Designing For

Analysis-focused video essays that examine what individual video games are “designing for,” with recurring episodes about level layout, boss and character design, and underlying design ideologies. Videos use specific examples from a range of games (platformers, fighters, and action titles) to interpret emotional goals, mechanical intent, and how design choices shape player experience.

Channel stats

Calculated from videos published in the last 12 months

1 video every 33 days
Publishing pace
Irregular
Publishing regularity
36 min
Average video duration
33 min
Published time per month

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Latest videos

The Curse of Majora -- Designing For Desire
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Click Clock Wood: The Best AND Worst 3D Platforming Level
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The Desolate Legacy of Dark Matter -- Designing For Loneliness
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King K. Rool: The Villain Fans Refused To Let Die -- Designing For Komeback
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The Desperation Of Mr. (Ant) Tenna
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KONG QUEST E001 - Blame Yourself Or Cranky Kong
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Void Kong: Creating A New Villain (Who's Not The One They Want) -- Designing For Spoil
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10 Years Later: The Evolution of sans undertale -- Designing For Change
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POST-KONG CLARITY: Nintendo Direct September 2025 Reaction Ft. Designing For and Tarvould's Quest!
September 13, 2025
Conker: The No-Good, Rotten, Awful, Relatable Hero -- Designing For Satire
September 8, 2025