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What’s up designers, and welcome back to Rempton Games. I know I haven’t posted in a while, but I am finally back with some new Pokemon AI content. Specifically, I decided to try my hand at making an AI (or actually, a couple AIs) for Pokemon Showdown. In this video we will first be taking a look at why and how I made these bots, and how you can make your own Showdown battle bots. After that we will take a look at them in action, where I will be pitting them head to head in a Pokemon AI…

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What’s up designers, and welcome back to Rempton Games. In today’s episode of Game Designer Spotlight, we will be looking at the legendary designer behind some of Nintendo’s biggest franchises — Shigeru Miyamoto. We will look at his history, the design philosophy he used to design games like Super Mario Bros, The Legend of Zelda, Donkey Kong, Pikmin, and many more.

Before we talk about that, though, I just really quickly want to thank all of you watching. You may have noticed that this channel has recently passed 1000 subscribers! I am so grateful to every one of you…

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You are about to enter a world not just of sight and sound but of Mon’s. A world where the boundaries of reality are not as solid as they may appear. A place where fantastic creatures from beyond our current dimension roam, and where time itself is fractured. Our destination? The Pokemon Zone.

What’s Up designers, and Welcome back to Rempton Games. I’ll just cut to the chase — although it may seem like a simple fantasy game for kids, the world of Pokemon is actually a complex web of secret dimensions, alternate timelines, and parallel universes. While there…

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Have you ever wondered how Minecraft worlds were generated? Probably, since you clicked on this video. Well to find out I mined through the Minecraft source code to dig up some answers, and crafted this video to share them with you.

Before we begin, if you haven’t seen my previous terrain generation video, it might be a good idea to watch that one before continuing with this one. In that one I cover a lot the fundamentals of terrain generation by coding a procedurally generated 3D landscape from scratch, and this video will be building on a lot of…

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Minecraft, Spelunky, Civilization — What do all of these games have in common? They are all games that have a seemingly limitless amount of content, and you can play for hundreds of hours without it getting repetitive. Why? Because all of these games make use of procedural generation — using computer algorithms to produce content that is different every time, rather than designing everything by hand. Procedural generation is a powerful tool that, if used correctly, can take a game from good to great, and keep players coming back over and over again.

In today’s video we will begin…

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What’s up designers, and welcome back to Rempton Games. In today’s episode of evolution of Pokemon design we have made it all the way to the Generation 7 games, Pokemon Sun and Moon. These games do more than most games in the series to shake up the formula and try new things, and while I have mixed feelings about the games themselves I do think this generation is possibly the most interesting generation of all in terms of Pokemon design. As always we will be discussing the themes and motifs of this game, along with technological and mechanical improvements…

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What’s up designers, and welcome back to Rempton Games. For those of you who have been clamoring for more AI content on this channel strap in, because this one’s a doozy. Today I will be talking about a project that combines reinforcement learning, genetic algorithms, and artificial life, and actually was the basis for the report that got me a masters degree in computer science. I will try to cover all of the important information, but there is no way I can cover everything in this video, so if you have any questions at the end please leave them…

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What’s up designers, welcome back to Rempton Games. In today’s History of Game Design we are going to be looking at the sport of Basketball. We will be talking about how the game got started, how it grew, and how the game itself has changed over time. Without further ado, let’s get started.

Basketball was invented in 1891 by James Naismith, a physical education professor at what is now called Springfield College in Springfield, Massachusetts. The story goes that Naismith came up with the earliest form of the game while trying to think of an activity that his class…

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What’s up designers, and welcome back to Rempton Games. First, I want to apologize for not uploading in a while. I am completing my Master’s degree this semester, and I have been really busy these past several weeks finishing up my project and report, as well as looking for jobs after I graduate. I am going to try to stick to a regular upload schedule for the foreseeable future, but the future is still very uncertain, so I’ll let you know when I know more. …

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What’s up designers, and welcome back to Rempton Games. We are back once again with another installment of the Evolution of Pokemon Design series, this time talking about Gen 6. As always we will be looking at the designs of Pokemon in this generation to see their common trends and motifs, and explore how the Pokemon designs have changed since previous generations. We will also be looking at the new mechanics, technological improvements, and themes of these games to see how they have influenced the design of Pokemon in this generation.

Before we jump into that, however, I just…

Caleb Compton

Software engineer by day, game designer, writer, and enthusiast by night! I love learning about games and sharing what I learn with all of you!

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