Design Frame
The evidence-based, game design case study, analysis, and player & UX advocacy channel.
The channel runs off of people who watch each new big release! I'm so grateful to every viewer and to our subscribers who turn on notifications for the channel. Why? Each release requires 100s of hours from only one person. My aim is to explain the "how" and "why" of game design and assemble often disparate concepts into cohesive analysis, with the goal of providing you a better understanding of game design.
I value my viewers more than you'll ever know! Thank you for finding value in this channel.
These videos require a high investment in time, so if you find value in them, your contributions on Ko-fi or Memberships (with benefits!) will go toward a more frequent, healthy video release schedule. Thank you so much for the support!

An Actual Investigation of the Manipulation & Conspiracy Behind Modern Matchmaking

The Truth Behind Steel Wool & Post-Patched Security Breach ► A Case Study of Steel Wool & FNaF

Cartoon surrealism killed this fight before it began ► High-Noon Hoopla, a Cuphead DLC Case Study

How to Make a Boss Battler ► THE HOWLING ACES & the Abandonment of STRUCTURE - A Case Study

A Betrayal of Their Own Design ► IMBALANCE, DESIGN PRINCIPLES, & SOLUTIONS!

Fundamentally Broken, and I Don't Mean the Bugs ► A Game Design Case Study of FNaF: Security Breach

Skyward Sword HD - Live Design Commentary Track - Part 1 // featuring Myles with a Y

How CONTROL's Bureau Alerts & Expeditions Artificially Extend Playtime || Design Frame #6

A Complete Game Design Commentary & Critique on Outer Wilds

Transparency in Video Games - Easy to Learn, Difficult to Master | Design Frame #5

The Lake Kingdom Dissection | Super Mario Odyssey Long-Form Critique Episode 4

A Critique of Luigi's Mansion 3

Fear - FAR: Lone Sails, Alan Wake, & The Beginner's Guide | Design Frame #4

Overcooked 2 Undercooked, Dicey Dungeons & Monotony, & Sea of Solitude | Design Frame #3

Pedro’s Slow Motion, the Crossroads Problem, & Dark Moon as a Sequel | Design Frame #2

Spyro's Multifaceted Gem, Sybil Reisz & Idolization, & Sonic & Generations | Design Frame #1

Follow the Rhythm, Until You Die Twice | Pressure, Tedium, & Reticence in Sekiro | Sekiro Critique

The Sand Kingdom Dissection | Super Mario Odyssey Long-Form Critique Episode 3

Deltarune's Act System & Pacing | Deltarune Chapter 1 Analysis

The Cascade Kingdom Dissection | Super Mario Odyssey Long-Form Critique Episode 2

The Cap Kingdom Dissection | Super Mario Odyssey Long-Form Critique Episode 1

Power Moons as a Reward System | Super Mario Odyssey Long-Form Critique Episode 0

Celeste: The Chapter Expedition - A Cliff Notes Chapter by Chapter Analysis

Little Nightmares - The "Suspenseful" Experiment | Full Analysis (read description)

Edith Finch - What Lies Ahead for Visual Storytelling | Full Analysis

Cuphead - Full Boss Analysis | Classic Boss Design in the Modern Age (read description)

A Hat in Time - Cute? More like... Full Analysis (read description)

Call of Duty: WWII Open Beta - The Terrible World at War Remake

Hellblade: Senua’s Sacrifice - The Combat System, Lack of HUD, & Conveying Psychosis

Pyre - Real-Time & Turn-Based Through the Wonders of the Reader... & Character Mechanics