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Three nice gamedevs talk gaming and game development. Current events, guest interviews, and deep dives into the art and science of video games and how they're made. Nice! Your nice hosts: Martha Megarry, Stephen McGregor, and Mark LaCroix.

Martha Megarry, Stephen McGregor, and Mark LaCroix


    • Jan 19, 2023 LATEST EPISODE
    • weekly NEW EPISODES
    • 569 EPISODES

    4.8 from 29 ratings Listeners of Nice Games Club that love the show mention: game dev, martha, development, hosts, different, topics, interesting, great, new, best, good, listen, love, nice games.



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    Latest episodes from Nice Games Club

    "Maximum Whooo!" Learning to Use Tools; Co-Op Games [Nice Replay]

    Play Episode Listen Later Jan 19, 2023


    #244 "Maximum Whooo!"Roundtable 2021.11.25 As the podcast approaches its fifth anniversary, your hosts get a little (more) frivolous. Mark shares some industry news about hardware releases. Ellen prompts everyone to share their experiences of learning development tools and examine their process of learning through the lens of Maximum Whooo. Stephen explores the difference between cooperative and collaborative gameplay, and invents something called a Feedborm. Dang!Steamworks Virtual Conference: Steam Deck - SteamSteam Deck launch delayed by two months - Jay Peters, The VergeIndie handheld Playdate delayed to 2022 - Michael McWhertor, PolygonHow Long to Beat: Metroid Dread - HowLongToBeat Learning to Use Tools 14:05 Ellen Burns-JohnsonMisc.ToolsArticulate Storyline 360, an e-learning development toolGodot, an open-source 2D & 3D game engineGodot: Getting Started >> Step by step - Juan Linietsky, Ariel Manzur and the Godot community, GodotTuckman's stages of group development - WikipediaCoDecks: Playful PlanningSonder (a story) - Ludum Dare 48Proactive and Retroactive Interference (re: learning interference) - Dr. Saul McLeod, Simply Psychology Co-Op Games 53:10.0 Stephen McGregorGame DesignOvercooked Co-Op Review: Five-star co-op gaming - Jason Love, Co-OptimusThere's a Difference Between Cooperation and Collaboration - Ron Ashkenas, Harvard Business Review

    The State of VR in 2022 (with Andrew Eiche) [Nice Replay]

    Play Episode Listen Later Jan 12, 2023


    #273 The State of VR in 2022Interview 2022.08.11 Your nice hosts talk to Andrew Eiche, COO at Owlchemy Labs (Job Simulator, Vacation Simulator, Cosmonious High) about the state of VR in 2022, and where VR and VR development tools may be going in the coming years.Andrew talks about how industrial design should influence VR design, why you shouldn't take inspiration from movies, and how ergonomics are important. Also, Ellen takes a hard stand on the right way to use a dial. VR in 2022 and its Future VR / AR / XROwlchemy LabsThe Design of Everyday Things - Don Norman, bookHeadsetsPico VR HeadsetPlaystation VR2VR EnginesVRTK (Virtual Reality Tool Kit)TButt - Turbo ButtonCosmonious HighCosmonius High on Tik Tok - Tik TokCosmonius High on TwitterCosmonius High on SteamAndrew EicheGuest Andrew Eiche is Chief Operating Owl and Cable Slinger at Owlchemy Labs. Andrew's background is game development and computer programing External link Andrew Eiche is on Twitter @buddingmonkeyOwlchemy Labs on Twitter @olwchemylabsOwlchemy Labs website

    Nice Games Jam: "StorySlide (with Osama Dorias)" [Nice Replay]

    Play Episode Listen Later Jan 5, 2023


    #281 StorySlide (with Osama Dorias)Nice Games Jam 2022.10.06 Game designer Osama Dorias returns to the clubhouse to help design a game that can be played remotely, and provides some (much needed?) structure to the Nice Games Jam process. Stephen is obsessed with Bananas, Ellen contemplates her mystery banana gift, and Mark realizes some of these concepts might be too complicated for small children. Osama previously joined us for episode 211: Building Blocks of Design This isn't the first time we'd had a guest join us for a Nice Games Jam: Blame the Cat! (with Monica Fan)Osama on TwitterOsama's podcast is "The Habibis"Playtest MaterialsThe slides we created for this episode's playtest.The Noun Project Prompt "Design a game that can be played remotely with (Osama's) children (and ideally is still fun for adults)" Game type Tabletop game Player count 3-6 Materials Electronic system for sharing slides (such as Google Slides)A voice connection with remote playersA set of slides or icons/drawings/clipart to create the set of slidesA system for privately messaging players Setup Create a set of slides (12) with icons, drawings, photos, or clip-art, if not using a pre-made slide deck. Each slide should contain 3 items. Pick a Game Master (usually one of the adults playing the game).The Game Master comes up with one group objective with two parts: A protagonist/hero.A conflict for the protagonist.The Game Master comes up with one secret objective for each player: Each secret objective should start with the phrase “The hero should...”Ideally these will be randomly assigned. Rules Player order goes to the left and does not changeThe game ends when you run out of slidesEach slide should be a simple phrase or sentenceGameplayPlay starts with the Game Master describing the first slide, starting with the phrase “Once upon a time..”Play continues to the player on the Game Master's left and the slide progresses.This player chooses one of the three pictures on the slide to incorporate into the story with a phrase or sentence.Play continues to the left with a new slide. And continues around the circle, with each player getting a new slide (the Game Master may now sit out of the storytelling), until there are no more slides left.The Game Master may provide an epilogue (and explain what an epilogue is to the children playing the game) as desired. Note: Defining 'Epilogue' will not be out of character for this game, as in this episode's run-through Mark would have had to explain to kids: headbanging, Ska, life in 1998, mosh-pits, micro-cassettes, and a reference to 'Spaceballs.'At the end of the story, players try to guess each others individual objectives.

    Visual Coding (with Alina Matson) [Nice Replay]

    Play Episode Listen Later Dec 29, 2022


    #252 Visual CodingInterview 2022.03.17 This week we're joined by Alina Matson, developer of Fitment—a microworkout app designed with cozy gamers in mind. Alina talks about how she has used the popular Unity plugin Playmaker to kick-start her transition from a career in mechanical engineering to gamedev. Positive vibes abound. Plus, surprise singing! Visual Coding ProgrammingToolsPlaymaker - Hutong Games, Unity Asset StoreBolt - Unity, Unity Asset StoreBlueprint Visual Scripting - Unreal EngineProcessingScratch - MIT10 Most Nostalgic Flash Games From The Early 2000s - Samuel Williams, CBRStephen J. Guy, Director, Applied Motion Lab - University of MinnesotaZebraZapps We mentioned a previous interview episode with Freya Holmer, Self-education, et al.Alina MatsonGuest Bio External link Alina on TwitterFitment websiteFitment Discord serverFitment on Twitter

    Designing like a Dungeon Master (with Katrina Ostrander and Jon Kiehne) [Nice Replay]

    Play Episode Listen Later Dec 22, 2022


    #247 Designing like a Dungeon MasterInterview 2021.12.10 Your nice hosts (Ellen, mainly) conduct a double-interview, with a consummate professional and a committed amateur, on the subject of game design though the lens of tabletop game mastering. Subjects include the dynamic between system design and session design, the balance between planning and improvisation, and how players can be encouraged to participate in the process. Designing like a Dungeon Master Game DesignNarrativeTabletopAlternity - Sasquatch Game StudioMDA: A Formal Approach to Game Design and Game Research - Robin Hunicke, Marc LeBlanc, Robert Zubek, Northwestern UniversityDread, a game of horror and suspense - The Impossible DreamThousand Year Old Vampire - Tim HutchingsRobin's Laws of Good Game Mastering - Robin D. LawsUnpossible Game LabsCon of the North Katrina imagined a future with "Westworld as a video game," which coincidentally was a topic in one of our first episodes: "It's against the law to stop."Katrina OstranderGuestAn editor for over a dozen media tie-in novellas spanning multiple genres, and the Creative Director of Story and Setting for Fantasy Flight Games, where she oversees the internal and licensed development of the studio's proprietary IPs.Besides her work as an editor of tie-in fiction and developer of IPs, Katrina has written for or developed over a dozen roleplaying game products, including adventures, supplements, and core rulebooks. External link WebsiteTwitterThe Great Clans of Rokugan: Ice and SnowDescent: Legends of the Dark Jon KiehneGuest A "committed amateur" of tabletop role playing games, Jon is a longtime Dungeon Master who created a wholly unique campaign setting for his regular group (including your nice host Ellen) which he has been running for over six years.

    "No referees?!" Curling; Off-Ramps [Nice Replay]

    Play Episode Listen Later Dec 16, 2022


    #268 "No referees?!"Roundtable 2022.07.07 How much of the culture around a game is rooted in its design? That's one of the questions that comes up as Mark takes us on a tour of curling—an Olympic sport that's described as "chess on ice." We examine its origins, the Spirit of Curling, and some specific rules that may have a big impact on how players behave towards one another. Later, Stephen considers some questions about off-ramps, the parts of a game that guide players as they end a play session. Should we as designers encourage players to take breaks? Gato Roboto by doinksoft (from Devolver Digital) - Steam Curling 0:10:15 Mark LaCroixGame DesignAbout Curling - World Curling FederationWhy is this Olympic Sport called Chess on Ice? - by user "Pete", Chess.comCurling might be an antidote to our troubled times - Kristen Gelineau, The Detroit NewsGlossary of curling - WikipediaDeflategate - Wikipedia Off-Ramps 0:50:00 Stephen McGregorGame DesignGamingHow Gaming Breaks Can Make You a Better Player... and Why They're Important - Michael Harman, Make Use Of

    Characterization in Pet Management Games (with Sarah Yu and Beth)

    Play Episode Listen Later Dec 8, 2022


    Sarah Yu and Beth, developers of Bugaboo Pocket, join us once again in the clubhouse after our chance meeting at GDC! Listen in as we gush about bugs a lot, but also discuss how to present personality traits of your pets in pet management games. There's also a bunch of cool videos of bugs in this episode's show notes! Sarah and Beth were also interviewed by us during GDC in 2022. GDC 2022 Special (Part 2) Characterization in Pet Management Games ArtGame DesignGamingChao World - Chao IslandDo Dogs Smile? What's Really Behind That Adorable Smile? - Joelle Audette, Canine CampusBugaboo Pocket Beta - Bugaboo PocketBugs MentionedWhat is an isopod? - NOAA Ocean Exploration Video of Praying Mantis Video of Jerusalem Crickets (Potato Bugs) Video of Syrphid Fly (Hoverfly) Games MentionedNeko Atsume - Hit-Point Co., LtdWobbledogs - Animal UprisingMerge Dragons - Gram GamesBugaboo Pocket - Bugaboo PocketSarah YuGuest Programmer making games. Currently working on Bugaboo Pocket: a digital pet game where you raise bugs. External link Link to Bugaboo PocketBethGuest Artist/animator currently working on Bugaboo Pocket. External link Link to Bugaboo Pocket

    "You lost all your dragons." Save Data; Interdisciplinary Communication

    Play Episode Listen Later Dec 1, 2022


    The clubhouse comes together this week to realize the danger and fear surrounding Save Data. Mark talks about the advantages of Json and xml, then immediately tells why he choose neither of them for his project. Stephen summarizes why meetings are great and why everyone is sometimes a tech artist (Make it more... Dynamic?), and the team discusses how to best communicate between people who have different skills sets.Stephen's Brother Streaming his work - @DarkaysTG, YouTubeMark's Music Choice: The Beths "Expert in a Dying Field" - The Beths, YouTubeNice Games Club on MastadonGet your partner their own NGC shirt here Save Data 0:08:46 Mark LaCroixProgramming Interdisciplinary Communication 48:44 Stephen McGregorProduction

    "Time is just a search bar away."

    Play Episode Listen Later Nov 26, 2022


    It's the show's sixth anniversary! To celebrate, Stephen, Mark, and Ellen play two "talky talky" games on the air:  Where Should We Begin: A Game of Stories by Esther Perel, and Hypertheticals by Chuck Klosterman. These games offer your hosts some interesting discussion prompts, with interesting results. Episode 280, a recent one in which we talked about journaling. "Two bits of goop.""Baldric" in literature and culture - Wikipedia Where Should We Begin? A Game of Stories 0:08:49 Ellen Burns-JohnsonPhysical GamesWhere Should We Begin? A Game of Stories - Esther PerelThe Mousetrap - Agatha Christie, WikipediaThree ways to improvise an arm sling - John Godino, Alpine Savvy Hypertheticals 0:49:47 Ellen Burns-JohnsonPhysical GamesHypertheticals - Chuck Klosterman, Penguin Random House

    Fusing Genres (with Millie Walker)

    Play Episode Listen Later Nov 17, 2022


    This week, fellow nice gamedev Millie Walker enters the clubhouse to discuss her approach to combining genres. It's an episode full of synthesis, but not photosynthesis because Stephen doesn't want to talk about his bonsai tree. Fusing Genres Game DesignMarketingMyth Caller: The Nightmare Shaman - KaratkuroXander the Monster Morpher: Universe Breaker - Karatkuro, Steam We previously tackled "genre" in: "I do business." Millie WalkerGuest External link TwitterYouTubeDiscord

    "I realize you were making a more point thing?" Cameras; Bug Tracking and Triage

    Play Episode Listen Later Nov 10, 2022


    Lots of technical talk in this episode as your nice hosts wade into these two large topics! Flappy Dragon - Google Play Store Cameras 0:09:27 Stephen McGregorGame DesignProgrammingLinear Interpolation - WikipediaSuper Mario World Camera Logic Review - Shaun Inman, YouTubeCamera Movements for 2D Platformers: How Do I Know Which One to Choose - Sam Hu, Sam J H HuPro Camera 2D - Luís Pedro Fonseca, Unity Asset Store Bug Tracking and Triage 0:31:52 Ellen Burns-JohnsonProductionProgrammingParkinson's Law - WikipediaResponsible Bug Reporting and Triage - SmartbearAuction-based serious game for bug tracking - """Çağdaş Üsfekes,Eray Tüzün,Murat Yılmaz,Yagup Macit,Paul Clarke""", The Institution of Engineering and TechnologyBug Triaging Principles - BugsnagGame Development Essentials: Bugtracking (or how we ended up writing our own bu… - Andre Weissflog, The Brain DumpProduction Testing and Bug Tracking - Jamie Fristrom, Game DeveloperWhat makes a good bug report? - Nick Barrett, GamesIndustry.bizAzure DevOps - MIcrosoft Ellen mentioned Agile Development in this episode. Agile Development We also talked about Bugs in one of our first episodes. "Bananas, from here to eternity."

    Nice Thinking: "Revisiting Rhythm Rumble"

    Play Episode Listen Later Nov 3, 2022


    It's everyone's favorite rhythm fighting game that doesn't exist yet, ‘Rhythm Rumble', back for more discussion in this week's NiceThinking Episode. Ellen learns a new word, Mark rants about Unity's PlayerPrefs, and Stephen admits that he still hasn't learned to take good notes. They all agree that you have to spend more time researching than you want to, and that Dale is awesome.PlayerPrefs in UnityUnity Manual on Player PrefsBodge (definition) - Dictionary.comEllen has been playing games!Agent InterceptBanner SagaFlappy Dragon on mobileFlappy BirdJetpack JoyrideMark has been playing a gameMario and Rabbids Rhythm Rumble Stephen McGregorGame Design Stephen leaving an old employeer for a new job also leaves him room for improvement on a rhythm fighting game. The main problems with the old prototype: not rhythmic enough and too simple. The beats the player had to match were up to the sixteenth note (quarter beat) which left players not understanding which beat they were playing to, and an impression of the game feeling sluggish Some thoughts from the discussion -Use beat patterns rather than make people keep the beat -Being able to store (and playback) beats to conjure special moves -Give the instruments personality to the fighting moves they can make -Make the game into a metaphor, give it personality - these beats might control instruments, which control rock-em-sock-em robots, rather than making the avatars hit each other with a very expensive bass clarinet. They mention Sukuri's youtube video about the influence '90's fighting games had on the design of SmashBrothers Super Smash Bros. [Game Concepts] - MasahiroSakurai on Creating Games, YouTube

    "Shiny rocks get me every time." Branding & Iconography; The Ethics of Engagement

    Play Episode Listen Later Oct 28, 2022


    It's spooky season! Stephen is SO over it, but he can't escape all the scary stuff happening in this week's episode. We start with a lesson on the necromantic arts of branding and iconography, guided by Mark, a master of these dark magics. After the break, Ellen raises a past topic from the dead in order to explore the ethics of manipulating players' brainnnsssss. Also mentioned: candy corn, houseplants, and—you guessed it—Star Trek. Star Trek: Ascendancy Branding & Iconography 0:10:10 Mark LaCroixMarketingSmash TV - WikipediaThomas Was Alone - Bithell Games The Ethics of Engagement 0:36:22 Ellen Burns-JohnsonGame DesignEgg, Inc. - Auxbrain, Inc.Idle Acorns - Aleros LLCBeReal social mediaA little learning is a dangerous thingDrink deep, or taste not the Pierian spring.This is a line from Alexander Pope's Essay on Criticism (1711). The Pierian spring is a fountain in Pieria, a district round Mount Olympus and the native country of the Muses. You can read the full text for free here on Project Gutenberg.

    Physical Releases for Indies (with Ryan Brown)

    Play Episode Listen Later Oct 20, 2022


    This week, we talk with Super Rare Games' "Head of Words," Ryan Brown, about his company's approach to physical game distribution for indie games, and what it takes to get your game not just on a Nintendo, but on a Nintendo cartridge. Physical Releases for Indies MarketingProductionSuper Rare GamesSuper Rare Games - TwitterSuper Rare Games - Developers & Publisherspublishmygame@superraregames.com The Criterion CollectionInternational Age Rating Coalition (IARC) - WikipediaStrong Museum of PlayThe Centre for Computing HistoryRyan BrownGuest "Head of Words" at Super Rare Games, Ryan has always worked in video games, whether writing for The Mirror and various outlets as a games journalist, running all things PR at Numskull, talking about hot gaming topics on BBC Radio, or serving on the BAFTA Games 2020 nominating panel. External link Twitter

    “Today's the day that I screw things up.” Pre-production; Idle Games

    Play Episode Listen Later Oct 13, 2022


    Your nice hosts start of strong with an excellently performed intro, and it just gets better from there! The Game Agency - The Game Agency Pre-production 0:06:24 Stephen McGregorProduction Idle Games 0:31:45 Mark LaCroixGame DesignGamingStar Trek Lower Decks: The Badgey Directive Review: The Final Fun-tier? - Steven Shaw, Droid GamersHow to make an idle game: Everything you need to know about incremental mobile … - David Hartery, AdjustIdle Games: The Mechanics and Monetization of Self-Playing Games - Anthony Pecorella, YouTube“It Started as a Joke”: On the Design of Idle Games - Katta Spiel, Sultan A. Alharthi, Andrew Jian-Lan Cen, Jessica Hammer, Lennart E. Nacke, Z O. Toups and Tess Tanenbaum, CHI PLAY

    Nice Games Jam: "StorySlide (with Osama Dorias)"

    Play Episode Listen Later Oct 6, 2022


    Game designer Osama Dorias returns to the clubhouse to help design a game that can be played remotely, and provides some (much needed?) structure to the Nice Games Jam process. Stephen is obsessed with Bananas, Ellen contemplates her mystery banana gift, and Mark realizes some of these concepts might be too complicated for small children. Osama previously joined us for episode 211: Building Blocks of Design This isn't the first time we'd had a guest join us for a Nice Games Jam: Blame the Cat! (with Monica Fan)Osama on TwitterOsama's podcast is "The Habibis"Playtest MaterialsThe slides we created for this episode's playtest.The Noun Project Prompt "Design a game that can be played remotely with (Osama's) children (and ideally is still fun for adults)" Game type Tabletop game Player count 3-6 Materials Electronic system for sharing slides (such as Google Slides)A voice connection with remote playersA set of slides or icons/drawings/clipart to create the set of slidesA system for privately messaging players Setup Create a set of slides (12) with icons, drawings, photos, or clip-art, if not using a pre-made slide deck. Each slide should contain 3 items. Pick a Game Master (usually one of the adults playing the game).The Game Master comes up with one group objective with two parts: A protagonist/hero.A conflict for the protagonist.The Game Master comes up with one secret objective for each player: Each secret objective should start with the phrase “The hero should...”Ideally these will be randomly assigned. Rules Player order goes to the left and does not changeThe game ends when you run out of slidesEach slide should be a simple phrase or sentenceGameplayPlay starts with the Game Master describing the first slide, starting with the phrase “Once upon a time..”Play continues to the player on the Game Master's left and the slide progresses.This player chooses one of the three pictures on the slide to incorporate into the story with a phrase or sentence.Play continues to the left with a new slide. And continues around the circle, with each player getting a new slide (the Game Master may now sit out of the storytelling), until there are no more slides left.The Game Master may provide an epilogue (and explain what an epilogue is to the children playing the game) as desired. Note: Defining 'Epilogue' will not be out of character for this game, as in this episode's run-through Mark would have had to explain to kids: headbanging, Ska, life in 1998, mosh-pits, micro-cassettes, and a reference to 'Spaceballs.'At the end of the story, players try to guess each others individual objectives.

    "Two bits of goop." Keeping a Game Design Journal; Bringing Other Media into Games

    Play Episode Listen Later Sep 30, 2022


    In this slightly-longer-than-normal episode, we start with a pandemic check-in. (Bivalent boosters are available! Go get 'em!) Ellen leads us on a journaling journey, sharing the embarrassing evidence of past attempts. Stephen challenges us to think through examples of adaptation, or maybe translation, or transcreation...well, we mostly figure it out by the end. Mark is extra-sharp with the one-liners.When, why, and how to get a new Covid-19 booster shot - Keren Landman, Umair Irfan, VoxHylics  - WikipediaGato Roboto - Developer's website Keeping a Game Design Journal 0:16:16 Ellen Burns-JohnsonGame Design"Mark's Home Office" 11/11/2021 - Nice Games Club, PatreonBeanstacker: Reading tracker app - Google Play StoreContraindication (definition) - WikipediaThe Complete Guide to Video Game Genres: From Scrollers, Shooters, to Sports - GameDesigning.orgList of video game genres - WikipediaOctalysis - Yu-kai Chou, Octalysis GroupChronicle of the Movies: A Year-by-Year History from the Jazz Singer to Today - Leonard Multon, Biblio.comGames I've played (Ellen's journal v1, with new entries!) - Google sheet - Ellen Burns-JohnsonGameplay journal (Ellen's journal v2 input form) - Google form - Ellen Burns-JohnsonGameplay journal (Ellen's journal v2, responses) - Google sheet - Ellen Burns-Johnson Bringing Other Media into Games 0:54:36 Stephen McGregorArtGame DesignFan Shows Us What A Frasier Game Would Look Like… Hectic - Sean Murray, TheGamer.comSingle-Camera vs. Multi-Camera TV Sitcom Scripts: What's the Difference? - Ken Miyamoto, Screen CraftThe Project Gutenberg eBook of "Goody Two-Shoes" - Anonymous, Project Gutenberg

    Designing a Spiritual Successor (with Dmitry Samartsev, aka Special Bread)

    Play Episode Listen Later Sep 22, 2022


    We welcome our first pseudonymous guest to the clubhouse to discuss what it's like making a game to carry the banner (and serve the community) of a previous title. Designing a Spiritual Successor Game DesignGamingProductionSanctuary Shattered Sun: Real Time StrategySupreme Commander - WikipediaInterview With Special Bread! - Sanctuary, YouTubePac-Man Championship Edition is an electrifying reinvention of a classic and fi… - Richard Stanton, GamesRadarChris Taylor lets us know what he thinks about Sanctuary - Sanctuary, YouTubeDmitry Samartsev, aka Special BreadGuest

    “Insert interesting car here.” Verisimilitude; Indie Game Credits

    Play Episode Listen Later Sep 15, 2022


    Your nice hosts' pronunciation is on point this week as they say a really hard word a large number of times! In this episode, Mark and Ellen BOTH introduce even more complicated words to the other hosts, and Stephen admits to losing an argument (which he'd done on the show before but still don't tell his brother).Noble Robot Office Verisimilitude 0:05:23 Ellen Burns-JohnsonArtGame DesignVerisimilitude Definition - Dictionary.comVeracity Definition - Dictionary.comThe Quest For Verisimilitude: Realism, Illusion, and Consistency In Video Games - Erik Kain, ForbesHow to build verisimilitude in your games? - Thunderdices, Reddit One comment of note in the thread: “Your point about making things simple is extremely important. Lots of things in real life are simple and it's the combination of items interacting that it becomes complicated. When a DM makes the simple complicated there's a danger of the world becoming too complex and breaking verisimilitude from the other side.” Thrive - Adam's Apple GamesBrobdingnagian Definition - Dictionary.comThomas Was Alone - Bithell Games, Steam Indie Game Credits Mark LaCroixProductionMobyGames - MobyGamesFilm Credits: Everything You Need To Know - Nashville Film Institute

    Postmortem: "Scrapeboard" (with Frank DeMarco and Blake Andrews)

    Play Episode Listen Later Sep 9, 2022


    This week, a behind-the-scenes look into the game that uses a skateboard deck as a controller! Scrapebopard combines elements of rhythm, racing, and fighting games to create a unique boss attack experience. What's it like playtesting unique hardware? How much did they learn about electronics and wiring? How difficult was it to demo the game at alt.ctrl.GDC? What's next for the game? We explore these questions and more in this interview. Postmortem: "Scrapeboard" EventsGame DesignHardwareElectric Scrapeboard - Shake That ButtonMakey MakeyAbout formalism - Dario D'Ambra, Game DeveloperGame Dev Tools for Raspberry PiBabycastlesWondervillePlaytest Thursdays - NYU Game CenterCome Out & Play Festival"A Work of Art Is Never Finished, Merely Abandoned" - Quote InvestigatorFrank DeMarcoGuestBlake AndrewsGuest

    "Always be the banker" Broken games; Support Systems

    Play Episode Listen Later Sep 1, 2022


    In this episode the your nice hosts discuss broken games, solved games, and purposely broken games. Ellen realizes that even if it is broken, doesn't mean you need to fix it. They discuss who's job it is to make a game fun, and how you can always make a game not fun. This episode features the origin story of Stephen Business, and if you are still reading, spoiler alert: Mark's topic is a stealth sequel to his topic about Curling.Stephen reports that the paperwork has been submitted and he is officially a co-owner of Future Club!Ellen now co-owns a still difficult to obtain Steam Deck.Noble Robot now offers coworking at thier Minneapolis office.Stephen and Ellen went to see a show at the Minnesota Fringe Festival - and Ellen LOVED it!Fringe Festival History - Wikipedia"Developers" - Michael Rogers, Minnesota Fringe Festival Broken games 0:24:00 Mark LaCroixGame DesignNo More Jokeys Channel on YouTube - No More Jockeys, YouTubeMonopoly Hotels - Daisy Barringer, Trillist"Is Connect Four a Solved Game? and what does that even mean" - Gamesver Mark mentioned a previous episode topic about Curling "No referees?!" Support Systems 53:57 Stephen McGregorIRLTypes of Support Systems -Emotional Support -Financial Support -Someplace to live Investment and Risk"We quit our jobs, remortgaged our houses" - Alex Gilyadov, Games Radar

    Nice Games Jam: "Dogpile! (part 2)"

    Play Episode Listen Later Aug 25, 2022


    It's our second climb into the scruff as your nice hosts continue development on "Dogpile!" We've updated the rules and did a lot of work toward defining the properties of a full prototype deck, consisting of 100, or 150... or maybe 250 unique cards? However many it ends up being, we're looking forward to part 3! Prompt Keep working on "Dogpile!" Game type Card game Player count 2-4 Setup Shuffle a standard 52-card deck.Deal 5 cards to each player.Set the remaining cards aside; this is the draft deckFor the first round, assign the "player one" indicator to the person who most recently played with a dog.TermsTurn: One player's action.Round: Once around the table (each player takes an action).Draft Deck: The pile of dog cards you draw from each round.Dogpile: This is where the dogs that you're able to recruit into your pack will end up.Pack Leader: The card drawn from the Draft Deck once per Round.Player One: The first player to lay their cards face-down next to the Pack Leader card in each round. The First Player status is indicated with a First Player token that rotates clockwise at the start of each round. Strays: The discard pile. Rules Objective: Get as many dogs into the Dogpile as possible!How to playDraw a card from the draft deck and place it face-up in the center of the table. This is the Pack Leader card.Without talking about what's in their hands or what cards they're playing, all players select and number of cards from their hand to lay face-down around the Pack Leader. Each player lays their cards face-down in clockwise order, starting with the First Player.Players can lay down any number of cards up to the full complement of their hand.If a player decides to not lay down any cards (skipping their turn, essentially), then skip to Step 3 below. Remaining players' turns are forfeit.After all players have put their selected cards face-down, all players reveal their cards at the same time.Once all cards are revealed, determine whether the group of dogs (the Pack) will join the Dogpile or become Strays. For the pack to join the Dogpile, every revealed card on the table (players' face-up cards and the Pack Leader card) must be physically "connect" to form a single unbroken shape, consisting entirely of legal connections. As of the recording of episode 275, cards can be connected by number or suit.Cards connected horizontally must be 1 number different (up or down) from the connected card. (Numerical values are 1-13 where Ace = 1 and King = 13).Cards connected vertically must be of the same suit.Cards cannot connect diagonally, and if two cards are physically touching, they must legally connect.The two Jokers are "wild" in that they can adopt any suit or number, but like a Scrabble tile, all cards connected to a Joker must connect based on a single, newly adopted value.Clear the table by placing the group of dogs in the Dogpile, in the Strays. Optionally, the pack of Strays may be tossed randomly about the room. Then, begin the next round.At the start of each subsequent round, players refresh their hands up to 5 with newly-drawn cards, and the Player One token is passed clockwise.Continue steps 1-6 above until the timer rings. How many dogs did you get in your Dogpile?

    "I'm not coding your game, y'all figure that out." GameMaker for Unity Devs; Inspiration from Behavioral Economics

    Play Episode Listen Later Aug 18, 2022


    Your nice hosts accidentally stumble into the thesis of the show as this episode explores these two topics! Also found in the show: Stephen's composed song, Mark tries to avoid Entity Component Models and Ellen thinks about snakes for 20 minutes (but holds it together somehow).Beefsteak Tomato - WikipediaWoman in Motion - ParamountWoman in Motion on Peacock - PeacockWoman in Motion on Tubi - TubiNoble Robot - Noble Robot GameMaker for Unity Devs 0:06:01 Stephen McGregorProgrammingToolsStephen was wrong, here's a marketplace for GameMaker plugins - YoYo GamesWhat is the difference between statically typed and dynamically typed languages? - Stack OverflowRust - Rust TeamMain Theme for Rooty Tooty Fresh n Shooty (Stephen's Work Project) - Stephen McGregor Inspiration from Behavioral Economics 0:40:58 Ellen Burns-JohnsonGame DesignGaming5 Examples of Behavioral Economics in Your Everyday Life - Rebecca Koch, The Chicago School of Professional PsychologyChoice architecture - WikipediaWhat determines human decisions? - Daniel Kahneman, UBSRichard Thaler - WikipediaNudge (book) - WikipediaPredictably Irrational - Dan ArielyFreakonomics - Freakonomics Radio NetworkProspect theory - Behavioral Economics

    The State of VR in 2022 (with Andrew Eiche)

    Play Episode Listen Later Aug 11, 2022


    Your nice hosts talk to Andrew Eiche, COO at Owlchemy Labs (Job Simulator, Vacation Simulator, Cosmonious High) about the state of VR in 2022, and where VR and VR development tools may be going in the coming years.Andrew talks about how industrial design should influence VR design, why you shouldn't take inspiration from movies, and how ergonomics are important. Also, Ellen takes a hard stand on the right way to use a dial. VR in 2022 and its Future VR / AR / XROwlchemy LabsThe Design of Everyday Things - Don Norman, bookHeadsetsPico VR HeadsetPlaystation VR2VR EnginesVRTK (Virtual Reality Tool Kit)TButt - Turbo ButtonCosmonious HighCosmonius High on Tik Tok - Tik TokCosmonius High on TwitterCosmonius High on SteamAndrew EicheGuest Andrew Eiche is Chief Operating Owl and Cable Slinger at Owlchemy Labs. Andrew's background is game development and computer programing External link Andrew Eiche is on Twitter @buddingmonkeyOwlchemy Labs on Twitter @olwchemylabsOwlchemy Labs website

    The State of VR in 2022 (with Andrew Eiche)

    Play Episode Listen Later Aug 11, 2022


    Your nice hosts talk to Andrew Eiche, COO at Owlchemy Labs (Job Simulator, Vacation Simulator, Cosmonious High) about the state of VR in 2022, and where VR and VR development tools may be going in the coming years.Andrew talks about how industrial design should influence VR design, why you shouldn't take inspiration from movies, and how ergonomics are important. Also, Ellen takes a hard stand on the right way to use a dial. VR in 2022 and its Future VR / AR / XROwlchemy LabsThe Design of Everyday Things - Don Norman, bookHeadsetsPico VR HeadsetPlaystation VR2VR EnginesVRTK (Virtual Reality Tool Kit)TButt - Turbo ButtonCosmonious HighCosmonius High on Tik Tok - Tik TokCosmonius High on TwitterCosmonius High on SteamAndrew EicheGuest Andrew Eiche is Chief Operating Owl and Cable Slinger at Owlchemy Labs. Andrew's background is game development and computer programing External link Andrew Eiche is on Twitter @buddingmonkeyOwlchemy Labs on Twitter @olwchemylabsOwlchemy Labs website

    Nice Games Jam: "Dogpile!"

    Play Episode Listen Later Aug 6, 2022


    It's Ellen's 100th episode as a Nice Games Club host! And there's no better way to celebrate a big day than with a Nice Games Jam. Dale gave us a prompt and you'll never guess the theme. Can your Nice Hosts come up with a playable prototype in “ruffly” an hour? Enjoy live edits, goofs, special cubes, and piles of dogs taken to the logical extreme! Ellen's first episode as a permanent host. "Click here for fleet operations.""Ameritrash" - Board Game GeekTexas Hold'em Poker - BicycleCan Dogs See Color? - American Kennel Club Prompt Create a game that could be subtitled "The 100 Dog Days of Calendar Math." Game type Card game Player count 2+ Materials Two standard 52-card decks Setup First, some additional prompt information. The objective is to get your dog pack to exactly 100 members (no more, no less) in 100 units of time. You decide how many dogs you start with, how you add or lose members, and what a "time unit" is. Because this is the special for Ellen, bonus points if the game has a dog or multiple dogs in it.Now, on to the setup:Shuffle both decks of playing cards togetherDeal X cards to each playerSet the remaining cards aside; this is the draft deckFor the first round, assign the "Pack Leader" indicator to the person who most recently played with a dogTermsTurn: One player's actionRound: Once around the table (each player takes an action)Draft Deck: The pile of dog cards you draw from each roundDogpile: This is where the dogs that you're able to recruit into your pack will end upPack Leader: An outdated term we're using to describe the First Player in each round  Rules Objective: Get 100 dogs in 100 units of time!How to playGuys, this is Ellen, and I'm still writing the rules out. I'll have to listen to the episode again to get them all recorded correctly!

    Nice Games Jam: "Dogpile!"

    Play Episode Listen Later Aug 6, 2022


    It's Ellen's 100th episode as a Nice Games Club host! And there's no better way to celebrate a big day than with a Nice Games Jam. Dale gave us a prompt and you'll never guess the theme. Can your Nice Hosts come up with a playable prototype in “ruffly” an hour? Enjoy live edits, goofs, special cubes, and piles of dogs taken to the logical extreme! Ellen's first episode as a permanent host. "Click here for fleet operations.""Ameritrash" - Board Game GeekTexas Hold'em Poker - BicycleCan Dogs See Color? - American Kennel Club Prompt Create a game that could be subtitled "The 100 Dog Days of Calendar Math." Game type Card game Player count 2+ Materials Two standard 52-card decks Setup First, some additional prompt information. The objective is to get your dog pack to exactly 100 members (no more, no less) in 100 units of time. You decide how many dogs you start with, how you add or lose members, and what a "time unit" is. Because this is the special for Ellen, bonus points if the game has a dog or multiple dogs in it.Now, on to the setup:Shuffle both decks of playing cards togetherDeal X cards to each playerSet the remaining cards aside; this is the draft deckFor the first round, assign the "Pack Leader" indicator to the person who most recently played with a dogTermsTurn: One player's actionRound: Once around the table (each player takes an action)Draft Deck: The pile of dog cards you draw from each roundDogpile: This is where the dogs that you're able to recruit into your pack will end upPack Leader: An outdated term we're using to describe the First Player in each round First Player: The first player to lay their cards face-down next to the Pack Leader card in each round. The First Player status is indicated with a First Player token that rotates clockwise at the start of each round. Strays: The discard pile. Rules Objective: Get 100 dogs in 100 units of time!How to playDraw a card from the draft deck and place it face-up in the center of the table. This is the Pack Leader card.Without talking about what's in their hands or what cards they're playing, all players select cards to lay face-down around the Pack Leader. Each player lays their cards face-down in clockwise order, starting with the First Player.Players can lay down any number of cards up to the full complement of their hand.If a player decides to not lay down any cards (skipping their turn, essentially), then skip to Step 3 below. Remaining players' turns are forfeit. After all players have put their selected cards face-down, all players reveal their face-down cards at the same time.Once all cards are revealed, determine whether the group of dogs join the Dogpile or if they become Strays. To join the Dogpile, the cards on the table, which include all players' face-up cards and the Pack Leader, must not breach any compatibility constraints. As of the episode 272 recording, these constraints include:The cards taken together as a whole must form an uninterrupted sequence of numbers. Clear the table by placing the group of dogs in the Dogpile or in the Strays. Then, begin the next round.At the start of each subsequent round, players refresh their hands with newly-drawn cards. Draw until your hand reaches X cards.Continue steps 1-6 above until the timer rings. Did you get 100 dogs in your Dogpile? If so, you win! 

    Nice Thinking: "Neurodiversity in Gamedev"

    Play Episode Listen Later Jul 28, 2022


    This week, we invite our first guest for Nice Thinking! Adam Clewes-Boyne is putting together an initiative for neurodiversity advocacy and education in the games industry, specifically focused on ADHD. It started as a meetup at a conference, and Adam wants to see where it can go next. Neurodiversity in Gamedev EventsIRL Adam joined us, after a fashion, in a previous episode: Game Dev London does Nice Games JamCoffee with Butterscotch podcast - Butterscotch ShenanigansHow the Gender Gap Leaves Girls and Women Undertreated for ADHD - CHADDStrategic Planning for Nonprofits - National Council of NonprofitsAdam Clewes-BoyneGuest Adam is a co-founder of the Game Dev London community and games studio BetaJester, as well as a mentor with Limit Break and Into Games. External link TwitterGame Dev LondonBetaJester

    Nice Thinking: "Neurodiversity in Gamedev"

    Play Episode Listen Later Jul 28, 2022


    This week, we invite our first guest for Nice Thinking! Adam Clewes-Boyne is putting together an initiative for neurodiversity advocacy and education in the games industry, specifically focused on ADHD. It started as a meetup at a conference, and Adam wants to see where it can go next. Neurodiversity in Gamedev EventsIRL Adam joined us, after a fashion, in a previous episode: Game Dev London does Nice Games JamCoffee with Butterscotch podcast - Butterscotch ShenanigansHow the Gender Gap Leaves Girls and Women Undertreated for ADHD - CHADDStrategic Planning for Nonprofits - National Council of NonprofitsAdam Clewes-BoyneGuest Adam is a co-founder of the Game Dev London community and games studio BetaJester, as well as a mentor with Limit Break and Into Games. External link TwitterGame Dev LondonBetaJester

    "Killed the flightmaster, killed the griffin..." Maintaining an Open-Source Project; Should we design for Killers?

    Play Episode Listen Later Jul 21, 2022


    In this larger than normal episode, your nice hosts bring a lot to the top of the show with a bunch of exciting news. And there's still two topics to discuss after that! Mark brings his documentation A game, Stephen describes his time at SGDQ and Ellen has complaints to bring to the table.Summer Games Done Quick 2022 - YouTubeStephen and Charles walking across SGDQ on camera - YouTubeDall-E 2 - OpenAIHere's a collection of images that Ellen has generated using Dall-E 2!DALL·E 2 Preview - Risks and Limitations - OpenAI Maintaining an Open-Source Project 0:21:25 Mark LaCroixProgrammingGit Submodules - gitLDoc - Steve Donovan, GitHubMarkdown Guide - Mark Cone, The Markdown GuideTypora - Typora Should we design for Killers? 0:49:50 Ellen Burns-JohnsonGame DesignGaming Bartle's Player Types for Gamification comes up in this previous episode. "Mindworm husbandry."Bartle's Player Types for Gamification - Janaki Mythily Kumar, Mario Herger and Rikke Friis Dam, Interaction Design FoundationBartle's Taxonomy of Player Types (And Why It Doesn't Apply to Everything) - Kyatric, tuts+MUD - Wikipedia

    "Killed the flightmaster, killed the griffin..." Maintaining an Open-Source Project; Should we design for Killers?

    Play Episode Listen Later Jul 21, 2022


    In this larger than normal episode, your nice hosts bring a lot to the top of the show with a bunch of exciting news. And there's still two topics to discuss after that! Mark brings his documentation A game, Stephen describes his time at SGDQ and Ellen has complaints to bring to the table.Summer Games Done Quick 2022 - YouTubeStephen and Charles walking across SGDQ on camera - YouTubeDall-E 2 - OpenAIHere's a collection of images that Ellen has generated using Dall-E 2!DALL·E 2 Preview - Risks and Limitations - OpenAI Maintaining an Open-Source Project 0:21:25 Mark LaCroixProgrammingGit Submodules - gitLDoc - Steve Donovan, GitHubMarkdown Guide - Mark Cone, The Markdown GuideTypora - Typora Should we design for Killers? 0:49:50 Ellen Burns-JohnsonGame DesignGaming Bartle's Player Types for Gamification comes up in this previous episode. "Mindworm husbandry."Bartle's Player Types for Gamification - Janaki Mythily Kumar, Mario Herger and Rikke Friis Dam, Interaction Design FoundationBartle's Taxonomy of Player Types (And Why It Doesn't Apply to Everything) - Kyatric, tuts+MUD - Wikipedia

    Level and Interaction Design (with Nina Marotta)

    Play Episode Listen Later Jul 14, 2022


    Nina Marotta (and Kelso the cat) from High Moon Studios enters the clubhouse to talk about level and interaction design. She showers your nice hosts with bits of wisdom, such as:"Games are ugly for 90% of their development.""You have to live your life in order to be a good team member and a good designer." Level and Interaction Design Game DesignNina mentions the Geam Design program at Kent State We previously talked to Professor Chris Totten in episode 264 Teaching Gamedev to Young People, Again!Nina MarottaGuest Nina Marotta is a level and interaction designer at High Moon Studios in Cincinatti Oh External link MrsCheif7 on twitter

    Level and Interaction Design (with Nina Marotta)

    Play Episode Listen Later Jul 14, 2022


    Nina Marotta (and Kelso the cat) from High Moon Studios enters the clubhouse to talk about level and interaction design. She showers your nice hosts with bits of wisdom, such as:"Games are ugly for 90% of their development.""You have to live your life in order to be a good team member and a good designer." Level and Interaction Design Game DesignNina mentions the Geam Design program at Kent State We previously talked to Professor Chris Totten in episode 264 Teaching Gamedev to Young People, Again!Nina MarottaGuest Nina Marotta is a level and interaction designer at High Moon Studios in Cincinatti Oh External link MrsCheif7 on twitter

    "No referees?!" Curling; Off-Ramps

    Play Episode Listen Later Jul 7, 2022


    How much of the culture around a game is rooted in its design? That's one of the questions that comes up as Mark takes us on a tour of curling—an Olympic sport that's described as "chess on ice." We examine its origins, the Spirit of Curling, and some specific rules that may have a big impact on how players behave towards one another. Later, Stephen considers some questions about off-ramps, the parts of a game that guide players as they end a play session. Should we as designers encourage players to take breaks? Gato Roboto by doinksoft (from Devolver Digital) - Steam Curling 0:10:15 Mark LaCroixGame DesignAbout Curling - World Curling FederationWhy is this Olympic Sport called Chess on Ice? - by user "Pete", Chess.comCurling might be an antidote to our troubled times - Kristen Gelineau, The Detroit NewsGlossary of curling - WikipediaDeflategate - Wikipedia Off-Ramps 0:50:00 Stephen McGregorGame DesignGamingHow Gaming Breaks Can Make You a Better Player... and Why They're Important - Michael Harman, Make Use Of

    "No referees?!" Curling; Off-Ramps

    Play Episode Listen Later Jul 7, 2022


    How much of the culture around a game is rooted in its design? That's one of the questions that comes up as Mark takes us on a tour of curling—an Olympic sport that's described as "chess on ice." We examine its origins, the Spirit of Curling, and some specific rules that may have a big impact on how players behave towards one another. Later, Stephen considers some questions about off-ramps, the parts of a game that guide players as they end a play session. Should we as designers encourage players to take breaks? Gato Roboto by doinksoft (from Devolver Digital) - Steam Curling 0:10:15 Mark LaCroixGame DesignAbout Curling - World Curling FederationWhy is this Olympic Sport called Chess on Ice? - by user "Pete", Chess.comCurling might be an antidote to our troubled times - Kristen Gelineau, The Detroit NewsGlossary of curling - WikipediaDeflategate - Wikipedia Off-Ramps 0:50:00 Stephen McGregorGame DesignGamingHow Gaming Breaks Can Make You a Better Player... and Why They're Important - Michael Harman, Make Use Of

    Gamedev in Peru (with Daniela Gamarra)

    Play Episode Listen Later Jul 1, 2022


    It's part three of our unintentional "Gamedev in..." series! Your nice hosts speak with Daniela Gamarra about making games in Peru. Daniela shares her perspective on entering the industry, making progressive games in a conservative culture, and being asked "how much do you need to make this game?"Previous "Gamedev in..." episodes: We spoke with Ryan Sumo for: Gamedev in the Philippines We spoke with "Game Devs Kenya" for: Gamedev in Kenya Gamedev in Peru IRLProductionHow Creative Leaders Play the Long Game for Innovation - Ideo UIGDA PeruIGDA Peru - EducationLima Game JamLEAP Game StudiosBamtang GamesDirección Audiovisual, la Fonografía y los Nuevos MediosDaniela GamarraGuest Peruvian game developer and founder of Indaga Studios. External link on TikTokon LinkedInon InstagramIndaga StudiosIndaga Studios on Itch.io

    Gamedev in Peru (with Daniela Gamarra)

    Play Episode Listen Later Jul 1, 2022


    It's part three of our unintentional "Gamedev in..." series! Your nice hosts speak with Daniela Gamarra about making games in Peru. Daniela shares her perspective on entering the industry, making progressive games in a conservative culture, and being asked "how much do you need to make this game?"Previous "Gamedev in..." episodes: We spoke with Ryan Sumo for: Gamedev in the Philippines We spoke with "Game Devs Kenya" for: Gamedev in Kenya Gamedev in Peru IRLProductionHow Creative Leaders Play the Long Game for Innovation - Ideo UIGDA PeruIGDA Peru - EducationLima Game JamLEAP Game StudiosBamtang GamesDirección Audiovisual, la Fonografía y los Nuevos MediosDaniela GamarraGuest Peruvian game developer and founder of Indaga Studios. External link on TikTokon LinkedInon InstagramIndaga StudiosIndaga Studios on Itch.io

    "That's not a friendship!" Parasocial Relationships; Narrative Pacing

    Play Episode Listen Later Jun 23, 2022


    Your nice hosts bring deep topics to the clubhouse this week! Listen in as Stephen forgets the name of the Uncharted lead character (but remembers the voice actor), Ellen brings up Mass Effect many, many times and Mark describes more interesting tidbits about Widget Satchel's development.Serious Play ConferenceLumbearJack - YouTubeSlayers X: Terminal Aftermath: Vengance of the Slayer - SteamMax's award! - TwitterReed the Robotanist - Steam Here's a CableACE award. Parasocial Relationships 0:09:25 Ellen Burns-JohnsonIRLNarrativeParasocial Interaction - Wikipedia“The Player's Parasocial Interaction with Digital Entities”  - Katrine Kavli, IT University in Copenhagen“Is It Weird for Adults to Have Imaginary Friends?” - Stephen Dubner and Angela Duckworth, No Stupid Questions“Tragic but true: how podcasters replaced our real friends” - Rachel Aroesti, The Guardian Narrative Pacing 0:45:21 Stephen McGregorGame DesignNarrative"Kurt Vonnegut on the 8 'shapes' of stories" - Stephen Johnson, Big Think

    "That's not a friendship!" Parasocial Relationships; Narrative Pacing

    Play Episode Listen Later Jun 23, 2022


    Your nice hosts bring deep topics to the clubhouse this week! Listen in as Stephen forgets the name of the Uncharted lead character (but remembers the voice actor), Ellen brings up Mass Effect many, many times and Mark describes more interesting tidbits about Widget Satchel's development.Serious Play ConferenceLumbearJack - YouTubeSlayers X: Terminal Aftermath: Vengance of the Slayer - SteamMax's award! - TwitterReed the Robotanist - Steam Here's a CableACE award. Parasocial Relationships 0:09:25 Ellen Burns-JohnsonIRLNarrativeParasocial Interaction - Wikipedia“The Player's Parasocial Interaction with Digital Entities”  - Katrine Kavli, IT University in Copenhagen“Is It Weird for Adults to Have Imaginary Friends?” - Stephen Dubner and Angela Duckworth, No Stupid Questions“Tragic but true: how podcasters replaced our real friends” - Rachel Aroesti, The Guardian Narrative Pacing 0:45:21 Stephen McGregorGame DesignNarrative"Kurt Vonnegut on the 8 'shapes' of stories" - Stephen Johnson, Big Think

    Nice Thinking: "A Local Indies Tournament"

    Play Episode Listen Later Jun 16, 2022


    It's a packed episode this week, with birthdays, illnesses, and some Nice Thinking. Stephen, Mark, and Ellen discuss how the group might put on a tournament for local gamers, featuring locally-made indie games. How can one create a competition that involves many different games of widely different genres? Hopefully your nice hosts are up to the challenge. Either way, you're in for a treat! Plus, we get to finally hear Stephen's TRUE feelings about Star Trek.Prehistoric Planet on Apple TV - BBCThe Man Who Fell To Earth - ShowtimeStar Trek: Strange New Worlds - ParamountCOVID 19 Quarantine and Isolation Calculator - Centers for Disease ControlAlternate titles for this episode:"It finally got me""Lil' Baby Stephen"Episode artwork from RODNAE Productions on Pexels. Nice Thinking 0:13:12 Mark LaCroixEventsElemetals: Death Metal Death Match - WALLRIDE, SteamAstral Gunners - Sati Bros, SteamHyperDot - Charles McGregor, SteamSummer Games Done QuickCombo Breaker TournamentEVO Tournament"Challenges and Strategies for Hosting Massive Independent eSports Events" - James Lampkin, GDC

    Nice Thinking: "A Local Indies Tournament"

    Play Episode Listen Later Jun 16, 2022


    It's a packed episode this week, with birthdays, illnesses, and some Nice Thinking. Stephen, Mark, and Ellen discuss how the group might put on a tournament for local gamers, featuring locally-made indie games. How can one create a competition that involves many different games of widely different genres? Hopefully your nice hosts are up to the challenge. Either way, you're in for a treat! Plus, we get to finally hear Stephen's TRUE feelings about Star Trek.Prehistoric Planet on Apple TV - BBCThe Man Who Fell To Earth - ShowtimeStar Trek: Strange New Worlds - ParamountCOVID 19 Quarantine and Isolation Calculator - Centers for Disease ControlAlternate titles for this episode:"It finally got me""Lil' Baby Stephen"Episode artwork from RODNAE Productions on Pexels. Nice Thinking 0:13:12 Mark LaCroixEventsElemetals: Death Metal Death Match - WALLRIDE, SteamAstral Gunners - Sati Bros, SteamHyperDot - Charles McGregor, SteamSummer Games Done QuickCombo Breaker TournamentEVO Tournament"Challenges and Strategies for Hosting Massive Independent eSports Events" - James Lampkin, GDC

    Teaching Gamedev to Young People, Again! (with Chris Totten)

    Play Episode Listen Later Jun 9, 2022


    It's a sequel to last week's episode! This week, your nice hosts speak with Kent State University animation and game design professor Chris Totten about formal game design education. We get into the details of theory and practice, and discuss how teaching gamedev is both similar and different from other professional and artistic fields. Teaching Gamedev to Young People, Again! Game DesignIRLAn Architectural Approach to Level Design - Christopher W. TottenKudzu -  Pie for Breakfast Studios, itch.ioLa Mancha -  Pie for Breakfast Studios, Board Game GeekGDEX and Origins 2022, June 8-12Chris TottenGuest Professor at Kent State University, author of multiple books on level design, and creative director for "Little Nemo and the Nightmare Fiends." External link TwitterLinkedInLittle Nemo and the Nightmare Fiends

    Teaching Gamedev to Young People, Again! (with Chris Totten)

    Play Episode Listen Later Jun 9, 2022


    It's a sequel to last week's episode! This week, your nice hosts speak with Kent State University animation and game design professor Chris Totten about formal game design education. We get into the details of theory and practice, and discuss how teaching gamedev is both similar and different from other professional and artistic fields. Teaching Gamedev to Young People, Again! Game DesignIRLAn Architectural Approach to Level Design - Christopher W. TottenKudzu -  Pie for Breakfast Studios, itch.ioLa Mancha -  Pie for Breakfast Studios, Board Game GeekGDEX and Origins 2022, June 8-12Chris TottenGuest Professor at Kent State University, author of multiple books on level design, and creative director for "Little Nemo and the Nightmare Fiends." External link TwitterLinkedInLittle Nemo and the Nightmare Fiends

    Teaching Gamedev to Young People (with Truman Simpson)

    Play Episode Listen Later Jun 3, 2022


    In this episode Truman Simpson joins us to talk about teaching game development to young people, through Gameheads, an organization for which Truman is a long standing volunteer. The clubhouse discusses the importance of seeing what is possible and what is achievable, and Stephen is jealous of today's youths. Teaching Gamedev to Young People Gameheads Truman Simpson volunteers with Gameheads. Gameheads is an organization that teaches youth and prepares them for careers in game development. Gameheads is lead by Damon Packwood and operates out of Oakland and the Bay Area, CA, with possible expansions around the US. Gameheads WebsiteGameheads TwitterDamon Packwood's TwitterTruman Simpson's twitterTeaching and Games cross-pollination Ellen mentions that Teaching and Games is a cross-pollination that is a whole other episode, here are some Episodes on that topic from the archives We talked about educational institutions for game dev back in episode 16 Games Education Ellen joined as a guest host way back in Episode 75 Learning Through Games We also talked about teaching/learning durring the Redundancy topic in Episode 170 "Stephen, his arms wide!" Project Success Stephen is working with Project Success to design a learning curriculum for middle school aged youths. Project Success Website Stephen mentioned design pillars, as one of the learning topics in project sucess, see also episode 187 "A way to farm notions."Soylent Green Soylent Green is set in the year 2022 (that's this year!) and something we got distracted by on a tangent. Yes, soylent is a real product now. In 1973, 'Soylent Green' envisioned the world in 2022.  - George Bass, The Washington PostSoylent (the real product And, if the people from Soylent want to sponsor us, please reach out at contact@nicegames.club Truman SimpsonGuest Truman Simpson is a person who lives in beautiful Oakland, CA

    Teaching Gamedev to Young People (with Truman Simpson)

    Play Episode Listen Later Jun 3, 2022


    In this episode Truman Simpson joins us to talk about teaching game development to young people, through Gameheads, an organization for which Truman is a long standing volunteer. The clubhouse discusses the importance of seeing what is possible and what is achievable, and Stephen is jealous of today's youths. Teaching Gamedev to Young People Game DesignIRLGameheads Truman Simpson volunteers with Gameheads. Gameheads is an organization that teaches youth and prepares them for careers in game development. Gameheads is lead by Damon Packwood and operates out of Oakland and the Bay Area, CA, with possible expansions around the US. Gameheads WebsiteGameheads TwitterDamon Packwood's TwitterTruman Simpson's twitterTeaching and Games cross-pollination Ellen mentions that Teaching and Games is a cross-pollination that is a whole other episode, here are some Episodes on that topic from the archives We talked about educational institutions for game dev back in episode 16 Games Education Ellen joined as a guest host way back in Episode 75 Learning Through Games We also talked about teaching/learning durring the Redundancy topic in Episode 170 "Stephen, his arms wide!" Project Success Stephen is working with Project Success to design a learning curriculum for middle school aged youths. Project Success Website Stephen mentioned design pillars, as one of the learning topics in project sucess, see also episode 187 "A way to farm notions."Soylent Green Soylent Green is set in the year 2022 (that's this year!) and something we got distracted by on a tangent. Yes, soylent is a real product now. In 1973, 'Soylent Green' envisioned the world in 2022.  - George Bass, The Washington PostSoylent (the real product And, if the people from Soylent want to sponsor us, please reach out at contact@nicegames.club Truman SimpsonGuest Truman Simpson is a person who lives in beautiful Oakland, CA

    "Start fresh, in a certain way." Diagramming Gameplay Loops; Art Direction

    Play Episode Listen Later May 27, 2022


    In this episode, Stephen, Mark, and Ellen talk about gameplay loops. Then, they talk about art direction. Then they talk about loops. And then art direction. And then, more loops. Just kidding! It's a regular roundtable discussion about diagramming gameplay, establishing art direction, and when to take out the garbage.Habitica: Gamify Your LifeEducating Intuition - Robin M. Hogarth, University of Chicago Press Diagramming Gameplay Loops 0:15:20 Ellen Burns-JohnsonGame DesignActionable Gamification: Beyond Points, Badges, and Leaderboards - Yu-kai Chou, Octalysis GroupHow To Perfect Your Game's Core Loop - Nathan Lovato, Game AnalyticsLoops and Arcs - Daniel Cook, Lost GardenHow Games Use Feedback Loops - Game Maker's Toolkit, YouTubeDaniel Cook: Game Design Theory I Wish I had Known When I Started - IGDA Seattle, YouTubeExpanding UX: Gameplay Loops - Vitaly Starush, MediumThe Gameplay Loop: a Player Activity Model for Game Design and Analysis - Emmanuel Guardiola, ResearchGateKurt Vonnegut Diagrams the Shape of All Stories in a Master's Thesis Rejected b… - Josh Jones, Open Culture Art Direction 0:42:00 Mark LaCroixArtDreamsettler Reveal Trailer - No More Robots, YouTube Back in the day, Nice Games Club talked about color theory. “When two colors of paint really love each other…” We talked about sources of inspiration and it reminded us of episode 141. Nostalgia and the Lo-fi Aesthetic

    "Start fresh, in a certain way." Diagramming Gameplay Loops; Art Direction

    Play Episode Listen Later May 27, 2022


    In this episode, Stephen, Mark, and Ellen talk about gameplay loops. Then, they talk about art direction. Then they talk about loops. And then art direction. And then, more loops. Just kidding! It's a regular roundtable discussion about diagramming gameplay, establishing art direction, and when to take out the garbage.Habitica: Gamify Your LifeEducating Intuition - Robin M. Hogarth, University of Chicago Press Diagramming Gameplay Loops 0:15:20 Ellen Burns-JohnsonGame DesignActionable Gamification: Beyond Points, Badges, and Leaderboards - Yu-kai Chou, Octalysis GroupHow To Perfect Your Game's Core Loop - Nathan Lovato, Game AnalyticsLoops and Arcs - Daniel Cook, Lost GardenHow Games Use Feedback Loops - Game Maker's Toolkit, YouTubeDaniel Cook: Game Design Theory I Wish I had Known When I Started - IGDA Seattle, YouTubeExpanding UX: Gameplay Loops - Vitaly Starush, MediumThe Gameplay Loop: a Player Activity Model for Game Design and Analysis - Emmanuel Guardiola, ResearchGateKurt Vonnegut Diagrams the Shape of All Stories in a Master's Thesis Rejected b… - Josh Jones, Open Culture Art Direction 0:42:00 Mark LaCroixArtDreamsettler Reveal Trailer - No More Robots, YouTube Back in the day, Nice Games Club talked about color theory. “When two colors of paint really love each other…” We talked about sources of inspiration and it reminded us of episode 141. Nostalgia and the Lo-fi Aesthetic

    Machine Learning (with Anna-Lena Pontet and Luzia Hüttenmoser)

    Play Episode Listen Later May 19, 2022


    At GDC, your nice hosts met and spoke with this week's returning guests. We were so impressed with their project "[i] doesn't exist," we wanted to have them on a full episode to talk about the unique machine learning system they built for it. Be nice and have a listen!LUAL Games on Twitter"[i] doesn't exist" demo - itch.io[I] doesn't exist - a modern text adventure - KickstarterIf you're in Sweden, Lu and Al and their game will be at Arctic Game Week next week, May 25-28, 2022. We first met Lu and Al and spoke with them for a recent episode: GDC 2022 Special (Part 2)Some meta news: Mark wrote a song for this year's Charity EP Jam, which is actually a double-length album! All proceeds go to Able Gamers. Machine Learning NarrativeProgrammingSimulated AI creatures demonstrate how mind and body evolve and succeed together - Devin Coldewey, TechCrunchWhat is GitHub Copilot? An AI Pair Programmer for Everyone - Daniel Diaz, SitepointGithub Copilot Wants to Play Chess Instead of Code - Ido Nov, DagsHub BlogChat MapperBotpressDocumentation as a gateway to open source - James Turnbull, IncrementMiddle-Earth: Shadow of Mordor Makes AI Meaningful and Menacing - Andy Brice, GamingBoltAnna-Lena PontetGuestLuzia HüttenmoserGuest

    Machine Learning (with Anna-Lena Pontet and Luzia Hüttenmoser)

    Play Episode Listen Later May 19, 2022


    At GDC, your nice hosts met and spoke with this week's returning guests. We were so impressed with their project "[i] doesn't exist," we wanted to have them on a full episode to talk about the unique machine learning system they built for it. Be nice and have a listen!LUAL Games on Twitter"[i] doesn't exist" demo - itch.io[I] doesn't exist - a modern text adventure - KickstarterIf you're in Sweden, Lu and Al and their game will be at Arctic Game Week next week, May 25-28, 2022. We first met Lu and Al and spoke with them for a recent episode: GDC 2022 Special (Part 2)Some meta news: Mark wrote a song for this year's Charity EP Jam, which is actually a double-length album! All proceeds go to Able Gamers. Machine Learning NarrativeProgrammingSimulated AI creatures demonstrate how mind and body evolve and succeed together - Devin Coldewey, TechCrunchWhat is GitHub Copilot? An AI Pair Programmer for Everyone - Daniel Diaz, SitepointGithub Copilot Wants to Play Chess Instead of Code - Ido Nov, DagsHub BlogChat MapperBotpressDocumentation as a gateway to open source - James Turnbull, IncrementMiddle-Earth: Shadow of Mordor Makes AI Meaningful and Menacing - Andy Brice, GamingBoltAnna-Lena PontetGuestLuzia HüttenmoserGuest