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Deconstructing Analysis - GMTK and Mario Maker 2

  • creatorreda
  • Jul 2, 2019
  • 4 min read

Updated: Jul 8, 2020

Overview

There are many content creators on YouTube that do amazing work breaking down complex concepts and making game design more accessible to a broader audience. GMTK, or Game Maker's Toolkit, is one such creator.


While these videos are amazing resources for game developers of many disciplines, they can still be a lot to digest. In the video above, GMTK explains 10 key steps to building better levels. Though the video is specific to Mario Maker 2, the concepts are broadly applicable to all games.



The Breakdown


In a captivated flurry I sat down and watched GMTK's "How to Make Your First Super Mario Maker 2 Level" video twice in one sitting. This is amazing! I thought to myself. I don't even own a Nintendo Switch, and thus have no access to Mario Maker, but as a fan of GMTK and as an aspiring content creator, I wanted to see what I could glean from his video.


As I tried to absorb all the information Mark Brown had to offer on the subject of successful level building, I felt like I was learning a lot, but I wasn't sure if I could really communicate this newfound knowledge. Mark does an amazing job at organizing his videos with clear text prompts, great game examples, and a charming British accent to top it all off. Even with such clarity however, I found the lessons hard to grasp at times. There's simply so much information to absorb.


The entire purpose of content creators like GMTK, at least as I see it, is to provide insight into the game design world. This is not an easy thing to do. These videos are meant to go in depth with complicated game design topics that the average gamer usually sums up using umbrella terms and loosely understood industry lingo like synergy, immersion, and so on. Don't take too much offense here, I'm guilty of this too.


So after my first viewing of GMTK's Mario Maker 2 vid I decided to give it a second glance, but this time... I took notes. If you haven't already, I highly suggest you go watch the original content first, but the following is my personal attempt to further elaborate and help viewers digest the content GMTK has put forth. In the future, I plan to do the same with other content creators.

Minute 0

Clear statement of video purpose.

Super Mario Maker 2 is awesome, but can be overwhelming. So this video is a tutorial of how to design levels in this game.

Joking examples of bad design choices

Your name in coins, 28 gumbas on a seesaw


Minute 1

How this video will help you

You’ll know what works and what doesn’t

You'll be familiarized with the editor

You’ll have some new design tricks

Joke about getting hired by Nintendo for awesome levels

Major point 1: Choose the main mechanic

Pause for effect with big on screen text for clarity

Don’t fill your level with every possible mechanic, it’s cluttered and “unfocused”

Find just 1 central mechanic


Minute 2

Examples of possible central mechanics

This gives you a “strong foundation to build on”

Major Point 2: Consider every evolution

Pause for effect with big on screen text for clarity

Mark uses swinging claws examples and shows how he’s implementing them. Supporting points for the central mechanic

Different heights

Floating enemies

Platforms that must be swung over


Minute 3

Major point 3: Introduce the mechanic

Pause for effect with big on screen text for clarity

Introduce it in a “safe and controlled manner”

Examples using Mark’s own claw level


Minute 4

Major point 4: Ramp up the challenge

Pause for effect with big on screen text for clarity

Bring in more “evolutions” which are things that branch off of and build onto the main mechanic

Examples of how to do this

Force reactive play by putting obstacles off screen

Give the player time to rest and let success sink in


Minute 5

Major point 5: Find combinatorial mechanics

Pause for effect with big on screen text for clarity

Example using Mark’s swinging claw level again

Tracks + separate tracks + on/off switch + tracks hold different items

The emphasis is on experimentation


Minute 6

Major point 6: Create the 2nd half

Pause for effect with big on screen text for clarity

Rinse and repeat the first few steps using patterns steps, but different mechanics and ideas

It’s ok when ideas don’t come together. Be willing to scrap bad ideas.


Minute 7

Provide options for lower and higher skill ceilings of players

Drop in hints of “what’s to come” later in your level

This helps the level feel cohesive

Example of Mark’s claw level with on/off blocks in the early and late level

Transition to...


Minute 8

Major point 7: Add in enemies and items

Pause for effect with big on screen text for clarity

Less is more, so don’t overdo it

Items can guide players to certain areas and reward them for good work

Enemies help compound challenge

Transition to...


Minute 9

Major point 8: Play test and bug fix

Pause for effect with big on screen text for clarity

Playtest early and often

Playtesters include

Yourself

Friends and family

The gaming community at large

Try to break your level

Remember that you know your level and others don’t which will affect how they play and this might not fit your vision for the level


Minute 10

Continuous examples

Major point 9: Do your research

Pause for effect with big on screen text for clarity

Play other games with a more “analytical eye” to see what lessons you can gain

Examples

Megaman

Rayman

Celeste

Shovel Knight


Minute 11

Major point 10: Start again

Pause for effect with big on screen text for clarity

Re-tweak and adjust your level as you see fit

Build around a central theme

Change the clear condition

Try different game mode modifiers


Minute 12

Call to action

Leave your level codes in the comments and Mark will play them

Tells viewers to try playing these levels as well

Thanks for watching


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