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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