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noclip

Season 16 2021

  • 2021-02-01T05:00:00Z on YouTube
  • 11m
  • 2h 34m (14 episodes)
  • United States
  • English
Danny O'Dwyer is creating Video Game Documentaries Noclip is a brand new type of gaming outlet focused on creating documentaries on your favorite upcoming games, childhood classics and more

14 episodes

In our final episode we cover the 1.0 launch of Hades and everything that happened in the months following the games release.

John Murphy from Young Horses explains the process of coming up with a Bugsnak, and how they were implemented to create engaging, emergent gameplay.

We talk to Team Asobi's Nicolas Doucet about how Astro's Playroom started out as a collection of tech demos for the PlayStation 5's DualSense controller, and evolved into a celebration of PlayStation's history.

In our brand new series Greatest Hits, we celebrate the legacy of RollerCoaster Tycoon by exploring its original design and talking to the people holding the torch today. RCT was chosen by a subset of our patrons - to pick the next game, consider joining them.

2021-05-10T04:00:00Z

16x05 The Making of Dishonored

16x05 The Making of Dishonored

  • 2021-05-10T04:00:00Z11m

We fly to France and Texas to talk to the developers at Arkane Studios about the design of their most beloved franchise; Dishonored.

2021-06-02T04:00:00Z

16x06 The Making of Loop Hero

16x06 The Making of Loop Hero

  • 2021-06-02T04:00:00Z11m

We talk to Four Quarters, the developers of Loop Hero, about the design of their unique rouge-like, and how it evolved from a game-jam project, to a full commercial game.

Featuring developers from Bluepoint Games and Japan Studio, we unravel the years of work that went into remaking Demon's Souls for the PlayStation 5.

In our latest episode of Greatest Hits, Danny peaks through the Looking Glass to remember the original Thief series, and the long shadow it has cast on the world of game design.

2021-09-15T04:00:00Z

16x09 The Making of Prey

16x09 The Making of Prey

  • 2021-09-15T04:00:00Z11m

We talk to the team at Arkane Austin about the design of their immersive sim cult classic, Prey.

We talk to Co-Creative Director Dinga Bakaba about the unique design of Deathloop.
Don't worry, no spoilers.

16x11 The Making of Death's Door

  • 2021-10-20T04:00:00Z11m

We talk to Acid Nerve about the design and philosophy of Death's Door.

In this look at the development of Chivalry 2 we explore the design of sprawling Medieval maps, the importance of screaming, and how Torn Banner found solutions to making swordplay fun.

We talk to Modern Storyteller's Nick Pearce about his remarkable journey to create The Forgotten City.

Danny talks to the people behind Grand Theft Auto & Lemmings, about the history of DMA Design and their lasting impact on the world of development. [This is a re-upload as there was an audio glitch present in the original.]

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