Podcasts about Game design

Game development process of designing the content and rules of a game

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Best podcasts about Game design

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Latest podcast episodes about Game design

Magic: The Gathering Drive to Work Podcast

This podcast is about the history of the feature matches and my involvement with them.

Magic: The Gathering Drive to Work Podcast

Only one person has been an Alpha playtester, Head Designer and Brand Manager for Magic Joel Mick. I sit down with Joel in this podcast to talk about his time with the game.

On the Blue Line podcast
The Constitutional Choice for Sheriff with Darren Hill | THE INTERVIEW ROOM | Episode 040

On the Blue Line podcast

Play Episode Listen Later Sep 22, 2022 61:54


The Constitutional Choice for Sheriff with Darren Hill | THE INTERVIEW ROOM | Episode 040   See this Episodes complete SHOW NOTES at https://www.ontheblueline.com/podcast-show-notes   FOLLOW: INSTAGRAM | FACEBOOK | TWITTER | LINKEDin | YOUTUBE   In this episode, I sit down with Darren Hill: Darren Hill has a Bachelor's Degree in Criminal Justice and a Master's Degree in Game Design and Production. He started his law enforcement journey in central Florida where he worked as a Patrol Deputy on the night shift. He was quickly promoted to being a Field Training Officer where he was responsible for making sure new recruits from the academy understood how to do their job safely and within the confines of the law and especially the constitution. Hill was later promoted to being a Detective in the Economic Crimes Unit where he investigated cases ranging from bad checks for a few hundred dollars to multi-million dollar scams. With his computer and economic specialization, he was sent to work with the Department of Homeland Security office in Tampa to help them with dark web investigations. Due to injuries sustained in the line of duty, he ended his law enforcement career to move to Douglas County, Colorado where he continues to manage his small business. During his time with the Sheriff's Office, Hill declined invitations to test for promotions since he always wanted to be where he could help his fellow citizens, so a position of Sergeant or higher did not appeal to him. He did not have aspirations of running for Sheriff, but with unconstitutional laws being supported by other candidates, Hill joined the race to be where he can help his fellow citizens.   CONNECT with Darren: WEBSITE: https://hill4liberty.com FACEBOOK: @HillForSheriff TWITTER: @Hill4Liberty   HELP Darren win: Get Involved with Campaign Donate today   AFTER the episode: LEAVE US AN iTUNES rating and review! [This is a HUGE help] VISIT OUR Website. Awesome Blue Line Shirts and Apparel for a great cause.   On The Blue Line was founded and is operated by active-duty law enforcement to fulfill the mission of providing guidance, resources and community for law enforcement officers, first responders, and military personal in their off-duty lives.   HONOR | EMPOWER | EDUCATE | DEFEND

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

Nice Games Club

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

Mynock Squadron Podcast
S5E29 - Faction Identity Part 2

Mynock Squadron Podcast

Play Episode Listen Later Sep 21, 2022 92:13 Very Popular


This week Raithos joins again to talk Game Design as Well as NOVA Open! [00:00:00] Intros/Updates [00:08:00] RPCD: "Static" [00:20:00] Faction Identity First Order [00:50:00] Faction Identity Republic [01:10:00] Faction Identity CIS Isoplane Initiative: https://www.hexiledgaming.com/isoplaneinitiative Golden State Games Worlds Qualifier

Level Up Your Gaming: Tabletop RPG Podcast

In today's episode we discuss recurring good guys in your game.  What is a recurring good guy?  How should they be used in the game?  What should I avoid?  How do they benefit my players?  We give you our thoughts and answer all these questions and more in today's episode.Leave us an email for feedback, questions, or thoughts at levelupyourgamingpodcast@gmail.comor Follow us on Facebook and engage with us at https://www.facebook.com/LevelUpYourGamingPlease leave us a review or a five star rating wherever you get your podcast.

Know Direction Network
Game Design Unboxed 46: Supershow

Know Direction Network

Play Episode Listen Later Sep 20, 2022


In episode 46 of Game Design Unboxed: Inspiration to Publication we talk with Steve Resk about his game Supershow. A design that started out as a fix to the TOPs trading card game, it was later turned into a pro-wrestling game. He started by making the first printing out of a local non-game manufacturing company […]

Rule of Carnage - Designing Better Miniatures Games
Ep 49: Miniatures Game Design - What we're working on volume two.

Rule of Carnage - Designing Better Miniatures Games

Play Episode Listen Later Sep 19, 2022 57:34


In this episode the guys talk about some projects they're working on, Glenn's projects Crash T.V. (a co-operative game where players are forced into competing in deadly gameshows in a dystopian future) and Pitch and Yaw (an asymmetrical game of high seas pirate boarding actions) and Mike's Berserker (a solo game with little random number generation about chaining kills in a hell dimension). Glenn and Mike are the developer and designer respectively of games such as Gaslands, Gaslands: Refuelled and A Billion Suns and here they talk about how, why and sometimes if to design tabletop miniatures games with discussions, tips, reviews and interviews. Check out Man O' Kent Games here: https://www.manokentgames.com Check out Planet Smasher Games here: http://planetsmasher.games Take a look at the podcast as a video on YouTube: Rule of Carnage - YouTube

Game Dev Field Guide
Ep. 064 Card Game Design

Game Dev Field Guide

Play Episode Listen Later Sep 18, 2022 25:38


In this episode Zackavelli talks about card game design and why deckbuilder rougelites are maybe the best genre of game to make for indie devs at the moment. Skip to Body of Episode: 5:00 Become a Patron: www.patreon.com/GDFG Join the discord and talk with the community about making video games! Link: discord.gg/2C8eTsU Follow Zackavelli on Twitter @_Zackavelli_ Twitch: www.twitch.tv/zackavelli_ Youtube: www.youtube.com/channel/UCoGo58coz8d1jIjuJ8H2eKw Intro music by: Avaren Outro remix by: Mugamoomoo

Magic: The Gathering Drive to Work Podcast
#968: DMU Set Design with Erik Lauer & Ian Duke

Magic: The Gathering Drive to Work Podcast

Play Episode Listen Later Sep 16, 2022 33:25 Very Popular


In this podcast, I sit down with Erik Lauer and Ian Duke, the co-lead set designers of Dominaria United, to talk about the expansion's set design.

Magic: The Gathering Drive to Work Podcast
#967: Rise & Fall of Blocks, Part 2

Magic: The Gathering Drive to Work Podcast

Play Episode Listen Later Sep 16, 2022 33:46 Very Popular


This is part two of a two-part series talking about the history of blocks.

New Books Network
Stefan Höltgen, "Open History: The Archaeology of Retrocomputing" (Kulturverlag Kadmos, 2021)

New Books Network

Play Episode Listen Later Sep 16, 2022 48:51


Today I talked to Stefan Höltgen about his book Open History: The Archaeology of Retrocomputing (Kulturverlag Kadmos, 2021). How can historical computers be described properly from the viewpoint of computer science? By considering media archaeology's theory of operative and thus a-historical media computer archaeology combines an interdisciplinary set of theories and methods to answer this question. At first, the problems of computer historiography (technical inaccuracy, inconsistency, and idiosyncrasy) will be deconstructed with the help of history criticism (H. Whyte, R. G. Collingwood), discourse archaeology (M. Foucault), and media archaeology (W. Ernst). Following that, technology–oriented tools and methods are gathered for describing ‘old' computers within an ‘archaeography' and analyzing them within a mid-range theory. Methods of computer science (from theoretical, practical, and technical c.s.), electronics, logics, mathematics, and diagrammatics supersede hermeneutical methods of historiography. Additional tools (re-enactment, demonstration, computer philology) from media science and other disciplines complement this set of methods. The objects of the following analyzation are early microcomputers (1975-95). Retro computing, that has been practiced for decades as a hobbyistic way of computer archaeology, sets the frame for four computer archaeological projects that had been implemented within media scientific seminars (and other occasions): 1. a computer philological analysis of a ‘traditional' computer demo (simulating a jumping ball) on different platforms and in different programming languages since the 1960s; 2. the development of a “Game of Life” on an 8-bit platform to examine the didactical and ‘historiographical' potentialities of cellular automata; 3. the development of a new computer game for a 1978 gaming console to examine the differences between software emulation and material hardware; 4. the reparation of an 8-bit computer from 1976 done by a hardware hacker to analyze the tools, methods and knowledge-gaining process of such a non-professional approach. These projects are discussed afterwards to gain the specific didactical modus operandi of retro computing hobbyists. Just like historical home computing (starting from the late 1970s) retro computing autodidactically gathers theoretical, historical, and practical knowledge by trial and error, gamification, and e-learning through a “learning by doing” procedure. The confrontation of three historical examples with three actual retro computing projects will prove this. The didactical reflection of retro computing projects describes a ‘retro didactic' that would be useful for a broad application of historic sensitive, computer scientific knowledge with the help of less complex systems (like early microcomputers are). Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science and editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

New Books in History
Stefan Höltgen, "Open History: The Archaeology of Retrocomputing" (Kulturverlag Kadmos, 2021)

New Books in History

Play Episode Listen Later Sep 16, 2022 48:51


Today I talked to Stefan Höltgen about his book Open History: The Archaeology of Retrocomputing (Kulturverlag Kadmos, 2021). How can historical computers be described properly from the viewpoint of computer science? By considering media archaeology's theory of operative and thus a-historical media computer archaeology combines an interdisciplinary set of theories and methods to answer this question. At first, the problems of computer historiography (technical inaccuracy, inconsistency, and idiosyncrasy) will be deconstructed with the help of history criticism (H. Whyte, R. G. Collingwood), discourse archaeology (M. Foucault), and media archaeology (W. Ernst). Following that, technology–oriented tools and methods are gathered for describing ‘old' computers within an ‘archaeography' and analyzing them within a mid-range theory. Methods of computer science (from theoretical, practical, and technical c.s.), electronics, logics, mathematics, and diagrammatics supersede hermeneutical methods of historiography. Additional tools (re-enactment, demonstration, computer philology) from media science and other disciplines complement this set of methods. The objects of the following analyzation are early microcomputers (1975-95). Retro computing, that has been practiced for decades as a hobbyistic way of computer archaeology, sets the frame for four computer archaeological projects that had been implemented within media scientific seminars (and other occasions): 1. a computer philological analysis of a ‘traditional' computer demo (simulating a jumping ball) on different platforms and in different programming languages since the 1960s; 2. the development of a “Game of Life” on an 8-bit platform to examine the didactical and ‘historiographical' potentialities of cellular automata; 3. the development of a new computer game for a 1978 gaming console to examine the differences between software emulation and material hardware; 4. the reparation of an 8-bit computer from 1976 done by a hardware hacker to analyze the tools, methods and knowledge-gaining process of such a non-professional approach. These projects are discussed afterwards to gain the specific didactical modus operandi of retro computing hobbyists. Just like historical home computing (starting from the late 1970s) retro computing autodidactically gathers theoretical, historical, and practical knowledge by trial and error, gamification, and e-learning through a “learning by doing” procedure. The confrontation of three historical examples with three actual retro computing projects will prove this. The didactical reflection of retro computing projects describes a ‘retro didactic' that would be useful for a broad application of historic sensitive, computer scientific knowledge with the help of less complex systems (like early microcomputers are). Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science and editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/history

New Books in Science, Technology, and Society
Stefan Höltgen, "Open History: The Archaeology of Retrocomputing" (Kulturverlag Kadmos, 2021)

New Books in Science, Technology, and Society

Play Episode Listen Later Sep 16, 2022 48:51


Today I talked to Stefan Höltgen about his book Open History: The Archaeology of Retrocomputing (Kulturverlag Kadmos, 2021). How can historical computers be described properly from the viewpoint of computer science? By considering media archaeology's theory of operative and thus a-historical media computer archaeology combines an interdisciplinary set of theories and methods to answer this question. At first, the problems of computer historiography (technical inaccuracy, inconsistency, and idiosyncrasy) will be deconstructed with the help of history criticism (H. Whyte, R. G. Collingwood), discourse archaeology (M. Foucault), and media archaeology (W. Ernst). Following that, technology–oriented tools and methods are gathered for describing ‘old' computers within an ‘archaeography' and analyzing them within a mid-range theory. Methods of computer science (from theoretical, practical, and technical c.s.), electronics, logics, mathematics, and diagrammatics supersede hermeneutical methods of historiography. Additional tools (re-enactment, demonstration, computer philology) from media science and other disciplines complement this set of methods. The objects of the following analyzation are early microcomputers (1975-95). Retro computing, that has been practiced for decades as a hobbyistic way of computer archaeology, sets the frame for four computer archaeological projects that had been implemented within media scientific seminars (and other occasions): 1. a computer philological analysis of a ‘traditional' computer demo (simulating a jumping ball) on different platforms and in different programming languages since the 1960s; 2. the development of a “Game of Life” on an 8-bit platform to examine the didactical and ‘historiographical' potentialities of cellular automata; 3. the development of a new computer game for a 1978 gaming console to examine the differences between software emulation and material hardware; 4. the reparation of an 8-bit computer from 1976 done by a hardware hacker to analyze the tools, methods and knowledge-gaining process of such a non-professional approach. These projects are discussed afterwards to gain the specific didactical modus operandi of retro computing hobbyists. Just like historical home computing (starting from the late 1970s) retro computing autodidactically gathers theoretical, historical, and practical knowledge by trial and error, gamification, and e-learning through a “learning by doing” procedure. The confrontation of three historical examples with three actual retro computing projects will prove this. The didactical reflection of retro computing projects describes a ‘retro didactic' that would be useful for a broad application of historic sensitive, computer scientific knowledge with the help of less complex systems (like early microcomputers are). Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science and editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society

New Books in Technology
Stefan Höltgen, "Open History: The Archaeology of Retrocomputing" (Kulturverlag Kadmos, 2021)

New Books in Technology

Play Episode Listen Later Sep 16, 2022 48:51


Today I talked to Stefan Höltgen about his book Open History: The Archaeology of Retrocomputing (Kulturverlag Kadmos, 2021). How can historical computers be described properly from the viewpoint of computer science? By considering media archaeology's theory of operative and thus a-historical media computer archaeology combines an interdisciplinary set of theories and methods to answer this question. At first, the problems of computer historiography (technical inaccuracy, inconsistency, and idiosyncrasy) will be deconstructed with the help of history criticism (H. Whyte, R. G. Collingwood), discourse archaeology (M. Foucault), and media archaeology (W. Ernst). Following that, technology–oriented tools and methods are gathered for describing ‘old' computers within an ‘archaeography' and analyzing them within a mid-range theory. Methods of computer science (from theoretical, practical, and technical c.s.), electronics, logics, mathematics, and diagrammatics supersede hermeneutical methods of historiography. Additional tools (re-enactment, demonstration, computer philology) from media science and other disciplines complement this set of methods. The objects of the following analyzation are early microcomputers (1975-95). Retro computing, that has been practiced for decades as a hobbyistic way of computer archaeology, sets the frame for four computer archaeological projects that had been implemented within media scientific seminars (and other occasions): 1. a computer philological analysis of a ‘traditional' computer demo (simulating a jumping ball) on different platforms and in different programming languages since the 1960s; 2. the development of a “Game of Life” on an 8-bit platform to examine the didactical and ‘historiographical' potentialities of cellular automata; 3. the development of a new computer game for a 1978 gaming console to examine the differences between software emulation and material hardware; 4. the reparation of an 8-bit computer from 1976 done by a hardware hacker to analyze the tools, methods and knowledge-gaining process of such a non-professional approach. These projects are discussed afterwards to gain the specific didactical modus operandi of retro computing hobbyists. Just like historical home computing (starting from the late 1970s) retro computing autodidactically gathers theoretical, historical, and practical knowledge by trial and error, gamification, and e-learning through a “learning by doing” procedure. The confrontation of three historical examples with three actual retro computing projects will prove this. The didactical reflection of retro computing projects describes a ‘retro didactic' that would be useful for a broad application of historic sensitive, computer scientific knowledge with the help of less complex systems (like early microcomputers are). Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science and editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

Desks & Dorks!
Desks and Dorks | A Reflection on Game Design

Desks & Dorks!

Play Episode Listen Later Sep 16, 2022 12:09


This week Kyle reflects on game design, and what inspires him to persevere when 'designer block' hits hard. What helps get you through the tough times in game design?You can now buy After The Rain on Itch.io;https://desksanddorks.itch.io/after-the-rain-the-roleplaying-game

two & a half gamers
two & a half gamers session #32 - Global launch games like a pro, Playrix GL rumour, Google updates

two & a half gamers

Play Episode Listen Later Sep 16, 2022 55:12


This is no BS gaming podcast 2.5 gamers session #32. Discussing the latest news, fun stuff and dropping knowledge. Don't forget, this is a 4am conference discussion vibe so let's not take it too seriously! Let's dive in and enjoy. Panelists: Jakub Remiar, Felix Braberg, Matej Lančarič Youtube: https://youtu.be/De1Io0Hgp_s Agenda: 00:00 Intro 03:20 Admob Bidder update 05:19 Google tROAS update 07:24 Roblox bringing ads into the experiences next year 10:35 New Marvel AR game is coming 14:43 Marvel snap launches in October 17:31 Global launching like a pro intro! 18:26 What does global launch mean for ad mon? 19:59 Top Ad networks to start with 20:30 strong GEO centric Ad networks 23:00 Admon

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

Nice Games Club

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

Decision Space
Decision Space Debate - Cult of the Old VS. Cult of the New (Brendan Hansen VS. Paul Salomon)

Decision Space

Play Episode Listen Later Sep 14, 2022 59:55


Decision Space is the podcast about decisions in board games! Click on the link to join our active and welcoming Discord community!  Join the crew today! (Decision Space Patreon)   Episode 85 - First Decision Space Debate: Cult of the New VS Cult of the Old (Brendan Hansen VS. Paul Salomon) At long last the first decisional debate night has arrived. Today features a debate between Brendan Hansen and Paul Salomon (Designer of Honey Buzz), with Brendan representing cult of the old and Paul representing cult of the new. The debate features listener questions across three categories, including: Current Events, The Economy, and Game Design.  Music Credits Thank you to Hembree for our intro and outro music from their song Reach Out. You can listen to the full song on YouTube here: https://www.youtube.com/watch?v=gQuuRPfOyMw&list=TLGGFNH7VEDPgwgyNTA4MjAyMQ&t=3s You can find more information about Hembree at https://www.hembreemusic.com/.  Rules Overview Music:  Way Home by Tokyo Music Walker https://soundcloud.com/user-356546060​ Creative Commons — Attribution 3.0 Unported — CC BY 3.0 Free Download / Stream: https://bit.ly/tokyo-music-walker-way...​ Music promoted by Audio Library https://youtu.be/pJThZlOuDtI Exciting Debate Music: Track: Back to 1981 — Iaio [Audio Library Release] Music provided by Audio Library Plus Watch: https://youtu.be/3MVRIfyWlnA Free Download / Stream: https://alplus.io/back-1981   Contact We can be reached individually on Twitter at @jakefryd and @burnsidebh. You can also follow Decision Space on Twitter @DecisionSpa and talk to us there! If you prefer email, then hit us up at decisionspa@gmail.com. This information is all available along with episodes at our new website decisionspacepodcast.com. Bye!  

Level Up Your Gaming: Tabletop RPG Podcast
Yes And... Improving With Improv

Level Up Your Gaming: Tabletop RPG Podcast

Play Episode Listen Later Sep 14, 2022 43:10


In today's episode we discuss improving your games with improv.  What are some rules I should follow?  How far should I go with improv?  What should I avoid?  Does improv always favor the players?  We give you our thoughts and answer all these questions and more in today's episode.Leave us an email for feedback, questions, or thoughts at levelupyourgamingpodcast@gmail.comor Follow us on Facebook and engage with us at https://www.facebook.com/LevelUpYourGamingPlease leave us a review or a five star rating wherever you get your podcast.

Mynock Squadron Podcast
S5E28 - Faction Identity Part 1

Mynock Squadron Podcast

Play Episode Listen Later Sep 13, 2022 110:47 Very Popular


This week Raithos joins again to talk Game Design as Well as NOVA Open! [00:00:00] Intros/Updates [00:08:00] RPCD: Kare Kun [00:20:00] Faction Identity Rebel [00:40:00] Faction Identity Empire [01:05:00] Faction Identity Scum [01:25:00] Faction Identity Resistance Isoplane Initiative: https://www.hexiledgaming.com/isoplaneinitiative Golden State Games Worlds Qualifier

New Books in Technology
Esther Wright, "Rockstar Games and American History: Promotional Materials and the Construction of Authenticity" (de Gruyter, 2022)

New Books in Technology

Play Episode Listen Later Sep 13, 2022 37:56


For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar's franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar's version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar's games and a range of official communications and promotional materials, Rockstar Games and American History: Promotional Materials and the Construction of Authenticity (de Gruyter, 2022) offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar's brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science and editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

Game Dev With a Shot of Jameson
Will Fitzgerald Returns! - AMA on Game Design and Game Development

Game Dev With a Shot of Jameson

Play Episode Listen Later Sep 13, 2022 118:20


Will Fitzgerald Returns! - AMA on Game Design and Game Development We discuss feedback delivery methods, how game balance is a thankless job, and how to set the tone of an interview. Credits include: Rogue Company Agents of Mayhem World of Tanks Madden Mobile Madden NFL Be sure to join us LIVE every Wednesday night from 7-9pm EST using the link below! JOIN US LIVE▹ https://www.twitch.tv/jamesondurall JOIN THE DEV TEAM DISCORD▹ https://discord.gg/Xp6WsYVszS JAMESON'S PODCAST▹https://anchor.fm/jamesondurall/ JAMESON'S YOUTUBE▹ https://www.youtube.com/jamesondurall JAMESON'S TWITTER▹ https://twitter.com/jamesondurall JAMESON'S INSTAGRAM▹ https://www.instagram.com/jamesondurall/ #GameDev #Madden #RogueCompany #AgentsofMayhem #WorldofTanks #Rumii --- Support this podcast: https://anchor.fm/jamesondurall/support

New Books in Science, Technology, and Society
Esther Wright, "Rockstar Games and American History: Promotional Materials and the Construction of Authenticity" (de Gruyter, 2022)

New Books in Science, Technology, and Society

Play Episode Listen Later Sep 13, 2022 37:56


For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar's franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar's version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar's games and a range of official communications and promotional materials, Rockstar Games and American History: Promotional Materials and the Construction of Authenticity (de Gruyter, 2022) offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar's brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science and editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society

New Books in Communications
Esther Wright, "Rockstar Games and American History: Promotional Materials and the Construction of Authenticity" (de Gruyter, 2022)

New Books in Communications

Play Episode Listen Later Sep 13, 2022 37:56


For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar's franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar's version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar's games and a range of official communications and promotional materials, Rockstar Games and American History: Promotional Materials and the Construction of Authenticity (de Gruyter, 2022) offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar's brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science and editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/communications

New Books in Popular Culture
Esther Wright, "Rockstar Games and American History: Promotional Materials and the Construction of Authenticity" (de Gruyter, 2022)

New Books in Popular Culture

Play Episode Listen Later Sep 13, 2022 37:56


For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar's franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar's version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar's games and a range of official communications and promotional materials, Rockstar Games and American History: Promotional Materials and the Construction of Authenticity (de Gruyter, 2022) offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar's brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science and editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/popular-culture

New Books in Sociology
Esther Wright, "Rockstar Games and American History: Promotional Materials and the Construction of Authenticity" (de Gruyter, 2022)

New Books in Sociology

Play Episode Listen Later Sep 13, 2022 37:56


For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar's franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar's version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar's games and a range of official communications and promotional materials, Rockstar Games and American History: Promotional Materials and the Construction of Authenticity (de Gruyter, 2022) offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar's brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science and editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/sociology

New Books in History
Esther Wright, "Rockstar Games and American History: Promotional Materials and the Construction of Authenticity" (de Gruyter, 2022)

New Books in History

Play Episode Listen Later Sep 13, 2022 37:56


For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar's franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar's version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar's games and a range of official communications and promotional materials, Rockstar Games and American History: Promotional Materials and the Construction of Authenticity (de Gruyter, 2022) offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar's brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science and editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/history

New Books in American Studies
Esther Wright, "Rockstar Games and American History: Promotional Materials and the Construction of Authenticity" (de Gruyter, 2022)

New Books in American Studies

Play Episode Listen Later Sep 13, 2022 37:56


For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar's franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar's version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar's games and a range of official communications and promotional materials, Rockstar Games and American History: Promotional Materials and the Construction of Authenticity (de Gruyter, 2022) offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar's brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science and editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/american-studies

New Books Network
Esther Wright, "Rockstar Games and American History: Promotional Materials and the Construction of Authenticity" (de Gruyter, 2022)

New Books Network

Play Episode Listen Later Sep 13, 2022 37:56


For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar's franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar's version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar's games and a range of official communications and promotional materials, Rockstar Games and American History: Promotional Materials and the Construction of Authenticity (de Gruyter, 2022) offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar's brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past – and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated. Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science and editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

Furidashi Game Design Academy
83. World Building in Game Design

Furidashi Game Design Academy

Play Episode Listen Later Sep 12, 2022 33:52


Lauryn and Nicholas cancel the Furidashi experience to become an Alchemy of Souls fancast... or they discuss the joys and pitfalls of world-building for game design. Also: Lauryn gets heartburn over Assassin's Creed. Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lauryn: https://twitter.com/thelaurynash Nicholas: https://twitter.com/academicality

Rule of Carnage - Designing Better Miniatures Games
Ep 48: Miniatures Game Design - Why do we keep designing campaign systems?

Rule of Carnage - Designing Better Miniatures Games

Play Episode Listen Later Sep 12, 2022 16:19


In this episode the guys try to figure out exactly why they keep writing campaign systems for their games. Campaign systems are hard to playtest, tough to balance and rarely played, all of which are excellent reasons to never write another one, and yet write them they do. Why do they choose to do such a thing and why won't they ever stop? They're not really sure, but they're happy to talk about it irrespective. Glenn and Mike are the developer and designer respectively of games such as Gaslands, Gaslands: Refuelled and A Billion Suns and here they talk about how, why and sometimes if to design tabletop miniatures games with discussions, tips, reviews and interviews. Check out Man O' Kent Games here: https://www.manokentgames.com Check out Planet Smasher Games here: http://planetsmasher.games Take a look at the podcast as a video on YouTube: Rule of Carnage - YouTube

Tabletopped
Sensitivity in Game Design with Basil Wright

Tabletopped

Play Episode Listen Later Sep 12, 2022 61:04


Basil Wright (@Kobanya_kana) comes on today's podcast to talk with Nick about sensitivity reading and game design. We talk about what a Sensitivity reader does, how games can be more inclusive, and about how Ethan from Resident Evil 7 has no self preservation instincts. Say hi to us at tabletoppedpod.com or @tabletopped on twitter! Also, check us out on Patreon! Sponsor: Daily Dose of Yarn! You gotta check out these hats on etsy and instagram! Things Basil is working on: Website: https://towerofbasil.wordpress.com Newsletter: bit.ly/TOBNews You Can Not Pet The Cat game Link: https://kobanya.itch.io/you-can-not-pet-the-cat Rancher's Romance: https://kobanya.itch.io/ranchers-romance Ostbricka! Playtest Form: https://forms.gle/RgTMYcygYMZkWNVRA Pelogos Playtest: https://forms.gle/yqta7EAaXaD2rzxK7 Rancher's Respite Playtest: https://forms.gle/RSKcyR8L6BvC4k586 Theme music: Unexplored Moon by Miguel Johnson

Stonemaier Streams
Sunday Sitdown: 12 Questions & Answers About Game Design

Stonemaier Streams

Play Episode Listen Later Sep 11, 2022 21:52


Magic: The Gathering Drive to Work Podcast
#966: Rise & Fall of Blocks, Part 1

Magic: The Gathering Drive to Work Podcast

Play Episode Listen Later Sep 9, 2022 36:49 Very Popular


This is part one of a two-part series talking about the history of blocks.

Magic: The Gathering Drive to Work Podcast
#965: DMU Vision Design with Ethan Fleischer

Magic: The Gathering Drive to Work Podcast

Play Episode Listen Later Sep 9, 2022 30:59 Very Popular


In this podcast, I sit down with Ethan Fleischer, the lead vision designer of Dominaria United, to talk about the set's vision design.

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

Nice Games Club

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

Spielvertiefung: Auf einen Whisky
Folge 042: David Blatt

Spielvertiefung: Auf einen Whisky

Play Episode Listen Later Sep 9, 2022 90:33


David Blatt ist ein Illustrator, der eine tolle Karriere bei Deck13 hinter sich hat, die ihn vielleicht bald nach Kalifornien führt. Wir sprechen über seinen spannenden Weg vom Schulabbrecher zum Werbezeichner, vom Character Designer zum Künstler, bei dem mittlerweile Neil Druckmann und Filmregisseure aus Hollywood anklopfen.

Level Up Your Gaming: Tabletop RPG Podcast
A Look At One D&D Playtest Material

Level Up Your Gaming: Tabletop RPG Podcast

Play Episode Listen Later Sep 7, 2022 67:58


In today's episode we take a look at the new playtest material for One D&D.  What's changed in the playtest material?  What is the direction that D&D appears to be heading?  We give you our thoughts and answer all these questions and more in today's episode.Leave us an email for feedback, questions, or thoughts at levelupyourgamingpodcast@gmail.comor Follow us on Facebook and engage with us at https://www.facebook.com/LevelUpYourGamingPlease leave us a review or a five star rating wherever you get your podcast.

Mynock Squadron Podcast
S5E27 - Game Design Talk and NOVA Open

Mynock Squadron Podcast

Play Episode Listen Later Sep 6, 2022 121:15 Very Popular


This week Raithos joins again to talk Game Design as Well as NOVA Open! [00:00:00] Intros/Updates [00:08:00] RPCD: Foreman Proach [00:15:00] Game Design Musings [00:58:00] Nova Open Top 8 XTC Finals TTO Link: https://www.tabletop.to/xwing-team-championship-2022-final-stage/ladder Isoplane Initiative: https://www.hexiledgaming.com/isoplaneinitiative Golden State Games Worlds Qualifier

Know Direction Network
Game Design Unboxed 45: Hellboy: The Board Game

Know Direction Network

Play Episode Listen Later Sep 6, 2022


In episode 45 of Game Design Unboxed: Inspiration to Publication we talk with James Hewitt & Sophie Williams about their co-design Hellboy: The Board Game published by Manic Games. This co-op Dark Horse comic book inspired game is filled with minis used to explore ever evolving case based maps. Players are investigating cases while fighting […]

Trapped Under Plastic
Learning the Secrets to Game Design feat. VINCE VENTURELLA!

Trapped Under Plastic

Play Episode Listen Later Sep 5, 2022 119:55 Very Popular


Thank you to both Broken Anvil and Warzone Studio for sponsoring this weeks episode!Broken Anvil:https://www.patreon.com/brokenanvilWarzone Studio:https://warzonestudio.com/This weeks episode of Trapped Under Plastic we have a special guest... VINCE VENTURELLA!! Vince breaks down game design and his own experience with creating a table top game (Scott and Jon are also there). Support the Show on Patreon: https://www.patreon.com/trappedunderplasticSupport the Show with Merch: https://teespring.com/stores/trapped-under-plasticFollow Jon: https://www.youtube.com/ninjonFollow Scott: https://www.youtube.com/miniacJoin the FB group: https://www.facebook.com/groups/395664561386239/Listen to the audio versons: http://www.trappedunderplastic.com/On patreon, we offer our patron's the ability to submit topics for us to discuss during a podcast, you get an extended version of the podcast, and you can submit miniatures for us to critique during an episode!Relevant LinksSpace Station Zero:https://www.wargamevault.com/product/404243/Space-Station-ZeroVince Venturella YouTube Channel:https://www.youtube.com/c/VinceVenturellaAdam Lopper YouTube Channel:https://www.youtube.com/user/tabletopminionsWill Kirkby:https://www.etsy.com/uk/shop/ChamonkeeMiniac New Video:https://www.youtube.com/watch?v=ZtyOyv74hA8&t=16sNinjon New Video:https://www.youtube.com/watch?v=RbzKCbInnTwEmbracer Group:https://embracer.com/release/embracer-group-enters-into-agreement-to-acquire-ip-rights-to-the-lord-of-the-rings-and-the-hobbit-literary-works-by-j-r-r-tolkien/Warcrow:https://warcrow.com/blog/what-is-itNew Soulblight Novel:https://www.games-workshop.com/en-CA/cado-ezechiar-book-and-miniature-collection-2022Rivet Wars Reloaded:https://www.kickstarter.com/projects/steamforged/rivet-wars-reloadedKrondspine Incarnate of Ghur:https://www.games-workshop.com/en-CA/age-of-sigmar-krondspine-incarnate-of-ghur-2022New Squat Terminators:https://www.warhammer-community.com/2022/08/22/drop-the-wrench-and-pick-up-the-cannon-the-brokhyr-thunderkyn-are-marching-to-war/00:00 Start03:55 Preamble Ramble18:20 What We Painted41:52 Topic Discussion01:47:19 NewsSupport the show

Imagine a Place
Design Thinking for Games | Brenda Romero, CEO and Game Designer

Imagine a Place

Play Episode Listen Later Sep 5, 2022 36:44


Brenda Romero is an award-winning game director, entrepreneur, and Fulbright award recipient who entered the video game industry in 1981 and is presently CEO and co-founder of Romero Games. As a game developer, she has worked on 50 games and contributed to many seminal titles, including Wizardry, Ghost Recon, and Dungeons & Dragons.Brenda has been designing and inventing games her whole life and she's become one of the world's best at it. So, what's the connection between designing a game and designing for physical space? In today's episode, Brenda helps us discover it just might be the challenge of designing for the interactive, complex, and  emotional experience of being human.Click here to get your FREE copy of the Imagine a Place journalFollow Imagine a Place on Instagram: @imagineaplaceFollow Imagine a Place on LinkedInLeave Doug a question or comment on SpeakPipe

Magic: The Gathering Drive to Work Podcast
#963: Build-Arounds

Magic: The Gathering Drive to Work Podcast

Play Episode Listen Later Sep 2, 2022 38:53 Very Popular


In this podcast, I talk about designing cards that are meant to inspire players to build decks around them.

Magic: The Gathering Drive to Work Podcast
#964: Concurrency

Magic: The Gathering Drive to Work Podcast

Play Episode Listen Later Sep 2, 2022 30:00 Very Popular


You all learn about new Magic sets one at a time, but that's not how they're made. This podcast will illustrate what it's like to make many products all at once.

The Habibis
Bokra after Bokra

The Habibis

Play Episode Listen Later Sep 2, 2022 52:27


This time with proper microphones, Osama, Fawzi, and Rami run out of time to discuss all the things they want to talk about this episode.

Nice Games Club
"Always be the banker" Broken games; Support Systems

Nice Games Club

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

Passive (Aggressive) Perception
Ep 58 - Alex Clippinger: Game Design & Adapting 5e

Passive (Aggressive) Perception

Play Episode Listen Later Aug 31, 2022 55:38


The incredible and prolific TTRPG designer, Alex Clippinger has joined us this week to give us an inside look into Cubicle 7's new project, Broken Weave, drop some game design knowledge, and talk through some of the benefits and pitfalls of adapting Dungeons & Dragons: Fifth Edition. This was a fantastic conversation covering several topics including points of focus for growing as a designer, expectations we bring to the table, burgeoning out into playing non-D&D systems, and much more.We ended with some pretty major takeaways from this episode that were unique to Alex's experience. A huge THANK YOU to Alex for doing this interview and hopefully this won't be the last time we hear from him. Find Alex here:Website: https://aclippinger.carrd.co/Twitter: @AclippingerDM's Guild: https://www.dmsguild.com/browse.php?author=Alex%20ClippingerDriveThru RPG: https://www.drivethrurpg.com/browse/pub/17366/Alex-ClippingerOur Website: https://icastspells.comOur Twitter: @passive_podcastOur Email: passiveaggropod@protonmail.comShow Breakdown:0:00: Intro03:06: A little about Alex03:58: "How did you get into freelancing?"05:37: "Were you a writer before you started doing TTRPG work?"08:49: "How did you get into the hobby of TTRPGs in general?"12:44: "How have you evolved as a designer and a writer since you first started out?"17:52: "How does genre play into your design process, and how do you utilize your influences?"24:47: Inside look at Broken Weave from Cubicle 7; one of Alex's newest unreleased projects34:36: "In the modern trend of 5e adaptations, why do you think it's so common?"38:01: "What is your interest in making 5e adaptations and how is it different from the alternatives?"39:34: "Do you think underdevelopment of the D&D: 5e system is a major design pitfall?"42:53: "What are you gaining and what are you sacrificing when you make the decision to adapt D&D: 5e?"46:17: "Do you think that people sometimes limit themselves by trying to adapt certain game types to D&D: 5e when other systems might already d that thing better?"53:38: Outro

Magic: The Gathering Drive to Work Podcast
#961: Barry Reich

Magic: The Gathering Drive to Work Podcast

Play Episode Listen Later Aug 26, 2022 31:59 Very Popular


In this podcast, I interview Barry Reich, Magic's very first playtester.

Magic: The Gathering Drive to Work Podcast
#962: My Wizards Origin Story

Magic: The Gathering Drive to Work Podcast

Play Episode Listen Later Aug 26, 2022 33:31 Very Popular


I've briefly told listeners how I came to work for Wizards, but this podcast goes a bit more in depth into how it happened.