What developers can learn from this generation of game criticism

Hour-long video essays dissecting game design are pulling millions of views on YouTube. Creators like Noah Caldwell-Gervais, Jacob Geller, and Mark Brown have built audiences that rival or surpass…

Hour-long video essays dissecting game design are pulling millions of views on YouTube. Creators like Noah Caldwell-Gervais, Jacob Geller, and Mark Brown have built audiences that rival or surpass traditional game publications.

Developers are watching them too. When asked whether these essays meaningfully influence their work, a majority of the more than 50 developers interviewed said yes — just not in the way you might expect.

What’s Different About Video Essays?

Standard reviews and playtests offer immediate, often mechanical feedback. Video essays, by contrast, take a step back. They articulate why something worked or didn't, and they do it after the player has had time to digest the experience.

"Jacob Geller connects so many external concepts to games."

That’s Evan Hill, lead designer on The Last of Us: Part II. He told Game Developer that Geller’s ability to tie art, history, and philosophy into game analysis helps him think differently about his own design decisions.

Splitgate screenshot

Another developer mentioned Ralph Panebianco of Skill Up, who they described as "almost like a bloodhound" for identifying a game's best parts. The same developer credited Panebianco with convincing them to play Warframe and Nier Automata — games they now count among their favorites.

Mark Brown’s Game Maker’s Toolkit targets developers directly. His most-viewed video, with 6.9 million views, is a Unity tutorial for complete beginners. The channel combines snappy editing, infographics, and hands-on examples from his own game Mind over Magnet.

Broadly, video essays fall into two camps. Some creators approach games from a developer's perspective, explaining mechanics under the hood. Others, like Caldwell-Gervais, analyze as players.

"[My goal is] to articulate how something made them feel and understand why."

Graham Gettel, an engineer at Schell Games, finds both equally useful. "A big reason I make anything is to invoke a feeling in the player," he said. "If the intended feeling is not invoked, I appreciate knowing so that I can alter course."

The Bigger Picture

This shift from written criticism to video matters because it changes how developers learn. Written reviews often focus on scoring and quick takeaways. Video essays sit with a game longer, exploring its systems and emotional rhythms.

Brown himself notes the difference from playtesting. Playtesting happens before a game ships. Video essays often arrive months or years later, but they offer a level of articulation that internal teams rarely have the time or distance to produce.

Zelda game criticism image

The format isn't replacing traditional feedback. It's supplementing it. Developers working on a sequel can watch essays on the first game and see patterns they missed during crunch.

Creative inspiration rarely comes with a three-step action plan. But as more creators find their audience, the bridge between criticism and craft only grows stronger.

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Ethan Rabinowitz
Written by Ethan Rabinowitz