3 Bit Design

3 Bit Design

By 3BitDesignLeisureVideo Games
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3 Bit Design episodes

  • Shadow of Mordor in 3 bits

    Tristan and Oliver are cursed to deathlessly roam the barren plains of Mordor cultivating nemeses as they take a stab at Monolith Productions’ Middle-earth: Shadow of Mordor with these three bits:

    1. Into The Deep End - Discussing the game’s wide range of objectives and the visual challenges of open world design

    2. I Will Take It, Personally! - Forming personal connections with NPCs through the nemesis system

    3. Assassin’s Arkham - Inspiration and improvements from the Assassin’s Creed and Arkham games

    Let us know what you think:

    Leave us a review!3-Bit Design: @3bitdesign

    Oliver - @oliverwauters

    Tristan - @theatrewalker


    Some references:

    Shadow of Mordor Dev Made "Some Pretty Big And Painful Cuts" - Eddie Makuch, Gamespot (article)

    Postmortem: Monolith Productions' Middle-earth: Shadow of Mordor - Game Developer Staff (article)

    How the Nemesis System Creates Stories - Game Maker’s Toolkit (video essay)

    Middle-earth: Shadow of Mordor Designers Reveal How They Made the Nemesis System (Mini-Documentary) - Game Brain (video essay)

    50 min
  • Planet of Lana in 3 bits

    Tristan and Oliver escape to the tall grass and enjoy the breeze on the painterly trees as they break down Wishfully’s stunning Planet of Lana into these three bits:

    Cinematic Influence - Nods to Ghibli and masterful cinematography from a team with a film industry background

    Care for your Companion - Exploring the relationship between Lana and Mui and how it augments the gameplay

    The Art of Juxtaposition - How stark contrasts in the art, music, and design work together to augment the storytelling calibre


    Let us know what you think:

    Leave us a review!

    3-Bit Design: @3bitdesign

    Oliver - @oliverwauters

    Tristan - @theatrewalker


    Some references:

    ‘Planet of Lana’ — Running Towards a Dream - Hafsa Hashmey, Medium (article)

    Exploring the art and animation behind hand-painted odyssey Planet of Lana - Chris Kerr, Game Developer (article)

    Planet of Lana | Developer Commentary Demo - Thunderful Games (video)

    SGC21 - The Making of Planet of Lana - Sweden Game Arena (video interview)

    Planet of Lana: Exploring the Ghibli-inspired world with game director Adam Stjärnljus - Alicia Haddick, Epic Games Store (article)

    48 min
  • Inscryption in 3 bits

    Tristan and Oliver find themselves locked in a dimly lit cabin putting their trust into talking cards, as they sacrifice Daniel Mullins’ Inscryption into these three bits:

    • Talking Cards! - Exploring the game’s meta narrative design and novel narrative devices
    • Sacrifice - How the game holds true to this one core thematic pillar throughout
    • Cabin Fever - Blending roguelike deck building with escape room puzzling and beyond

    • Let us know what you think:

      Leave us a review!

      3-Bit Design: @3bitdesign

      Oliver - @oliverwauters

      Tristan - @theatrewalker


      Some References:

      Good Game Design - Inscryption: Dismantling a Genre - Snoman Gaming, video essay

      Inscryption Game Designer Daniel Mullins chats with BAFTA Young Game Designers winners - Young BAFTA, video

      How Inscryption Compels You With Meta Game Design ft. Daniel Mullins - The Escapist, video essay

      Inscryption — How and Why - Mike Shepard, Medium (article)

      How a game jam on "sacrifices" became Inscryption - Joel Couture, Game Developer (article)

      How Inscryption breaks all the game design rules and prospers - GLHF, USA Today (article)

      47 min
    • League of Legends in 3 bits

      Tristan and Oliver catch each other’s drift on Summoners Rift as they break down Riot Games’s multiplayer sensation League of Legends into these three lanes:

      • Battling Toxicity - The famed stigma behind the game’s community and ways in which Riot has been using the power of design to fight it
      • Summoners Rift - The balance, the build, the blisters
      • Comeback Mechanics - Maintaining the thrill over long session times through strategies and tactics

      • Let us know what you think:

        Leave us a review!

        3-Bit Design: @3bitdesign

        Oliver - @oliverwauters

        Tristan - @theatrewalker


        Some References:

        Unsolved League of Legends Mysteries With Lead Designer Greg Street - Ars Technica, video interview

        How Learning League of Legends Helps Me Understand Game Design - Bryant Francis, Game Developer (article)

        Riot Games | Game Design Masterclass - BAFTA Guru (video)

        Game Design: Every Game is an Epic Quest - Riot Games (video)

        Creating League of Legends Champions: Our Production Framework Revealed - GDC talk (video)

        An MDA Analysis of “League of Legends” - David Tran, Medium (article)

        Design Club - League of Legends: Summoner's Rift - Level Design Analysis - Extra History (video essay)

        Balancing League of Legends for Every Player, from Bronze to Bengi - Greg Street, GDC talk

        1 hr 4 min
      • Unpacking in 3 bits

        Tristan and Oliver are once again joined by very special guest Ioana-Iulia Cazacu, as they open the wonderful box of wonders that is Witch Beam’s Unpacking to unpack it into these three bits:

        • Impactful Representation - The importance and effectiveness of a story with queer representation, being told in a game that leaves much to the player’s own interpretation
        • Personal Touch - Freedom of choice in a puzzle game, and the emergent narratives it creates in a story driven context
        • Hyper-nostalgia - Creating longing for a past as we remember it rather than how it was, through the use of level aesthetics and design

        • Let us know what you think:

          Leave us a review!

          3-Bit Design: @3bitdesign

          Oliver - @oliverwauters

          Tristan - @theatrewalker


          Some references:

          Let’s Unpack That - Disegno Journal, article

          The Design of "Unpacking" Broken Down by its Developers - NoClipCrew, video documentary

          Unpacking | Dev Diary - Humble Games, video

          'Unpacking' the design pillars of a chill puzzle game - Danielle Riendeau, Game Developer (article)

          52 min
        • Disc Room in 3 bits

          Tristan and Oliver are sure to stay sharp and pointed, as they slice through Terri Vellmann, Kitty Calis, DOSEONE and Jan Willem Nijman’s clever dodge-em-up Disc Room into these three bits:

          Simple Hand-Crafted Levels - Discussing learning from prototyping and why the developers opted for curated level spawning over procedural randomness

          Forgivingly Hardcore - Balancing frustration and exhilaration through alternate avenues, rapid replayability, and occasional rewarding 

          One Button Variety - The abilities and the three ways the game leverages them to keep things fresh; disc variety, goal variety, and level variety



          Let us know what you think:

          Leave us a review!

          3-Bit Design: @3bitdesign

          Oliver - @oliverwauters

          Tristan - @theatrewalker


          Some references:

          Designing for death and difficulty in Disc Room - Joel Couture, Game Developer (article)

          Anyone could make Disc Room, but only the creators of Minit ever would - Jonathan Holmes, Destructoid (article)

          Disc Room: Who knew a hard game could be so relaxing? - PC Gamer (video review)

          Disc Room designer on its granular difficulty options: 'accessibility helps everyone' - Natalie Clayton, PC Gamer (article)

          Designing player death: Using intention and meaning to add depth - Jay Johns, Game Developer (article)

          50 min
        • Hellblade: Senua's Sacrifice in 3 bits

          The only guests Tristan and Oliver are joined by this time are the unwanted ones in their head, as they focus Ninja Theory’s Hellblade: Senua's Sacrifice in on these three elusive bits:

          The Furies - The iconic voices in your head and how audio replaces the traditional HUD in Hellblade;

          Outmersive Game Design - Framing the player as an onlooker, and three Cs of the coinhabited avatar;

          Lies & Deception - Unreliable narrators, the rot, and other fabrications of the mind;


          Let us know what you think:

          Leave us a review!

          3-Bit Design: @3bitdesign

          Oliver - @oliverwauters

          Tristan - @theatrewalker


          Some references:

          Rotten and Possessed - Control and Hellblade: Senua’s Sacrifice as Models of Outmersive Game Design (academic paper)

          Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade - Joseph Fordham and Christopher Ball (academic article)

          “Understanding” Narrative; Applying Poetics to Hellblade: Senua’s Sacrifice - Eoghain Meakin, Brian Vaughan, Charlie Cullen, Game Studies: International Journal of Computer Game Research (academic article)

          Exploring the Mindset Behind Hellblade: Senua’s Sacrifice - De Daniel Kayser, Unreal Engine Blog (article)

          Hellblade Development Diaries - Ninja Theory (video playlist)

          53 min
        • Death's Door in 3 bits

          Tristan and Oliver delve into the crow’s underbelly together with special guest, gameplay guru, Adam Pearce, as they harvest Acid Nerve’s Death’s Door into these three soulful bits:

          A Puzzling World (aka Worldy Vibes) - Exploring the game’s unique small ghibli-esque worldbuilding, and how it blends a variety of genres

          Dash & Slash - Talking all things combat; iconic bosses and how refining a limited moveset over elaborate combat depth plays to the game’s strengths

          The Little Things - Highlighting some of the little unsung details and tidbits that make the game such a joy to play


          Let us know what you think:

          Leave us a review!

          3-Bit Design: @3bitdesign

          Oliver - @oliverwauters

          Tristan - @theatrewalker


          Some references:

          Acid Nerve developers David Fenn and Mark Foster on making ‘Death’s Door’ - NME (article) 

          Oddly Enough, Death’s Door Started With The Concept Of A Door - Well Played (article)

          Death’s Door is simple yet difficult and incredibly fun all at once [Review] - GStyle Magazine (article)

          Death's Door Developers Explain its Design & Philosophy | Noclip - Noclip (documentary)

          Crafting Death’s Door’s intricate environments - Unity blog

          Death’s Door — Inspiration Overtaken - Mike Shepard, The Medium (article)

          Death’s Back Door: The Pros and Cons of Acid Nerve’s Crow-centric Reaper Simulator Death’s Door - The Gemsbok

          58 min
        • Super Mario Sunshine in 3 bits

          Tristan and Oliver strap on their Flash Liquidizer Ultra Dousing Device and bask in the rays of Nintendo’s Super Mario Sunshine, refracting it into these three bits:

          Swimming in Secrets - How the game drives innate player curiosity through its Shine, level, and Coin placement;

          FLUDD - Breaking down the splashy mechanics provided by Mario’s unique AI sidekick;

          Stages of Insanity - Diving into the platforming stages and how their punishing nature contrasts with the rest of the game.


          Let us know what you think:

          Leave us a review!

          3-Bit Design: @3bitdesign

          Oliver - @oliverwauters

          Tristan - @theatrewalker


          Some references:

          Concept to Console: ‘Super Mario Sunshine’ - Reece Goodall (blog)

          Super Mario Sunshine: The Mario That Should Have Been More - themancalledscott, WizardDojo (blog)

          The Complex Beauty of Super Mario Sunshine - Skyehoppers (video essay)

          Breaking Down Bianco Hills | A Super Mario Sunshine Deep Dive - 2CPhoenix (video essay)

          Game Design | Super Mario Sunshine VS Super Mario Galaxy | How Controls Define a Game - Aggressively Medium (video essay)

          55 min
        • Overcooked in 3 Bits

          Tristan and Oliver put on their comically oversized toques and tuck their legs in as they scramble for tips in Ghost Town Games’s Overcooked, finely chopping it into these three bits:

          The Art of Readability - Exploring the game’s purposefully chunky art style and bold colours

          Well-orchestrated Nonsense - Breaking down how the game naturally encourages cooperation through the evolving level design and mechanics

          Three Star Mastery - Why Overcooked is one of the best references to date when it comes to star ratings


          Let us know what you think:

          Leave us a review!

          3-Bit Design: @3bitdesign

          Oliver - @oliverwauters

          Tristan - @theatrewalker


          Some References:

          How Overcooked’s Kitchens Force You to Communicate - Game Maker’s Toolkit (video essay)

          Overcooked: How Design Creates Teamwork - Abhishek Iyer, Medium (article)

          Overcooked — The Other as Gameplay - Yvens Serpa, Medium (article)

          Development by expo: How Ghost Town built Overcooked -  Christopher Dring, GamesIndustry.biz (article)

          A Simple, Yet Effective Game Design Method - Overcooked - Pixel Soup - The Indie Game Detective (video essay)

          The UX of Overcooked: From umami to unexpected design principles - HeyMilou, Medium (essay)

          How overcooked thrives on simplicity? The BENEFITS of shallow gameplay - Game Design with Michael (video essay)

          39 min

        About 3 Bit Design

        From the publisher's feed

        A game dev podcast, where a couple of game designers break down some of the most influential games into the three bits that defined them the most.