Godot Tutorials (2D, GDScript, Programming Basics).
Emilio (2D, GDScript and VisualScript).
GDQuest (2D and 3D, GDScript, VisualScript and C#).
Game Development Channel (2D, GDScript).
Game Endeavor (2D, GDScript).
Game from Scratch (2D and 3D, GDScript and C#).
HeartBeast (2D, GDScript).
Jeremy Bullock (2D and 3D, GDScript, VisualScript and C#).
KidsCanCode (2D and 3D, GDScript and VisualScript).
Mister Taft Creates (2D, GDScript).
Miziziziz (2D, GDScript).
P1X / Krzysztof Jankowski (3D).
Pigdev (2D, GDScript).
Steincodes (2D, GDScript and VisualScript).
TheBuffED (2D, GDScript).
Code with Tom (2D and 3D, GDScript).
BornCG (3D, GDScript).
Gonkee (2D, 3D, GDScript, Shaders).
Para quem gosta de jogos, e no meu caso um bom RTS, tem aqui um conjunto de histórias acerca das várias opções que foram sendo tomadas :)
recomendo para já:
S1-E3, How Command & Conquer: Tiberian Sun Solved Pathfinding – LINK
S1-E6, How Sid Meier Almost Made Civilization a Real-Time Strategy Game – LINK
acerca: “Take a deeper look at the principles of Game Design.” – 87 videos
pela malta do Extra Credits..
“Art” Is Not the Opposite of “Fun” – Why Analyzing Games Makes Them Better
A Case for Board Games – Why Board Games Help You Make Better Video Games
Accretion – Design by Landfill: A Longterm Strategy?
Achievements – Creating a Meaningful Meta-Game
Advanced Social Curve Design – Empowering the Community
Aesthetics of Play – Redefining Genres in Gaming
Affordances – How Design Teaches Us Without Words
Asymmetric Play – Can One Game Cater to Many Playstyles?
Awesome Per Second – Don’t Waste Time
Backtracking and Level Design – Making a Way Out
Balancing an MMO Ecosystem – Getting a Mix of Player Types
Balancing for Skill – The Link from Optimal Power to Strategy
Bartle’s Taxonomy – What Type of Player are You?
Big Bad – I: The Basics of Villains in Video Game Design
Big Bad – II: What Makes a Good Villain?
Choice and Conflict – What Does Choice Mean in Games?
Choices vs Consequences – What Player Decisions Mean in Games
Collectible Games – I: How Can We Make Good CCGs?
Collectible Games – II: Monetizing Our Collecting Urges
Collectible Games – III: What Makes a Good TCG or CCG?
Combining Genres – How to Pick the Right Design Mechanics For Your Game
Comedic Games – Can We Make More Funny Games?
Competitive Storytelling – How to Create Narrative in Multiplayer Games
Counter Play – Making Multiplayer Fun for the Opponent
Cutscenes – A Powerful (and Misused) Narrative Design Tool
De-Gamification – Flexibility to Play Your Way
Depth vs Complexity – Why More Features Don’t Make a Better Game
Designing for a Touch Screen – What Games Play Best on Mobile
Designing for Youth – Making Games for Players Under 14
Differences in Scale vs Differences in Kind – Keeping Players Interested
Digging Deeper – Do Games Have Less Value than Other Media?
Easy Games – What Happened to Hardcore Games?
Energy Systems – How Casual Games Suck You In
Exit Points – Putting Down the Game
Exploration in Games – Four Ways Players Discover Joy
Fail Faster – A Mantra for Creative Thinkers
First Move Advantage – How to Balance Turn-Based Games
Future Proofing Your Design – Looking at Hearthstone and Planning Ahead
Graphics vs. Aesthetics – Why High Resolution Graphics Aren’t Enough
Historical Games – Why Mechanics Must Be Both Good and Accurate
How Much Agency Do Games Need? – Choices in Linear Games
How To Start Your Game Narrative – Design Mechanics First
Humane Design – Games Must Be Good to Their Players
Idle Games – How Games Scratch Your Multitasking Itch
In Service to the Brand – Why Bioshock Infinite Failed
Intermediate Social Curve Design – Introducing Cooperation Rewards
Intrinsic vs Extrinsic – Designing Good Rewards in Games
Like a Ninja – What Makes a Good Stealth Game
Making Your First Game: Basics – How To Start Your Game Development
Making Your First Game: Launching! – How to Market Your Game
Making Your First Game: Minimum Viable Product – Scope Small, Start Right
Making Your First Game: Practical Rules – Setting (and Keeping) Goals
Mechanics as Metaphor – I: How Gameplay Itself Tells a Story
Mechanics as Metaphor – II: Creating Narrative Depth
MMO Economies – Hyperinflation, Reserve Currencies & You!
Negative Possibility Space – When Exploration Lets Players Down
Non-Combat Gaming – How to Make Social Mechanics Fun
Open World Design – How to Build Open World Games
Overlooked – The Hidden Potential of Hidden Object Games
Overwatch and Asymmetric Character Design – The Challenge of Varied Playstyles
Overwatch and Asymmetric Level Design – What Makes the Maps Fun?
Pacing – How Games Keep Things Exciting
Perfect Imbalance – Why Unbalanced Design Creates Balanced Play
Plan, Practice, Improvise – Understanding the Three Types of Play in Games
Playing Like a Designer – I: Examine Your Experiences
Playing Like a Designer – II: How to Analyze Game Design
Power Creep – The Trouble with Expansions and Time
Power Creep in Hearthstone – What It Teaches Us About Games
Quest Design – I: Why Many MMOs Rely on Repetitive Grind Quests
Quest Design – II: How to Create Interesting MMO and RPG Quests
Simulation Sickness – Causes and Cures for Game Headaches
Social Difficulty Curve – Easing Players into Communication
Spectacle Creep – When Sequels Try Too Hard
Speedrunning – Games Done Quick and Developer Tips
Starting Off Right – How the First Five Minutes Draw Players In
The Feeling of Agency – What Makes Choice Meaningful?
The Fighting Game Problem – How to Teach Complicated Mechanics
The Illusion of Choice – How Games Balance Freedom and Scope
The Magic Circle – How Games Transport Us to New Worlds
The Pre-Production Problem – How to Improve the Planning Process in Game Design
The Role of the Player – The Player is Both Audience and Storyteller
The Skinner Box – How Games Condition People to Play More
The Uncanny Valley – Why More Realistic Characters Look Less Human
Tutorials 101 – How to Design a Good Game Tutorial
What Is a Game? – How This Question Limits Our Medium
What Makes Us Roleplay? – Why Game Worlds Feel Real
When Difficult Is Fun – Challenging vs. Punishing Games