I've been working on my spare time after work on making a Mario 1, 3 and World game play analysis video. In it I examine several gameplay elements and explain how they impact the user experience.
This was great, thank you. Looking forward to more.
I'm kind of a Youtube-a-holic and my favorite things to watch are detailed analyses by designers. :) You might enjoy Errant Signal, Extra Credits, and some of Bunnyhop (specifically the Critical Close-ups).
Personal life and your private thoughts always effect your career. Research is the intellectual backbone of game development and the first order. Version Control is crucial for full management of applications and software. The better the workflow pipeline, then the greater the potential output for a quality game. Completing projects is the last but finest order.
So many people here think game design is just about rendering something and making it respond to input. The art and design gets completely ignored most of the time. This place needs a culture shift.
We need more of that kind of stuff here in general, and less programming talk.
No, we more "programming talk", not less, on the design board; i.e. it's important to keep the implementation step(s) in mind and to get a working prototype asap (both of which require programming). (This very discussion already took place elsewhere, so I don't mean to revisit it here; just to remind about it. :) )
The real value behind analyses like those cited is that they show us all things to look for in games and thus fresh ideas on what to include in our own games. Extra Credits has a good pair of videos that talk about playing a game like a designer, i.e. what to look for and why. Parts
">1 and ">2. Watching/reading other people's analyses serve a similar role in helping you see things (both in the game in question and general types of things) you may have missed on your own.