3 Bit Design

3 Bit Design

By 3BitDesignLeisureVideo Games
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3 Bit Design episodes

  • 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
  • Hades in 3 bits

    Tristan and Oliver venture down deep into the underworld of Supergiant Games’ renowned roguelike Hades as they nimbly dash through these three bits:

    1. Repetitive Fun - Putting the ‘fun’ in death and making each run feel fresh in this “narrative roguelike”

    2. Encouraging Experimentation & Variety - How the game drives exploration and nudges players towards trying new things.

    3. Feel like a god - Why does it just feel so damn good to play?


    Find us on twitter at:

    3-Bit Design: @3bitdesign

    Oliver - @oliverwauters

    Tristan - @theatrewalker


    Some references:

    Developing Hell - NoClip (docuseries)

    Supergiant's fourth outing Hades introduces a more mature, organized dev process - Bryant Francis, Game Developer (article)

    The Good and Bad of Hades: Looking at Game Design - Gloria the Animator, Indie Hive (article)

    Hades Game Designer Gives A Behind-The-Scenes Look At Its Development - Jon Bitner, The Gamer (article)

    Roguelikes And Narrative Design With Hades Creative Director Greg Kasavin - Kris Graft & Alissa McAloon (GDC podcast)

    Breathing Life into Greek Myth: The Dialogue of 'Hades' - Darren Korb & Greg Kasavin (GDC talk)

    The System Behind Hades' Astounding Dialogue - People Make Games (video essay)

    Hades is a roguelike for roguelike haters - Polygon (video essay)

    How Gameplay Loops Keep You Playing - Architect of Games (video essay)

    45 min
  • A Short Hike in 3 bits

    Tristan and Oliver take on a bird's eye view in Adamgryu’s A Short Hike as they explore these three bits:

    1. Living in the moment - How the game creates a world of explorative freedom of exploration and anti-completionism.

    2. Meta-awareness by design - Looking at the game’s witty writing and how it self-awaredly pokes fun at modern day video game conventions

    3. Battling mental health - Connecting with players through relatable scenarios of everyday mental health and how the subject is tackled in a positive lighthearted way.


    Find us on twitter at:

    3-Bit Design: @3bitdesign

    Oliver - @oliverwauters

    Tristan - @theatrewalker


    Some references:

    Crafting A Tiny Open World: A Short Hike Postmortem - Adam Robinson-Yu (GDC talk)

    Crafting a tiny open world: A look behind the scenes at the creation of A Short Hike - Adam Robinson-Yu, Playstation Blog (article)

    Road to the IGF: Adam Robinson-Yu's A Short Hike - Joel Couture, Game Developer (article)

    How adamgryu overcame writer’s block and creative burnout in the development of a Short Hike - Chris Wallace, MCV Develop (article)

    38 min
  • It Takes Two in 3 bits

    Tristan and Oliver work together as they lovingly pull apart Hazelight’s It Takes Two into these three bits:

    1. A game to get into games - Why It Takes Two makes the perfect starter pack for any newcomer to videogames.

    2. The discordant storytelling - Questioning the narrative composition as well as ‘elephant trauma’.

    3. It really does take two - Contemplating the decision to make it co-op exclusive.


    Find us on twitter at:

    3-Bit Design: @3bitdesign

    Oliver - @oliverwauters

    Tristan - @theatrewalker


    Some references:
    Making It Takes Two's Best Level - GMTK (video essay)
    It Takes Two lovingly marries story and gameplay together - Jimmy Thang (Unreal Engine blog)

    Josef Fares reveals why ‘It Takes Two’ is a “f**cked up” game - Just Lunning & Giovanni Colantonio (Inverse article)

    The Importance of Local Multiplayer, Seeing Eye-to-Eye - Extra credits (video essay)

    The Tragic Disappearance of Couch Co-op - Heather Hale, Game developer (article)

    Five indispensable rules for designing local multiplayer games - MCV Develop (article)

    35 min
  • Bioshock in 3 bits

    In this episode, Tristan and Oliver dive deep into the world of Rapture to break down Ken Levine’s Irrational Games’ seminal title Bioshock into these three bits:

    1. The engrossing worldbuilding

    2. The anatomical control scheme

    3. The player’s choice


    Find us on Twitter:

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


    Some references:

    What Bioshock Has Taught Me About Modern Game Design - Duncan Robertson (article, Gamespew)
    Bioshock proved that video games could be art - Peter Suderman (article, Vox)
    The making of BioShock: A development nightmare turned success - James Busby (article, All Gamers)
    Learning the Level Design Secrets of 'BioShock' - Danielle Riendeau (article, Vice)
    How to do Linear Game Design: BioShock - Game Coping (video)
    The Genius of BioShock's Level Design - PBS Game/Show (video)
    The RPG Scrollbars: The Rise And Fall Of Audio Logs - Richard Cobbett (article, Rock Paper Shotgun)

    46 min
  • Little Nightmares in 3 bits

    In this episode Tristan and Oliver break down gaming's creepiest little gem, Tarsier Studios' Little Nightmares, into these three bits:

    1. The sense of scale

    2. The eerie pacing

    3. The environmental storytelling


    Find us on Twitter:

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


    Some references:

    The development of Little Nightmares - Ola Holmdahl (video, EGX)
    Little Nightmares: Story and Game Design analysis | GameLogic's Design - Game Logic (video)
    Crafting the bizarre, off-kilter gameworld of Little Nightmares - Chris Priestman (article, Game Developer)
    ‘Little Nightmares’ Lead Designers on Studio Ghibli Influence and a Possible Sequel - THR Staff (article, Hollywood Reporter)

    42 min
  • Journey in 3 bits

    In this pilot episode game designers Tristan and Oliver break down Thatgamecompany's ground-breaking game Journey into these three bits:

    1. The movement mechanics and flow
    2. The minimalistic storytelling
    3. The profound multiplayer experience


    Find us on Twitter:

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


    Some references:

    Journey and the art of emotional game design - Nick Harper (article, The Guardian)
    How games moves us: Emotion by design - Katherine Isbister (book)
    Designing Journey - Jenova Chen (video, GDC talk)
    The Intuitive Design of Journey | Game Design Video Essay - Game Dev Academy (video)
    Ten years later, Jenova Chen reflects on Journey - Brendan Sinclair (article, GamesIndustry.biz)

    41 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.