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Adam Millard - The Architect of Games

Adam Millard - The Architect of Games

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Adam Millard - The Architect of Games posts

What Makes a Great Deckbuilder?

Sorry for the late upload time on this one, there's some fairly GPU-intensive segments in this video and the encode failed a few times!

Deckbuilders are the future - from humble beginnings as...

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How Satisfactory Makes Work Fun - Early Access

Here's the itch.io bundle - get it whilst it's hot! https://itch.io/b/520/bundle-for-racial-justice-...

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the big two double O.

What's up Patrons?

I was going to do a special 200 subs thing but between the political climate right now and the fact that 200 isn't a particularly important milestone - I'm going to give i...

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Architect Address May 2020

Hey! What’s up? It’s time for another fascinating instalment of The Architect Address, wowee! 

Let’s talk about some videos that came out recently, huh? Well the first one would be...

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Building Better Villains: How to Fix Borderlands 3's Villains

Sorry for the weird upload time, friends! Had to re-encode this bad boy and upload from scratch so it's currently 4AM. Enjoy the vid though!

Listen to North Star Rising!: 2020-05-22 02:45:38 +0000 UTC View Post

In Defence Of Randomness

RNG is a big sore spot for gamers everywhere, it doesn't feel great, takes away control, and can be seen as a quick and easy way to get out of making levels yourself - but Randomness is actually cr...

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Architect Address - April 2020

Hello hello hello and welcome to yet another architect address! How are you all holding up with the COVIDs? Hopefully good, remember to wash your hands you filthy degenerates. Well, enough about th...

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What Makes Doom Eternal Different?

Doom Eternal came out, and it's been a little divisive - some players love it even more than Doom's 2016 reboot, but some fans just can't get to grips with all the new features, crazy new story and...

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What Does It Mean To Be A Metroidvania

Play the Super 1-1 Challenge: https://sean-noonan.itch.io/super

Metroidvanias are a beloved genre that have been aro...

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Architect Address - March 2020

Well well well, what do we have here? Another episode of the architect address you say? Wow! Better catch up on the previous videos that have been released, huh?

Yeah, only two - unfortunatel...

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What Makes a Great Secret?

Shh! Don't tell anyone, but video games have these things called secrets in them - and they're pretty cool! But what makes a good one?

Well, the Architect has been sticking their distinct lac...

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Why Does Celeste Make Us Feel Anxious?

Check out Alex Hoyle: https://www.youtube.com/user/EdbotnikThe/featured

Nintendo are the kings of mak...

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A SMALL (big) UPDATE

(Pictured: my messy-ass desk which is still getting organised)  

What's up?

This is just a quick update to explain why this post isn't the next video, and some t...

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Architect Address- January 2020

We're back with the first Architect Address of the year!


Transcript:

 

 Hello Folks, wow it’s been a while, huh?

Yadda yadda yadda I’m b...

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Why Don't Mystery Games Need Mechanics?

Mystery stories, detective fiction, whodunnits- they're all a part of a nebulous genre of narratives that involves deducing clues and figuring out abstract puzzles before it's too late. We've got g...

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20(19) Games You Should Have Played

2019 was a bumper crop for fantastic games, but that's had the  unfortunate side-effect of meaning that a bunch of otherwise great  or  interesting games have been overshadowed by AA...

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How Platinum Design a Combat System- Director's Cut

 

Hey! Welcome to another director’s cut!

One of the big things Platinum do well that I just didn’t quite have the space to talk about is the interesting way they try to make g...

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How Platinum Design a Combat System

Platinum games are a one of a kind studio- no-one else can make games  that feel quite stylish and fun to play, and what's more, Platinum  titles can be enjoyed by just about anyone.But h...

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How Gameplay Loops Keep You Playing

Check out Errant Signal: https://t.co/57JMC0IPXm?amp=1

Also I lied, you folks don't need a link to my Patreon, sike!

<...

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Architect Address- November 2019

And we're back with another Architect Address! I've also gone through the liberty of posting the transcript here in case people would rather read than watch:

 

Iiiiiit’s been tw...

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What Is a System? And How Did They Save Zelda?

Systemic games are a real enigma, they're revolutionary and important- but no-one can really explain what they are. To make things even worse, systemic games are also supposedly responsible for fix...

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How Batman Takes Stealth Back to Basics

The Batman Arkham games are beloved for a reason, they perfected cinematic action brawling, they've got great open world and some of the best baddies in videogaming, but there's one thing that The ...

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Rediscovering the joy of Exploration- Director's Cut

 

Fun fact about this episode- and a small part of the reason why it took so long, is that what was originally going to be a single video has split and mutated into three different episo...

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Rediscovering the joy of Exploration

The biggest gaming trend of the 2010's was undoubtedly the idea of an open, explorable world- but for all the games which jumped on the bandwagon- not all of them pulled it off well.

Now that...

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A quick update!

Hi!

Just a quick headsup to say I decided to take a few days off for my health after getting a bit sick, so expect the next video in a few days rather than, like, today- which is when I orig...

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Architect Address- Sept 2019

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Why We're Wrong About Violence in Games

Hello Patreon Friends! here's the latest video- there's a few error corrections I make in the credits section because I missed that some of you were giving me money! If you see me miss anyone's nam...

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Fixing the Genre Fusion

Genre fusions are a bit weird, AAA devs seem to love lumping a bunch of genres together to try and appeal to as many people as possible, but the end result is often a watered-down version of two di...

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The Architect Address- July 2019

Another Architect address, this time dealing with two new videos and the issues of making the damn things fast enough.

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Engineering The Perfect Enemy

Enemies in video games are one of the most obvious sources of great design, from the humble goomba all the way up to the likes of Prey's mimics. So why is it so hard to explain why we like these en...

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