a great episode! They all are of course lol. There's quite a bit about how we interpret and understand text that you overlook, but he dives into all the details as usual.

    • @DesignDoc
      @DesignDoc  3 ปีที่แล้ว +4

      As dahighii pointed out, Vol. 4 of GDBD has a section on the type treatment in Pyre.

    • @JJGamezMC
      @JJGamezMC 3 ปีที่แล้ว +1

      @@DesignDoc Ok, I will definitely go back and check it out again!

  • @NonisLuck
    @NonisLuck 3 ปีที่แล้ว +5

    "New level of polish" shows Punch Out Wii. That's how you know he KNOWS what he's talking about!

  • @cannonfodder4000
    @cannonfodder4000 3 ปีที่แล้ว +52

    Please play Part Time UFO!

    • @DesignDoc
      @DesignDoc  3 ปีที่แล้ว +28

      I did! It's good!

    • @cannonfodder4000
      @cannonfodder4000 3 ปีที่แล้ว +15

      @@DesignDoc not you lol everyone else, great video tho!

    • @dr.velious5411
      @dr.velious5411 3 ปีที่แล้ว +2

      Ha te re ne ko, yooo ef oooh~

    • @jexusdomel5194
      @jexusdomel5194 3 ปีที่แล้ว +3

      I like the eagerness from both comments xp

    • @ultimaxkom8728
      @ultimaxkom8728 3 ปีที่แล้ว

      @@cannonfodder4000 **Cue Bad Design transition** - You should've said _"Guys, please play Part Time UFO",_ or better: _"Guys, Part Time UFO is a good game, so try it!"_

  • @danielforrest5700
    @danielforrest5700 3 ปีที่แล้ว +51

    Ay man, just wanna say that your vids are super calming for me and super informative! Keep up the great work!

  • @dondashall
    @dondashall 3 ปีที่แล้ว +10

    Great video. New Frame Plus is another channel that talks pretty much exclusively about animation in video games (by an actual animator). I have learned a lot from it and have started paying a lot more attention to animation in games since I found it.

    • @Stephen-Fox
      @Stephen-Fox 3 ปีที่แล้ว

      Video Game Animation Study is similar.
      Helpfully(?) that's also run by someone called Dan.

    • @DesignDoc
      @DesignDoc  3 ปีที่แล้ว +2

      That makes 3 Dans

  • @Weeblerjake
    @Weeblerjake 3 ปีที่แล้ว +6

    This is exactly how I feel about Tetris Effect! It’s 100% my favorite Tetris game, but some stages are just brutal when it comes to distracting particle effects. I just stick to a few select stages or modes when I’m looking to play at high speeds.

  • @ch0arrim
    @ch0arrim 3 ปีที่แล้ว +13

    It's always a pleasure to find another episode of this! You create such a professional work and its always so darn interesting to watch!

  • @midcig
    @midcig 3 ปีที่แล้ว

    ive been watching ur vids for a while and gotta say this was prob one of the best vid in the series. im not rlly planning to make a game in the future but i love admiring games for their style and graphic design and thats why i got hooked on this channel. this vid was rlly informative and i learned a lot more abt stuff. part of why i love ur channel is cuz u help explain why i love certain games graphic design mechanics. keep up the great work !!!

  • @PhyloreSoap
    @PhyloreSoap 3 ปีที่แล้ว +1

    Dude, keep these videos coming, I really enjoy every single one of them, and I hope they´re as enjoyable to make as they are to watch. Great work, keep it up

  • @eduardorpg64
    @eduardorpg64 3 ปีที่แล้ว +6

    This episode was so good that I thought it was too short (even though, it's a 19 minute video!)
    The techniques that you described in the beginning with Part Time UFO to prevent Pixel Hunts remind me of Deus Ex: Human Revolution. In that game, you knew with which objects you were able to interact with since, once you got close to them, a yellow outline would appear around them. Sure, it's not super subtle. However, I prefer that over Pixel Hunts. I hate being unable to tell the difference between interactive objects in a game and the background. Keep up the good work!

  • @ozmaozmaozmaozma
    @ozmaozmaozmaozma 3 ปีที่แล้ว +3

    One of my favorite channels! I look forward to every upload!

  • @jacksonmade395
    @jacksonmade395 3 ปีที่แล้ว

    This is right up my alley! These videos on game design are super helpful, keep it up!

  • @Hummeldon
    @Hummeldon 3 ปีที่แล้ว +2

    The bad examples of the 12 principles was such a cool segment! I've seen the principles talked to death but this was a fresh take on how leaving something out can have dramatic effect and will help me articulate why something looks off when I see it in the future.

  • @honeyham6788
    @honeyham6788 3 ปีที่แล้ว +2

    could you do an entire video just on good and bag camera placements for various games? I've played so many games where the camera is just actively fighting against me as I play.

  • @DeformedLunchbox
    @DeformedLunchbox 3 ปีที่แล้ว

    Another great video. I love your Good Design, Bad Design segment.

  • @via3600
    @via3600 3 ปีที่แล้ว +13

    Maybe you could talk about ace attorney? The whole game is basically just menus so they’re kIndA important-

  • @nobodies77
    @nobodies77 3 ปีที่แล้ว

    always excited to see a new design video!! i’ve gotta recommend oxenfree for a bad design- despite being one of my all time favorite games, the dialogue system is utterly nightmarish and i’ve known people who gave up entirely when they couldn’t get over the dialogue system’s flaws. love the game to bits, but good grief, the fact you have to “get used to” a dialogue system in a dialogue-based game kills me every time. it’s like if mirror’s edge used PS2-era tank controls.

  • @L3gislacerator
    @L3gislacerator 3 ปีที่แล้ว

    I loved the part on animation. Great examples throughout it!

  • @clockworkclementine4136
    @clockworkclementine4136 3 ปีที่แล้ว +7

    I never though I'd see Hatoful Boyfriend in one of your video, even for like, a second. That's coo !

  • @MrSTVR
    @MrSTVR 3 ปีที่แล้ว +5

    I had to play Tetris Effect fully zoomed in, with brightness maxed out. Likely lost some of the magic, but I was in it more for the audio and gameplay than the visual effects.

  • @americanduckling
    @americanduckling 3 ปีที่แล้ว +9

    "But even good games can have bad visual design"
    Me, a fan of Sonic Lost World: 🥲
    Good vid tho

  • @amnesiacguy
    @amnesiacguy 3 ปีที่แล้ว +4

    Suggestion: LA Noire menus, for sure. They fit perfectly with the noir feel.

    • @grammarmaid
      @grammarmaid 3 ปีที่แล้ว +1

      Cole Phelps' notebook & pencil make for an intensely satisfying UI/UX. Seriously, it feels so good simply to flip through pages, highlight and select with the motion of a pencil and see things crossed off as they become cleared or irrelevant.

  • @matteste
    @matteste 3 ปีที่แล้ว +1

    One game I think you should cover would be The Caligula Effect and it's rerelease Overdose as both good and bad, serving as a demonstration how a game can so dramatically improve it's UI design between releases.

  • @elan_rubin
    @elan_rubin 3 ปีที่แล้ว

    Amazing video! I'd love to see you cover the UI design of Monster Prom in one of your next videos!

  • @zelenpixel
    @zelenpixel 3 ปีที่แล้ว +2

    i was so hoping the last part would highlight a game that just has the most principles broken as possible

  • @teacul
    @teacul 3 ปีที่แล้ว

    Incredible video and excellent examples

  • @SakuraSamael
    @SakuraSamael 3 ปีที่แล้ว

    Oh man, thank you. I thought I was going crazy with my opinion on Tetris Effect. I'm glad to see that someone else sees it. I know I can turn off the effects and all, but that kind of defeats the purpose of playing that game. I really wanted to love Tetris Effect, and I think that they had a great idea with what they did, but I hope they'll do another one like it somewhere down the line where they refine the concept more.

  • @DGMachine013
    @DGMachine013 2 ปีที่แล้ว +1

    aw i wish you talked about when "animations die on-screen," its when the animation feels like it "freezes" and theres no more life on-screen. that can explain all the extra animation thats in idle poses/breathing when the character is just standing still, otherwise, it'd look like just a jpeg if nothing moved in the game. and this rule can be broken too, if lets say the character was made of stone or was just very stern, to further communicate the personality of the character. theres also games that do wild unconventional poses because it's the character's personality, i love when they make it work well!

  • @Duillieth
    @Duillieth 3 ปีที่แล้ว

    Very nice. I'll definitely be looking through the catalog and viewing your older stuff. However for future videos, would you mind including names with footage of games you don't explicitly namecheck? It would be really appreciated, especially for more indie games that are just featured in an opening reel or the like.

  • @DreambrushStudios
    @DreambrushStudios 3 ปีที่แล้ว

    This section right here at 12:40 is really well thought-out and explained.

  • @GHorta-dp2km
    @GHorta-dp2km 3 ปีที่แล้ว +2

    You know, with the wiimote and stethoscope icon, you could probably mirror it and use it for the letters "UI" to spell out "UI design docs". Like, the wiimote as the letter i and the stethoscope as U.

  • @ColeProductions140
    @ColeProductions140 3 ปีที่แล้ว

    Not sure if you’ve covered it, but there’s a game called “Pode” by Henchman & Goon that is a co-op puzzle platformer that I haven’t really seen many people talking about and I’d love to see the game get some more love! You’re definitely putting out great content, thanks for keeping it going

  • @Inlelendri
    @Inlelendri 3 ปีที่แล้ว +1

    I adore that Jak & Daxter is still one of the go-to examples of video game squash-n-stretch 19 years later. Also, the collage was brilliant in illustrating the principles well but succinctly.

  • @katkit6817
    @katkit6817 10 หลายเดือนก่อน

    18:20 woodle reference!!!!
    It’s unironically one of my favorite games. It’s cool to see it in one of these videos. Chubby pixel, the developer, have a new game in the works that looks super promising

  • @Vulcanfaux
    @Vulcanfaux 3 ปีที่แล้ว

    Imma say it again, I think we need an episode on the ds&3ds to talk how those games use the bottom and top screens together for the ui. I will always recommend etrian odyssey as one of those games to look at.
    I'm happy to see hyper light drifter here. I waited til the switch version to play it, and it was worth it for me.

  • @TrvisXXIII
    @TrvisXXIII 3 ปีที่แล้ว +1

    Age of calamity and Sakuna: of Rice and Ruin has to be spotlighted in a future vid

  • @AnotherCamilo
    @AnotherCamilo 3 ปีที่แล้ว +1

    7:50 AHH!!! I actually though you were going to talk about Smash Ultimate, it's the first thing that came into my mind when talking about bad contrast! Everytime i play there's at least one time i say "Where am i?"

  • @caedanclarke490
    @caedanclarke490 3 ปีที่แล้ว

    7:11 "Then you hit a balloon... ... Where's Sonic?!"
    CALLED IT!

  • @msuzuki5971
    @msuzuki5971 3 ปีที่แล้ว

    Love these videos. You talk about so many things that bothered me in games for years but that I was never able to put into words! I have a whole new appreciation for game design.
    And when you were talking about how there's less of a need for anticipation when it comes to playable characters, it reminded me of Oddworld New N Tasty. I had lots of issues with that game, and one of them was the animation. It was so fast and snappy, but not in a good way. No slow in/out. The original game had weight to every move, and that was enough to make it feel realistic. The remake, on the other hand, felt extremely clunky, like a bad cartoon.

  • @sharonwong5688
    @sharonwong5688 3 ปีที่แล้ว

    Ooh speaking of sacrificing easier visibility for overall design setting and mood, how about exploring games that are 'badly' designed on purpose just for that experience? The recent shooter Post-Void made me think about it and that game is literally an assault on the eyes and requires such high levels of concentration as an added difficulty for it's overall mood and design. Very cool! It'll be interesting to see what makes them work as intended or not.

  • @PowerPandaMods
    @PowerPandaMods 3 ปีที่แล้ว +1

    Wow, you aren't kidding about Sonic Lost World. I was paying specific attention, and I couldn't track it.

  • @RealRaven6229
    @RealRaven6229 3 ปีที่แล้ว

    I never knew tetris pieces were color coded. Still love tetris effect. It's really cool that they tried to make a completely different effect (haha) with Tetris.

  • @stinky59
    @stinky59 ปีที่แล้ว

    good video! but hearing those damned principles of animation again made me have flashbacks to freshman year of art college. this is a really nice introduction to animation techniques though, and i like how you were able to demonstrate all the principles with examples from games and how you showed the ways that animation can affect gameplay :)

  • @SwatHound
    @SwatHound 3 ปีที่แล้ว +1

    The song at the end is
    Deep Dream by Hydelic

  • @RubenGoMoRadioboyPlus
    @RubenGoMoRadioboyPlus 2 ปีที่แล้ว +2

    The game at 18:02 looks like the best game on your video and you even name it. Disgrace!!!

  • @victordurand2360
    @victordurand2360 3 ปีที่แล้ว

    Just heard the trauma team ost, you have great tastes man !

  • @ln5321
    @ln5321 3 ปีที่แล้ว +1

    Man, when you said "good games can have contrast problems too" and showed Smash Ultimate on screen, I thought someone was FINALLY going to discuss how bad Ultimate can be with some stages. The new lighting makes stages beautiful to look at, but not always ideal to play on. You can see if you look at older Smash games (which never had this problem) that their backgrounds tend to be a bit washed out to make the foreground pop. Ultimate forgoes this in an effort to make the stages look really nice. They DO look really nice...and they also make it difficult to track characters against the background sometimes too.

  • @Piper_____
    @Piper_____ 3 ปีที่แล้ว

    I think that Persona Q2 could be very interesting to look at in terms of graphic design. It shares a lot of conceptual elements with persona 5, but very few gameplay and graphic design elements. And... it’s got pretty bad menus, IMO. It’s barely intuitive, there are a bunch of times I wish I could come at things from another angle (for instance, you can only equip personas by picking first a persona and then a character. I REALLY wish I could do it the other way around!). To switch what side quest is available, you have to select “ticket” from the hub menu, and then you have to select that you want to remove your current ticket, cue dialogue, then you have to click that you want a new ticket, navigate through the list of tickets one by one until you see one you want, select that one, wait through a huge amount of dialogue even if you’ve already selected the ticket before, then backtrack back to the main menu (bc there’s no main menu button), then select the “Theater” option from the main menu, and then inside the theater option, you select the ticket that you chose in the ticket menu to actually start the thing. Because of course when you have options called “ticket” and “theater” on the main menu, the “ticket” is where you manage the tickets, but you must actually enter the ticket through the “theater” option. Good grief.
    Stuff like that. Also, the communication on what units will move when in battle is atrocious, and even after playing the game for a while I still can never predict beyond “this character usually goes pretty early” what’s gonna happen. And the game completely ignores the 3DS’ touchscreen when it could make navigating the menus so much easier.
    It’s a fun game, but even I as a novice here can recognize that its graphic design has some issues. I think it’s particularly interesting because it stands on the shoulders (and in the shadow) of persona 5, which has AWESOME graphic design.

  • @orsettomorbido
    @orsettomorbido 3 ปีที่แล้ว

    Those Bad Design screens. The effort is appreciated, by not needed, you can stop torturing yourself by making them that way XD

  • @MTCTpl
    @MTCTpl 2 ปีที่แล้ว

    I like how you use Jak and Daxter as a definition of squash and stretch

  • @muizzsiddique
    @muizzsiddique 3 ปีที่แล้ว +2

    Has Sonic Mania been mentioned for visual noise? Most of the earlier levels are fine, but the later levels have either the same colour everywhere or every colour everywhere. The latter being used to colour very tiny segments of terrain and level across the screen and you can no longer focus on anything. Add that with Sonic's speed and you don't even know what's a wall, what's a floor, what's this world's gimmick, etc.

  • @patrickklein9328
    @patrickklein9328 3 ปีที่แล้ว

    18:41 He's my biggest fan, I love that guy. He is actually very appealing with his super saiyan haircut.

  • @Epomanclassics
    @Epomanclassics 3 ปีที่แล้ว

    Great video!

  • @fujin27
    @fujin27 2 ปีที่แล้ว

    Hahaha that sonic bonus stage is an old Atari game! It was my favorite growing up lol

  • @switchhanded
    @switchhanded 3 ปีที่แล้ว +3

    9:13 Did I... Did I just hear a Friday Nights Lights reference? Awesome!

  • @Stephen-Fox
    @Stephen-Fox 3 ปีที่แล้ว +1

    Quick fix for Sonic - Lean into the cartoony aesthetic to justify making Sonic and Tails neon blue/orange balls while moving with a trail while making the background a bit darker and the balloons just saturated, reduce the size of the flickies significantly, maybe even having them in silhouette so as not to distract, never change the protagonist's poses from balls to... startled?... while in the air.
    A couple of suggestions:
    Good design - Tetris Worlds. Apparently the first Tetris game that used a trail for the hard drop instead of just teleporting the piece to the bottom (unsure if hard drop was a thing prior) which is still used in Tetris to this day, including in Effect and 99. (I'm mainly highlighting Worlds for it because it was apparently the first version of Tetris to solve the problem that hard drop is a tricky mechanic for the player to follow the cause and effect of their actions with, but it's that trail that I'm wanting to highlighting as Good Design)
    Bad design - The way bonus missions and quests are handled in Age of Calamity, as a series of icons on an increasingly crowded map, feels pretty cluttered and with it tricky to track even by the end of Chapter 2. I'm not quite sure how you could fix it, even.

  • @xtiandg0914
    @xtiandg0914 3 ปีที่แล้ว +1

    I wonder you'd be willing to check Battle Huds because trying to convey a lot of conversation while not making it too cramp is not easy, especially if the combat is complex. The easiest ways are some bars, words and numbers with different colors to communicate, which is not bad, but what about those that go even beyond? I feel like Ar Tonelico 2's battle hud is one of the best since not only is clean and easy to understand once you actually get to know the mechanics, but they also manage to theme it base on the series focus in music, sci-fi fantasy hybrid setting, while maintaining a sense of power since the main mechanic is building up a powerful spell to decimate the enemy.

  • @TheCrescentKnight
    @TheCrescentKnight 3 ปีที่แล้ว +1

    Here's a suggestion for a "Good Design": Astral Chain. It's a Platinum Game so of course it is stylish as hell, but it also a lot of elements from NieR: Automata's graphic design (afterall the Director of Astral Chain was the game design lead of Automata). One being the IRIS, the game's version of "Detective Mode" which is built into the story as a Augmented Reality overlay that is turned on with the "+" button which not only highlights key intractable, but also have effects like a 3D grid system in the environment. Also borrowing from NieR is the customizable UI that, while not as diegetic as NieR's was, allowed for certain UI elements to be removed to make the game, which was a decision made to make playing the game in Handheld mode more user friendly.
    And of course the game is sick as hell.

    • @Serlock4869
      @Serlock4869 3 ปีที่แล้ว

      And the character design is cool, coming from one of the best mangaka Masakazu Katsura, which batman design is cool as well!

  • @blockofwood3925
    @blockofwood3925 3 ปีที่แล้ว

    "Them there" good dialog 😲😄

  • @coltonk.3086
    @coltonk.3086 3 ปีที่แล้ว +1

    Love ur vids bruh!

  • @JoSephGD
    @JoSephGD 3 ปีที่แล้ว +1

    The specific colors used for Tetrominos has been the same for over 15 years, since Tetris Worlds on 6th gen systems.

  • @jasonreed7522
    @jasonreed7522 3 ปีที่แล้ว +1

    A good lazy way to do the slow in slow out is just use the sin() function, while most acceleration follows ax^2+bx+c (parabolic motion) parabolas and sinusoids look close enough especially when hiding in an objects states and not on a graph.
    This would have worked for the sonic finger wave he showed with constant left/right movement speeds as nobody is actually paying attention and it would be less jarring.
    Also sometimes leaving out principles intentionally can create interesting effects, like making the villain feel even more off if you do it right.

  • @akirachisaka9997
    @akirachisaka9997 3 ปีที่แล้ว +1

    For Tetris Effect there is a setting to change all tetriminos to standard color.

  • @TazTheYellow
    @TazTheYellow 3 ปีที่แล้ว

    TBH, I was kind of expecting Hyper Light Drifter to wind up in Bad Design for its totalitarian camera and poor contrast in certain areas, but yeah, its pixel animation is pretty spot-on, that's for sure.

  • @Cam10_84
    @Cam10_84 3 ปีที่แล้ว

    With that mention of Dissidia, how about a Design Doc on Arcade games?

  • @eduardorpg64
    @eduardorpg64 3 ปีที่แล้ว +1

    Seriously, what was Sega thinking with that Sonic Lost World minigame? It doesn't help that the balloons are blue, just like Sonic. Once you popped a balloon, I couldn't tell where Sonic nor Tails were.

    • @adrianshepherd-gawinski3858
      @adrianshepherd-gawinski3858 3 ปีที่แล้ว

      i'm dying to hear from the developers on that one. like...surely they must have seen what it looked like?? did they somehow justify it for themselves? and how?

  • @eoghaner2k10
    @eoghaner2k10 3 ปีที่แล้ว

    I love that you use sonic 06 music

  • @THEZEROANGEL
    @THEZEROANGEL 3 ปีที่แล้ว

    I still think a good design vs bad design is in order for the four mainline rock band games menus would be good for showing improvement, there's not a lot to work with there but I think you can pull it off.

  • @curtiscordova7011
    @curtiscordova7011 3 ปีที่แล้ว +1

    Did you use Trauma Team's music at the start of the video during your sponsored part?

    • @DesignDoc
      @DesignDoc  3 ปีที่แล้ว +1

      Yep. “Dying Messages”

  • @kblade08
    @kblade08 3 ปีที่แล้ว

    I feel like the game Hades would be a solid choice for either segment. The game is gorgeous and hella fun to play, but there are times when I got lost in all the action onscreen resulting in death. Its one of those roguelike games, and the boons you get on each run are really awesome and varied, however the way you keep track of them gets messy after more than a few are collected. Amazing game overall tho, one that I've been addicted to for over a week now.

  • @linealcunzai9800
    @linealcunzai9800 3 ปีที่แล้ว +2

    I like your video so much😊

  • @kevingriffith6011
    @kevingriffith6011 3 ปีที่แล้ว +1

    Going to go ahead and correct you on Appeal. Overall it's a vague principle, and your explanation is... close, but it misses the mark a bit. Appeal is essentially ensuring that your character sells their personality or purpose in the story visually. It helps establish what the animator has in mind for the character before they have said or done anything. It's why Goombas have angry eyebrows, to make them look meaner. The enemy designs in Doom and Halo have *excellent* appeal because they quickly sell you on what kind of creature you're going to be fighting. Imps are small and wiry, so they're probably going to move around a lot. Grunts have teddy bear proportions, so it's no surprise when they're not very threatening fighters.
    So in this case, I think the adoring fan actually has pretty good appeal, because he's supposed to be this ridiculous, irritating gremlin that may or may not get an arrow in the face over the course of him fawning over you.

  • @GustavoFernandesKing
    @GustavoFernandesKing 3 ปีที่แล้ว

    you should do a video like Good Design in bad games and Bad Design in good games.

  • @skydyleyw0037
    @skydyleyw0037 3 ปีที่แล้ว

    Hey Design Doc, question for you. So im an aspiring Graphic Designer and will be getting my BA soon and will soon be starting to learn UI/UX design. My question is will it be easy to get into UI/UX design for gaming industries given my current background? Keep in mind I’ve only done Graphic Design for print and digital assets

  • @vagabundorkchaosmagick-use2898
    @vagabundorkchaosmagick-use2898 3 ปีที่แล้ว

    I watched this episode couple of days ago, then went back and watched all other ten, then I came back to mention which games I'd like you to talk about in future episodes: Metro Exodus, Doom, Silent Hill 2, Stardew Valley, Mad Max.

  • @nickolias7292
    @nickolias7292 3 ปีที่แล้ว

    i love that thumbnail

  • @NimhLabs
    @NimhLabs 3 ปีที่แล้ว

    **Sees the bit on Tetris Effect**
    **Laughs in Lockjaw: The Overdose (abbr TOD)**

  • @seighart90
    @seighart90 2 ปีที่แล้ว

    no that guy from oblivion is a master piece!

  • @iantaakalla8180
    @iantaakalla8180 3 ปีที่แล้ว

    I think it was expected that a recent Sonic game would have bad design.

  • @FingolfinEladar
    @FingolfinEladar 3 ปีที่แล้ว

    About “anticipation” I think La-Mulana enemies have this problem, in particular I remember one of the bosses (the running lizard, the 3rd-4th boss) attacking you with a dash with no anticipation. You need to get close to attack it, but it can do this move anywhen so that you have no chance of avoid it. Do you know this game? If yes, what do you think about this? I find it very frustrating...

  • @FlameRat_YehLon
    @FlameRat_YehLon 3 ปีที่แล้ว

    Tetris Effect actually makes more sense in VR than on flat screen. Maybe they were focusing too much on VR immersion and thus putting tons of FX on the foreground, which would be fine in stereoscopic because in most cases you would have at least one eye still able to see the play field (it's like parallex but literally), but in monoscopic there's no such luck. They probably should have tuned the FX intensity differently for different device but they didn't.

  • @alexline4131
    @alexline4131 3 ปีที่แล้ว

    Good Morning!