3 Bit Design

3 Bit Design

By 3BitDesignLeisureVideo Games
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3 Bit Design episodes

  • Marvel's Spider-Man: Miles Morales in 3 bits

    Tristan and Oliver get caught in a web of intrigue as they string together Insomniac Games’ PS5 launch title Marvel’s Spider-Man: Miles Morales into these three bits:

    1. Feeling Like Spiderman - all things web swinging and open world parkour traversal
    2. Brawling With Agility  - Looking at Spidey’s combat design and how the character creates a unique opportunity for brawling in large, open levels.
    3. Living Breathing NYC - How the wizards at Insomniac made the big apple feel alive, and what such a bustling city scape means for wayfinding.
    4. Find us on Twitter:

      3-Bit Design: @3bitdesign

      Oliver - @oliverwauters

      Tristan - @theatrewalker


      Some references:

      Marvel's Spider-Man Miles Morales: The Creative Journey - Brian Horton, GDC talk

      Inside the inspiration that shaped Marvel’s Spider-Man: Miles Morales - Brian Crecente (Epic games store)

      Marvel Spiderman’s Level Design - Ketul Majmudar, Medium article

      Marvel's Spider-Man Design Analysis - Stanislav Costiuc, Game Developer article

      Creating The World Of Marvel's Spider-Man: Miles Morales - video interview with Brian Horton, Game Informer

      How Insomniac Refined Combat In Marvel's Spider-Man: Miles Morales - video interview with Cameron Christian, Game Informer
      TRANSLATING SPIDER-MAN FANTASY INTO COMBAT MECHANICS - Jason de Heras, blog

      52 min
    5. Overwatch 2 in 3 bits

      Tristan and Oliver passionately channel Lucio’s ultimate as they break down Blizzard’s hero shooter phenomenon Overwatch 2 into these three bits:

      1. Teamwork By Design - Naturally enforcing team play through the classes system and other defining in-game features
      2. Asymmetric Level Design  - Lifting the curtain on the compelling attack/defend dynamics and how they are enabled through the level design
      3. Zero Downtime - Keeping the player engaged in an endless loop of play

      4. Find us on Twitter:

        3-Bit Design: @3bitdesign

        Oliver - @oliverwauters

        Tristan - @theatrewalker


        Some references:

        ‘Overwatch 2’ review: a colourful shooter that just works - Jake Tucker, NME article


        BEHIND THE SCENES OF OVERWATCH 2’S DEVELOPMENT - Blizzard Entertainment


        OVERWATCH REVIEW: A MASTERPIECE IN UX DESIGN - Kyle Hamel, Akendi article


        Overwatch and Asymmetric Level Design - What Makes the Maps Fun? - Extra Credits, video essay


        Blizzard's Aaron Keller Breaks Down Overwatch Map Design - Ars Technica, video interview


        Overwatch and Asymmetric Character Design - The Challenge of Varied Playstyles - Extra Credits, video essay


        Asymmetrical Game Design: How to find the balance - Josh Bycer, article

        44 min
      5. Florence in 3 bits

        Tristan and Oliver tap and swipe through their emotions, frantically trying to hold the podcast together as they break down Mountains’s mobile hit Florence into these three bits:

        1. Designing For The Medium - Using natural intuition over complex tutorialisation

        2. Small Changes, Big Differences - Conveying story through the power of returning mechanics & repetition

        3. Emotions Through Colour - Establishing the mood of a scene through clever use of colour.


        Find us on Twitter:

        3-Bit Design: @3bitdesign

        Oliver - @oliverwauters

        Tristan - @theatrewalker


        Some References:

        Narrative Tactics for Mobile and Social Games: Pocket-Sized Storytelling - Toiya Kristen Finley (book)

        Florence: How game design can tell love stories - Marie Dealessandri (MCV Develop, article)

        The breathtaking Florence captures falling in love better than almost any game - Allegra Frank (Polygon review)

        The Lead Designer of Monument Valley Deconstructs His Latest Game, Florence (Ollie Campbell, Milanote)

        The Making of Florence | Episode 1 - Annapurna Interactive (Dev Diary, video)

        40 min
      6. Trek to Yomi in 3 bits

        Tristan and Oliver voyage beyond life and death as they pick up the blade and slice Leonard Menchiari & Flying Wild Hog’s Trek To Yomi into these three bits:

        1. Situational Awareness - distinguishing action from exploration and the side-scrolling combat design

        2. Player As Spectator - framing the player as a bystander and other influences from the silver screen

        3. The Ultimate Dilemma - projecting the hero’s burden of societal expectations onto the player through clever narrative design


        Find us on Twitter:

        3-Bit Design: @3bitdesign
        Oliver - @oliverwauters
        Tristan - @theatrewalker


        Some References:
        Trek to Yomi review — Beautiful art direction and tense combat combine to create an enthralling ode to Japanese cinema - Richard Allen, Gaming Trend (article)

        Walk, Don’t Run Through Trek to Yomi - Damien Lawardorn, Escapist (article)

        How Akira Kurosawa inspired the vision of developers Leonard Menchiari and Flying Wild Hog.- Leonard Menchiari (Playstation blog)

        Trek to Yomi - Original pitch concept (2019) - Leonard Menchiari (video footage)

        43 min
      7. Guild Wars 2 in 3 bits

        Tristan and Oliver are joined by guest game designer Amy Goodenough to guide them through the vast expanses of Tyria, as we break down ArenaNet’s MMORPG Guild Wars 2 into these three bits:

        1. Encouraging community - how the game nurtures a positive collaborative community and surprising design choices that have contributed to it

        2. Dynamic events - questing in a living breathing world; linear vs emergent gameplay

        3. Compartmentalising play styles - How GW2 seeks to present its broad PvP and PvE experiences in a way that allows for depth without overwhelming players


        Find us on twitter at:

        3-Bit Design: @3bitdesign

        Oliver - @oliverwauters

        Tristan - @theatrewalker


        Some references:

        Guild Wars 2 Design Manifesto - Mike O'Brien (article, Guild Wars website)

        Guild Wars 2 Game Designer Discusses Challenges of Modernizing Living World Season 1 - Eric Law (article, GameRant)

        Horizontal VS Vertical Design [MMOPINION] - Josh Strife Hayes (video essay)

        The Four Core Concepts That Guild Wars 2 is Built Upon - Mike Fahey (article, Kotaku)

        Why Guild Wars 2 Has the Best Fishing Mini-Game of All Time - The anatomy of Guild Wars 2 , The Escapist (video essay)

        46 min
      8. Oxenfree in 3 bits

        Tristan and Oliver tune into the frequency of Night School Studio’s cult classic, Oxenfree, as they interrupt your broadcast with these three bits:

        1. Communication as the main mechanic - Tackling all the items of a traditional adventure game with a single mechanic

        2. Walking and Talking - Narrative pacing and the dynamic dialogue system

        3. 3D interactivity in a 2D environment - How Night School Studio blended art style with level design tricks to depth in the 2D spaces


        Find us on Twitter:

        3-Bit Design: @3bitdesign
        Oliver - @oliverwauters
        Tristan - @theatrewalker


        Some References:

        “I thought we were going to go out of business” - Sean Krankel on the development of Oxenfree - Chris Wallace, MCV develop (article)

        Building Game Mechanics to Elevate Narrative in Oxenfree - Sean Krankel (GDC talk)

        5 Game Design Innovations from 2016: Oxenfree - Natural Conversations - Mark Brown, GMTK (video essay)

        Road to the IGF: Night School Studio's Oxenfree - Bryant Francis, Game Developer (article)

        The Very Best and Worst Thing in Oxenfree: Game Design Review - Platformer Game Design (video essay)

        Dramatic Storytelling & Narrative Design: A Writer’s Guide to Video Games and Transmedia - Ross Berger (book)

        Cutting Through the Static: The Immersive Greatness of Oxenfree’s Radio - Ishaan Sahdev, Black Shell Media (article)

        OXENFREE | Part 3: Mechanics & Gameplay - Robert Kirkman’s Skybound (video essay)

        42 min
      9. Borderlands 2 in 3 bits

        Tristan and Oliver team up to wreak havoc in Pandora as they blast open Gearbox Software’s iconic FPS Borderlands 2 into these three bits:

        1. Co-op RPG Shooter - How Gearbox tackles this mashup of genres throughout the different aspects of the game.

        2. Procedurally Generated Loot - Weighing up the benefits of generating millions of unique guns.

        3. A Feast For The Eyes - Discussing the HUD elements and visual feedback design approach of the game.


        Find us on twitter at:

        3-Bit Design: @3bitdesign

        Oliver - @oliverwauters

        Tristan - @theatrewalker


        Some references:

        Hard Edge Creativity: Defining Borderlands 2 - Christian Nutt, Game Developer (article)

        Crazy Town: Gearbox on making Borderlands 2 - Russ Pitts, Polygon (article)

        Inside the Box: Designing humor in Borderlands 2 - Anthony Burch, Gearbox Software (article)

        Looking for Love on Pandora: PCG and Borderlands 2 | Design Dive - Tommy Thompson, AI and Games (video essay)

        Borderlands 2's amazing weapons and their bizarre inspirations, from Apple to Austrian cars - Brian Crecente, Polygon (article)

        57 min
      10. Slay the Spire in 3 bits

        Tristan and Oliver seek to play their cards right or face permadeath as they break down MegaCrit’s seminal roguelike deckbuilder Slay the Spire into these three bits:

        1. Risk VS Reward - How the game masterfully goes about presenting truly meaningful choices to players.

        2. Class Variety - The curation of playable characters and how they make a punishing, almost traditional, roguelike exciting to replay.
        3. Enemy Intentions - designing around RNG and leaning into player strategy through the power of UI and enemy designs.


        Find us on Twitter:

        3-Bit Design: @3bitdesign
        Oliver - @oliverwauters
        Tristan - @theatrewalker


        Some references:

        On slay the spire, progression, and making games more loser-friendly - Cheryl-jean Leo (article, blog)
        Slay the Spire: Metrics Driven Design and Balance - Anthony Giovanett (video, GDC talk)
        How Slay the Spire Keeps You Guessing (Game Design) - Patch Quest (video)
        25: Slay the Spire with Anthony Giovannetti - Eggplant: The secret lives of games (podcast episode)
        Game Design Tips from Slay the Spire - AC Atienza (article, Cloudfall Studios blog)
        How Slay the Spire Defined a New Genre - Josh Bycer (article, Superjump)
        Why Classes Are D&D's Best Idea - Adam Millard: The architect of games (video)

        52 min
      11. God of War (2018) in 3 bits

        Tristan and Oliver canoe down to the magical realms of Midgard as they chop up Santa Monica’s epic God of War (2018) into these three bits:

        1. The Hub World - Breaking down the central Lake of Nine hub area and the key role it plays in the structure of the game.

        2. One Shot Take - The framing, fluid movements, and seamless transitions that make up the game’s third person camera.

        3. Boy! - A deep dive into the player character’s buddy AI/NPC companion, Atreus, and how his presence affects the player experience.


        Find us on twitter at:

        3-Bit Design: @3bitdesign

        Oliver - @oliverwauters
        Tristan - @theatrewalker

        Some references:
        Taking an Axe to God of War Gameplay - Jason McDonald (GDC talk)
        Evolving Combat in 'God of War' for a New Perspective - Mihir Sheth (GDC talk)
        How Santa Monica Studio Nailed Exploration in God of War - Anthony DiMento (article, PlayStation.Blog)
        A Father Presses, A Son Acts: A Kratos-centric Model of God of War’s Universe - Em (article, Deorbital)
        God of war deconstructs the action genre in the worst way: analysis - Josh Bycer (article, Game Wisdom)
        The Secrets of Brutality: God of War's Combat Design - Christian Nutt (article, Game Developer)

        54 min
      12. Firewatch in 3 bits

        Tristan and Oliver grab onto their walkies as they go bit-spotting in the Wyoming forests of Campo Santo’s gorgeous hit Firewatch - specifically these three bits:

        1. Open World Metroidvania & environmental breadcrumbs - lifting the lid on the reactive open world and its systems.

        2. First Person Characterisation - Defying the generic blank slate player character trope most first person games resort to and creating an immersive emotional attachment to a character players can’t see.

        3. The Passing of Time - One of the game’s biggest themes; how it was handled and convincingly represented to the player largely through environmental storytelling.



        Find us on twitter at:

        3-Bit Design: @3bitdesign

        Oliver - @oliverwauters

        Tristan - @theatrewalker


        Some references:

        Realism in Games: What Makes Firewatch Feel Personal - Randen Banuelos, Game Developer (article)

        Firewatch critical analysis - Andrew Haining, Game Developer (article)

        Critical Play: Firewatch - Kaleb Morris, Game Design Fundamentals (article)

        50 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.