Game development process of designing the content and rules of a game
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Ball X-Pit is one of the most creative roguelite hits on Steam - a blend of Arkanoid, Vampire Survivors, and base-building meta that delivers insane depth. In this episode, we dive into the full gameplay loop, the fission/fusion/evolution system, the “two games in one” base mechanic, and why this could be a massive mobile hit if executed properly.What you'll learn• How Ball X-Pit sold 367k units & $4.4M in under a week• Why its roguelite mechanics go deeper than Balatro/MegaBong• How fission → evolution → fusion creates multi-layer combos• The innovative base-building/harvesting system• Why it's trending on Steam, TikTok, Reddit, and Twitch• Why this will definitely come to mobile• Why Devolver publishing matters for reach & discoveryKey takeawayBall X-Pit proves that roguelites can still innovate - especially when they merge physics, skill, and deep buildcraft with a completely new meta layer.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 — What is Ball X-Pit & why it's trending04:20 — Roguelite design: fission, fusion, evolution mechanics10:56 — Combat depth: balls, builds, synergies, boss fights17:56 — The base-building metagame (the real innovation)26:50 — Why this could work on mobile + final thoughts---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
In dieser Devplay-Folge wird's nostalgisch und technisch zugleich: Jan Klose präsentiert Exodus – The Colonisation of Space, ein Strategie-Projekt, das als Schülerexperiment vor 30 Jahren begann und heute als echtes Steam-Game veröffentlicht wurde. Die drei Jans sprechen über alte Pixelzeiten, moderne Engines, systemisches Spieldesign, warum viele Indie-Projekte scheitern – und weshalb ausgerechnet dieses überlebt hat. Eine spannende Reise von 1997 bis 2025, voll mit Anekdoten, Game-Design-Blicken und Branchenwissen.Die Themen dieser Folge• Wie aus einem Schülerprojekt ein vollständiges 4X-Strategiespiel entstand.• Warum „Exodus“ nach 30 Jahren wieder veröffentlicht wird.• Systemisches Game-Design vs. lineare Storyspiele – wo liegen die Stärken?• Was alte Sci-Fi-Strategietitel wie „Master of Orion“ so besonders machte.• Welche Rolle Pixelgrafik, Renderprogramme und frühe Prototypen spielten.• Wie Entwicklungszeit ohne finanziellen Druck Spiele verbessern kann.• Warum iterative Entwicklung heute seltener erfolgreich ist.• Unity, Unreal & KI: Demokratisierung der Spieleentwicklung.• Warum so viele Projekte beginnen, aber nie fertig werden.• Die Bedeutung von Early-Feedback für gutes Game-Design.• Unterschiede zwischen Indie-Experimenten und professionellen Studios.• Wie nostalgische Genres heute wieder neue Aufmerksamkeit bekommen.Darüber diskutieren in dieser Folge• Jan Theysen (KING Art Games)• Jan Klose (ARTEX)• Jan Wagner (Gravity, Ulisses Spiele)Bewerbt euch bei uns!Black Forest Games: https://black-forest-games.com/career/open-positions/Keen Games: https://www.keengames.com/jobsKing Art: https://king-art-gmbh.factorialhr.de/#jobsOwned by Gravity: https://www.ownedbygravity.com/jobsFolgt uns auf Facebook! https://www.facebook.com/DevPlayDE/DevPlay auf Youtube: https://youtu.be/1XDzDa9LYkYPodcast: https://podcasters.spotify.com/pod/dashboard/episodesIn Kooperation mit GameStar Plus!Diese Folge wurde am 11.11.2025 aufgezeichnet
In this podcast, I sit down with Melissa DeTora, the leader of the Casual Play Design team, to talk about Commander design.
This podcast is part two of a four-part series talking about the 30 big design evolutions since I started working at Wizards of the Coast in October 1995. This is based on a three-part series I did in my Making Magic column.
Fancy setting us a gaming challenge? Get in touch here!This week we're back with a metroidvania style hitman mashup game. A nice and fun one particularly if you're into cowboys! Thanks for listening and please leave us a review and subscribe if you enjoyed it. It really helps us out. Also please get in touch with us at @gamingblendpod or thegamingblenderpod@gmail.com with your ideas for new games and challenges.Keep blending!
Demo of using hinge joints in unity for doors and pinball flippers. Links and Notes Source code – https://github.com/levidsmith/KnoxGameDesign/tree/master/hinge_joint Joints in Unity – https://docs.unity3d.com/6000.2/Documentation/Manual/Joints.html Hinge Joint component in Unity – https://docs.unity3d.com/6000.0/Documentation/Manual/class-HingeJoint.html Podcast theme music – Ride by Pocketmaster
This week's Breaking News covers the wildest stories from mobile gaming, ad tech, privacy, and monetization. From brand-new global launches (Bleach, Resident Evil, Villains Robot) to Unity's new ad-tech push, to JamCity's $1.4M CCPA fine — Matej breaks it down with zero fluff.What you'll learn• Bleach: Soul Resonance launches with millions of preregs• Resident Evil Survival Unit hits 1M downloads in 48 hours + $150K/day• Real Farm Craft expansion (but almost no revenue)• Villains Robot BR + blockchain weirdness• Molang: Match & Munch launches (and makes $100/day)• Unity's “Vector” returns again + new ad ecosystem tools• Playable ads → the next $124B brand frontier• JamCity fined $1.4M for CCPA violations• Why e-commerce brands are now using playablesGet our MERCH NOW: 25gamers.com/shop--------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 — Intro00:18 — Bleach: Soul Resonance launch01:00 — Real Farm Craft expansion01:38 — Villains Robot Battle Royale02:20 — Resident Evil Survival Unit hits 1M downloads03:10 — Molang Match & Munch release03:45 — Seven Deadly Sins Grand Cross update04:20 — Zombies, Run rights reacquired04:55 — Paysafe adds Brazil payments05:25 — DC Dark Legion Thanksgiving event05:55 — Solo Leveling Winter update06:30 — Unity ad-tech announcements07:35 — JamCity fined $1.4M08:55 — Playable ads become brand frontier09:40 — Apple pushes playables into e-commerce10:20 — Wrap-up---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
West Game 2 is the first real King Shot clone built by a Chinese 4X team acquired by Tripledot, layered on top of Frozen City / Whiteout Survival onboarding, and wrapped in Western cowboy aesthetics.In this breakdown, we dive into:• Full onboarding → Lucky Luke opener → King Shot 1:1 copy• Frozen City mechanics, chapter quests, invasion timers• Why 4X innovation happens only in onboarding, not the core• Webshops & D2C: now up to 50% of revenue for some studios• The creative madness: Red Dead cinematics, Idle Lumber, Goblins, Save the Dog, Lens of Jail, ASMR mining, drama Playrix, Sims life-sims, TikTok memes• Why running 1000 creatives in 30 days is “normal” now• And how they cloned King Shot's onboarding in under 7 monthsKey takeawayWest Game 2 is proof: onboarding = everything. Whoever controls the first 10 minutes controls CPI… and 4X revenue.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 — Why West Game 2 Matters: The First Real King Shot Clone04:20 — Onboarding Breakdown: Lucky Luke → King Shot → Frozen City Mix10:45 — The Chinese Production Engine: 1000 Creatives in 30 Days18:00 — Creative Chaos: Red Dead Cinematics, Goblins, Idle ASMR & More23:30 — The New 4X Meta: Onboarding beats Gameplay + Webshops Rising---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
Concerns about Roblox, screentime, and gaming habits. In this episode of The Secure Family Podcast, Andy discusses the crucial topic of online safety for families, focusing on the vulnerabilities presented by modern video games. Guest Scott Novis, founder of GameTruck and veteran video game developer, shares his insights into the evolution of gaming, the risks of free-to-play models, and strategies for managing screen time effectively. Scott emphasizes the psychology behind game design, the importance of purchasing games, and the need to play offline to ensure kids' safety. He also covers how to choose appropriate games for children based on their developmental stages and the dangers posed by platforms like Roblox. For more from Scot Novis: https://www.gametruckparty.com/ Take control of your data with DeleteMe. Because they sponsor the podcast you can get 20% off a privacy plan from DeleteMe with promo code: DAD. Connect
Send us a textWelcome to You Heard it Here Last where we talk about news, you've already heard.Let's start with my favorite Vin Diagram. Roleplayers and Cat Owners. It's a perfect circle. And to prove it we are going to start with the King of Crits, 2025 Dice Advent Calendar.https://dnddice.com/products/dice-advent-calendar-2025?variant=46949401395426&country=US¤cy=USD&utm_source=chatgpt.comThe dice are cute as hell and if you or someone you know is into advent calendar's then this is perfect.Mike, what do you think about the King of Crits 2025 Dice Advent Calendar.[Kick to Mike]Christina, you love dice are you in on this one?[Kick to Christina]The King of Crits isn't the only dice advent calendar on the market this year.https://diceenvy.com/products/advent-calendar?currency=USD&variant=47074082324723&stkn=1f01dd7311e3&utm_source=chatgpt.comDice Envy has gotten into the game with their 2025 dice advent calendar. The twist on this one is you get to decide if you want the Nice version with Santa and all the traditional happiness that comes with that or the Naughty version based on Krampas with the darker side of Christmas dice. They also have an option to let the Christmas goblin decide which one you get when you order, which I think is pretty cool.Christina, the more dice the merry I assume, but which one of this do you like better? And I'm not Christmas shopping, pay no attention to the man behind the curtain.[Kick to Christina]Mike, I'm going to assume you like the cat dice, but which one is it for you?[Kick to Mike]Next up we have the Glass Staff Player Journal.https://forgedgaming.com/products/glassstaff-player-journal?variant=47958671098087&country=US¤cy=USD&utm_source=chatgpt.comI love these player journals. They are faux leather bound with gold foil and premium paper. They look great and inside they have almost 200 pages to keep track of your character. From pages with all of the little boxes for character stuff to open pages to write about your adventures. The only problem for me is that they all seem to be made for D&D5e and since I don't play that…oh well.Finally, how about a little fantasy glass ware. Nobody can have enough glass ware and if you settling down with your friends after storming the duke's castle and sharing some of your favorite adult beverage then you need something cool to put it in.https://www.fantasyglassworks.com/Fantasy Glass Works can pretty much custom make whatever you want from beer mugs to coffee cups and most things in between. And they are family owned out of Rockford Illinois so that's a bonus. I think I would get a Tankard Beer Mug with the Sigil from our Conan Campaign.Mike, how about this as a Christmas gift?[Kick to Mike]Christina, any favorites?[Kick to Christina]And there you have it, all the news, you've already heard.
Felix delivers a 30-minute solo masterclass on how the top-grossing mobile games use ads, revealing the real truth:Only 14 of the Top 100 IAP games use in-game ads.This is shocking considering the category earned $2.6B in the last 30 days — likely over $3.6B when counting D2C webstores. Yet only 55M of the 660M DAU are exposed to ads.The episode breaks down each of those 14 games, but uncovers three major meta-shifts.This episode reveals how Candy Crush, Coin Master, Gossip Harbor, Merge Mansion, Homa, June's Journey, and more use segmentation, boosters, energy, timers, SkipIt tickets, Remove Ads bundles, and hybrid strategies to unlock millions in incremental ad revenue.This is the most practical breakdown of how ads work at the highest tier of mobile gaming.What you'll learn• How Candy Crush earns $200M+ yearly from ads• Why only 14 of the top 100 IAP games use ads (and why that's changing)• The difference between Western “premium illusion” mindset vs Chinese “data-first” mindset• SkipIt tickets → now invading midcore and puzzle (June's Journey)• Remove Ads Bundles (iKIM, Capybara Go, Merge Prison)• Why merge, match, and puzzle rely on energy boosters & timers• How to segment ads by GEO, payer probability & time since last IAP• The next wave of hybrid monetizationThe future isn't “ads OR IAP.”The winning studios are mastering ads + IAP, using segmentation, bundles, SkipIts, and hybrid models to grow revenue without hurting payers.Get our MERCH NOW: 25gamers.com/shop---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 — intro02:00 — Candy Crush & Coin Master: The Segmentation Masters05:20 — Merge & Match: Energy, Boosters, and Rewarded Moves10:00 — SkipIt Tickets & Remove Ads Bundles Take Over14:30 — Chinese Studios vs Western Studios: Mindset Split19:10 — Subscriptions, Ad-Free Bundles & Perk Stacking23:30 — The New Hybrid Meta: Ads + IAP → The Future---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
In today's episode we talk about The Importance Of Having More Than One GM. Wy is it beneficial to having more than one gm in your group? How can you foster a second GM? 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.
This is the ultimate AI creative breakdown: 112 creatives in 36 minutes.Jakub, Matej, and Felix review the best (and worst) AI-generated ads across rise of castles clones, tasty travels madness, fluffy animals, Pixar-style mutations, fake physics, and high-production AI cinematics that now rival outsourcing studios.AI is no longer “experimental.”It is the creative pipeline.What you'll learn• How to spot AI in 2025 (lighting errors, physics breaks, muscle glitches)• The new top AI hooks (animals, food, POV inward movement, waifus, chaos)• The rise of “high-production AI” replacing studio cinematics• Why Rise of Castles, Golden Goblins, Tasty Travels, and Whiteout Survival dominate AI usage• How top teams use loras, inpainting, upscaling & 20-step workflows• The new East–West gap in creative production• Why by end of 2026, 50% of ads will be AI-driven• And the moment Candy Crush uses AI bear attacks
What happens when autobattlers fail to monetize? We pull Arto Huhta into the cast and chat about Telegram's pseudo-WeChat ambitions. Eric releases a distrack on Game Designer's obsessed social spaces, and Phil wants more blood from psychologists' nonsensical F2P "choice overload." Chris enleashes a model-meets-UGC experiment: a three-algorithm simulation that shows how recommendation systems distort consumer welfare and creator inequality. We discuss: How Arto sees the split between economy design, product management, and classical economics (hint: it's not what you think) Pets as permanent progression, and the design logic behind Nonstop Knight's monetization turnaround Why creator inequality explodes under bad reinforcement A brewing debate on regulation that is just getting started... Chapters 00:00 Journey to London: A Game Developer's Path 00:49 The Role of Economy Design in Gaming 01:20 From Academia to Game Development: Bridging the Gap 03:16 Experimentation in Game Design: Lessons Learned 05:22 The Intersection of Game Design and Economics 10:07 Understanding Game Development Roles 11:00 Monetization Strategies in Game Design 11:55 The Evolution of Publishing Models 12:42 Transitioning to Web 3: New Challenges 13:54 The Economics of Game Spending 18:27 Introduction to Game Economist Cast 19:06 Current Gaming Trends and Preferences 20:51 Game Modes and Player Engagement 22:03 The Future of Game Monetization 27:33 The Social Hub Experiment in Fighting Games 28:26 Street Fighter VI and Social Interaction 30:28 The Rise of HTML5 Games on Platforms 32:37 The Trend of Casual Games in Tech Companies 34:42 Telegram Games: A New Frontier 37:21 Challenges in Game Discovery on Telegram 38:52 User Engagement and Retention in Web3 Gaming 39:43 Consumer Welfare and Content Creation Dynamics 43:04 The Impact of Algorithms on User Experience 49:31 Heterogeneous Goods and Their Effects on Engagement 57:35 The Impact of Algorithms on Content Quality 59:04 Understanding Algorithmic Risks and User Retention 01:00:16 Exploring Algorithm Design in Gaming Platforms 01:01:54 The Role of User Choice in Content Discovery 01:04:29 The Future of Pricing Strategies in Free-to-Play Games 01:08:10 The Debate on Standardization and Market Forces Chapters (00:00:00) - The Cost of Free Speech(00:00:49) - Game of Connors Cast(00:01:16) - Meet Free-To-Play Designer Phil Rubin(00:02:43) - The Art of Being a Game Economist(00:03:59) - How to Get Out of Your Job(00:05:22) - Are You More of an Economist or a Designer?(00:07:51) - Candy Crush: Experimentation and Optimization(00:10:07) - Ex-Monetization Manager at King Publishing(00:12:30) - Have We Overreacted to Free-To-Play?(00:15:17) - Half-Off and the Price(00:18:27) - How To Make a Slop slideshow(00:18:56) - What Have You Been Playing?(00:20:35) - Clash Royale: The Future of Content(00:23:55) - How To Play Hearthstone With Re-rolling(00:25:59) - 2K XO: A Hardcore Fighting Game(00:29:37) - Fortnite vs. Monster Hunter: The Social Hub(00:30:29) - Are We Ready for Content in the Future?(00:34:24) - Facebook vs Instagram: What's The Difference?(00:34:57) - Telegram's plans for games(00:36:22) - How Telegram Could Make Games More Profitable(00:43:15) - The Probability of Encountering a Good(00:44:28) - Anatomy of Facebook's algorithm(00:49:53) - The Gini coefficient of content creators profit(00:54:30) - Measuring the social network's heterogeneous goods(00:58:58) - The Mix of Algorithms and Churn(01:01:07) - Do Algorithm Designers Care About Producer GENIE?(01:01:55) - What Should Roblox Do About Popularity?(01:03:51) - Too Much Choice in Online Content(01:05:56) - Is There Choice Overload in Mobile Games?(01:06:49) - What about discounts on hard currency purchases?(01:07:46) - Free-To-Play: Quantity Based Discounts(01:11:11) - USB 2.0: Standardization(01:12:11) - Roblox: Arto on UGC(01:13:27) - GIM economist cast episode 44
Wir haben ein Game Design Dokument geschrieben - ein ziemlich umfangreiches. Eigentlich hatten wir das gar nicht vor, aber irgendwie hat es sich dann doch ergeben. In dieser Folge erzählen wir euch, warum wir das gemacht haben, was aus unserer Sicht wichtig ist und in so einem Dokument stehen sollte. Wir nehmen hier Bezug auf unsere Folge zu Game Design (Folge 16 (/episodes/016_-_Game_Design/)) und erzählen, wie wir beim Schreiben vorgegangen sind und was uns geholfen hat. Wenn ihr mit uns über diese Folge, unsere anderen Folgen, eure Projekte oder andere Themen rund um die Entwicklung von Spielen diskutieren wollt, könnt ihr gerne Kommentare auf einer Podcast-Plattform eurer Wahl hinterlassen, eine E-Mail an uns schreiben, oder auf unserem Discord-Server vorbeigucken:https://discord.gg/shHJPUd2Ww. Wir freuen uns auf euch! -- Links -- - The Pod - Walkthrough: Wolfgang ist zurück! (https://www.gamespodcast.de/2025/06/04/wolfgang-ist-zurueck/) - Podcast mit Wolfgang Walk, in dem er seinen Logik-zentrierten Game-Ansatz beschreibt (im Kapitel "Wolfgang schreibt ein Buch") - Nordmedia (https://www.nordmedia.de/) - Die Nordmedia ist die Fördergesellschaft für Medienförderung in den Bundesländern Niedersachsen und Bremen. Die Entwicklung des Konzepts für unser Spiel "2080: Operation Sunshield" wurde von der Nordmedia gefördert. - OneBitWonder (https://onebitwonder.de/) - Die Website zu unserem Studio "OneBitWonder" und dem Spiel "2080: Operation Sunshield" - ALPACA Engine (https://alpaca-engine.de/) - Unsere selbst entwickelte Point And Click Adventure Engine (Open Source) - Schnack Editor (https://cpfr.itch.io/schnack-dialog-editor) - Unser selbst entwickelter Dialog-Editor "Schnack" (Open Source) -- Andere Folgen von uns, die wir hier erwähnen -- - Episode 14: 2080 - Ein Adventure entsteht (/episodes/014_-_2080_-_Ein_Adventure_entsteht/) - In dieser Folge sprechen wir über unser Adventure "2080" und unsere Technik. Seitdem hat sich viel getan (unter anderem die Konzeptentwicklung mit der Nordmedia), aber die dabei entstandene Engine kommt nun zum Einsatz. - Episode 16: Game Design (/episodes/016_-_Game_Design/) - In dieser Folge sprechen wir über Game Design und wie es von den anderen GameDev-Disziplinen abzugrenzen ist. Hier reißen wir auch kurz das Thema Game Design Dokumente an. -- Beispiele und Referenzen für Design-Dokumente -- - "Play With Fire" (https://www.gamedeveloper.com/design/design-document-play-with-fire) - Game Design Dokument zum Spiel "Play With Fire" auf GameDeveloper.com - Grim Fandango (https://grimfandango.network/downloads/puzzle-document) - Puzzle Document zum Adventure "Grim Fandango" - Übersicht GDDs (https://gamescrye.com/resources/game-design-documents/) - Eine Liste von veröffentlichten GDDs bekannter Spiele (z.B. Diablo oder Silent Hill 2) - Übersicht Game Dokumente (https://gamedocs.org/documents/) - Eine Übersicht über Dokumente zu Games (sowohl GDDs, als auch Pitches) - Übersicht Adventure-GDDs (https://allowe.com/games/game-designs.html) - Eine Liste von GDDs zu Adventure Games (u.a. Leisure Suit Larry) - Freddy Pharkas: Frontier Pharmacist (https://gamescrye.com//wp-content/uploads/2016/12/Freddy-Design.pdf) - Das GDD zum Adventure Freddy Pharkas: Frontier Pharmacist
This week we catch up with one of the members of our community, the creator of Döttskrieg 3000 - Migraine. Check out Döttskrieg 3000 here! https://dudewaaagh.itch.io/dk3k
In this podcast, I talk all about the design of the fourth set in the Lorwyn-Shadowmoor block, Eventide.
This podcast is part one of a four-part series talking about the 30 biggest design evolutions since I started working at Wizards of the Coast in October 1995. This is based on a three-part series I did in my Making Magic column.
In this week's News Navigator, Jakub breaks down the biggest global gaming stories from November 17th. Apple tries its own WeChat-style mini-app ecosystem. Unity and Epic shock the industry with a collaboration nobody saw coming. Roblox revamps age restrictions. Google Play crowns Pokémon TCG Pocket as Game of the Year after $1B+ in revenue. And Ubisoft's trading halt hints at a looming plot twist.What you'll learn• How Apple's 15% MiniApps program works• Why Unity & Epic are suddenly “friends”• The new rules for US third-party payments• Roblox's age-based chat brackets and moderation strategy• The insane scale of Pokémon TCG Pocket• Why Ubisoft halted trading and delayed earnings• Why the AI bubble isn't slowing down (NVIDIA's numbers)Key takeawayThe industry is shifting toward open ecosystems, cross-engine collaboration, and safer platforms—while the biggest revenue wins still come from IP heavyweights and AI-driven infrastructure.Get our MERCH NOW: 25gamers.com/shop---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 — Cold open: Welcome to News Navigator00:15 — Apple MiniApps Program explained02:00 — Why MiniApps work in China (but may struggle in the West)03:10 — Unity & Epic partnership: what it really means05:00 — D2C & payments: Stash x Galleon, Google ruling06:10 — Roblox age-based chat brackets07:00 — Google Play Awards: Pokémon TCG Pocket hits $1B+08:00 — Vampire Survivors deckbuilder spin-off08:40 — NVIDIA's monstrous $57B AI quarter09:10 — Dark Horse: Ubisoft trading halt mystery10:00 — Wrap-up: Stay two and a half steps ahead---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
Level Devil (solo dev) proves that level design is a UA channel. The game's “troll but fair” traps create clips that people have to share, fueling TikTok/YouTube reach with essentially zero paid spend. Monetization is light: interstitials triggered by deaths on a cooldown, occasional rewarded skip, one ad network (Unity), no mediation. We est.: $5–7K/day; with mediation + a couple of safe placements, $11–14K/day looks realistic.What we cover• How the level-design craft creates infinite hooks (rage → laughs → shares)• The actual ad logic (death-based interstitials; rewarded skip after streak)• Why copycats fail (it's the hours-per-trap polish, not the theme)• Monetization gaps (no mediation; limited placements) and easy wins• Viral geos & creator angles (Brazil/ES longform shout-casts = IPM rocket fuel)When the product manufactures shareable moments, you don't need paid UA to grow - just enough monetization hygiene (mediation + safe placements) to convert all that free attention.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg00:00 — Cold open: product-led growth in a troll platformer01:20 — The solo-dev story and why it resonates03:10 — Virality loop: die → laugh → share → install06:15 — Core monetization today: death-based interstitials + rewarded skip09:40 — What's missing: no mediation, limited placements12:05 — Safe add-ons: menu banner, app-open, regional “remove banners” IAP15:10 — Creator/geography angles (why BR/ES clips pop)18:30 — Retention pattern and how level craft sustains it22:10 — Why copycats fail: the craft, not the theme34:00 — Wrap-up: ops to turn virality into $$$---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric
Send us a textThe internet is filled with hobby advice. From podcasts, to YouTube channels, you can probably find what you're are looking for very quickly. Or not. That's part of the problem. With so much out there it's hard to figure out what's good, what's bad, and what's really bad.Our friend Jen and Oddfish Games hooked me up with John Glavin. John is the creator of Two-Gun Pixie a Youtube channel that focuses on board games and roleplaying game reviews and he's been at it for a while. And by awhile, I mean over 8 years. John is also jumping into the professional GM world with his new Adventurers Union: Local 218.I had a chance to chat with John about roleplaying, Two-Gun Pixie, and his personal style.
In this solo episode, Matej walks through the exact step-by-step method he uses to launch successful Meta (Facebook) UA campaigns in 2025. From SDK setup to event engineering, targeting, budgets, creative strategy, and daily management - this is the “MVP strategy” every UA manager needs.Direct links to step-by-step guides:https://lancaric.substack.com/p/mvp-ua-template-i-want-to-launchhttps://lancaric.substack.com/p/mvp-ua-iaa-template-i-want-to-launch?triedRedirect=truehttps://lancaric.substack.com/p/creative-brief-template-7-creativeSoftlaunch E-BOOK: https://payhip.com/b/fJi9EWhat you'll learn• Minimum viable tracking setup (Facebook SDK, Firebase, MMPs)• How to build meaningful event combinations (WY S WYG)• Purchase-optimized vs. app-event optimized campaigns• How to structure T1, T2, and ROW for better learning• Targeting that still works in 2025 (broad, genre interest, lookalikes)• Budget pacing rules and when to scale• 3 starting concepts → 9 ad variations• Using AI hooks, memes, UGC & dev-cam videos• Daily operations: When you should do nothing• Moving from AEO to value optimization• Live example: Creating a full Meta campaignActionable checklistIntegrate Facebook SDK + Firebase + MMP.Build 5–10 event combinations (engagement + monetization).Start with 3 concepts → 9 variations.Use T1 (US/UK/DE/CA/AU/NZ/KR/JP) + ROW.Don't scale before day 3–5 stability.Check KPIs 2–3× per day, not hourly.Switch to value optimization once you have depth of payers.Key takeawayYour UA performance is defined by the events you send, the creatives you test early, and how fast you can validate your first 3 concepts.Get our MERCH NOW: 25gamers.com/shop---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 — Cold open & why this solo episode matters00:40 — The original problem: “Where do I start with Meta UA?”01:20 — Tracking essentials (SDKs, MMP, events you MUST send)03:00 — WYSIWYG: “What You Send Is What You Get” explained04:20 — Event combinations that actually help Facebook find payers05:40 — Purchase vs. App Event optimization: when to use each07:00 — Geo setup: US, Tier 1, ROW, and why you always need all three08:10 — Targeting in 2025: broad, interests, lookalikes (what still works)09:30 — Budgets: first 7-day rules & how not to break learning11:00 — Creative framework: 3 concepts → 9 ad variations12:30 — What concepts to start with (gameplay+finger, AI hooks, UGC/dev-cam)14:00 — Creative iterations: hooks, pacing, soundtrack, memes15:10 — Daily UA workflow: why “doing nothing” is sometimes the best move16:40 — When to switch to value optimization (signals + payer depth)18:00 — Live walkthrough: building a Meta campaign step-by-step19:20 — Final advice ---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.me---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.meIf you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric
Continuiamo la nostra campagna a Ceneri insieme a Ludovico, l'autore del gioco. Cosa troveranno Haruka, Eira e Ricahrd tra le sabbie di questo nuovo mondo che, anche senza volerlo, hanno contribuito a cambiare? E cosa scopriranno del loro passato?Ceneri è un gioco sul fallimento, in cui un gruppo di persone sopravvissute si troverà ad affrontare un evento che ha cambiato le loro vite, e le conseguenze che questo evento ha avuto su di loro, alternando scene dal passato e dal futuro, fino a scoprire cosa è successo davvero.Ceneri è il primo gioco della collana Fumble Presenta di MS Edizioni, una collana curata da noi, con giochi che troviamo vicini al nostro manifesto e alla nostra identità di studio di Game Design, anche se non li abbiamo sviluppati noi.Trovi il gioco sul sito di MS Edizioni https://www.msedizioni.it/prodotto/ceneri/Tutti i nostri contenuti sono gratuiti e disponibili pubblicamente, rilasciati sotto licenza Creative Commons BY-NC-SA 4.0: puoi distribuirli, manipolarli, copiarli quanto vuoi, e se hai dubbi su quali siano i limiti entro cui farlo puoi scriverci su Discord, dove saremo felice di risponderti.Un'ultima cosa: Quello che noi mettiamo in scena non è scriptato e giochiamo live, così come ci viene. Questo non vuol dire che sia l'unico modo o il modo giusto di giocare: se giochi in maniera diversa non è certo un problema, anzi, stai arricchendo il mondo!Fumble fa parte di Fumblecast, un network indipendente di podcast che parlano di giochi. Puoi scoprire di più sul nostro sito
Matt Dalio, founder and CEO of Endless Studios, joins host Mike Palmer to explore the profound connection between games, technology, and workforce development. Matt, who grew up with an early global perspective—including a transformative year in China at age 11—brings his philanthropic drive to the world of scalable tech solutions . We dive into how Matt's company, Endless, initially focused on providing computers in emerging markets, realized that skills are what truly pay the bills. A simple math game, Tux Math, engaged students in a way traditional instruction could not, with classrooms full of kids shouting multiplication tables . The even bigger revelation? Many top tech entrepreneurs, including Elon Musk and Mark Zuckerberg, started by hacking their games . Matt asserts that the goal is to transform kids from consumers to creators. We discuss how game creation, using tools like Unity and GitHub, develops five core, high-value disciplines: coding, design, digital art, management (product/project), and marketing/business analysis . These skills translate directly into a modern, AI-augmented workforce, where the ability to architect and validate production software is crucial. Key Takeaways: From Consumption to Creation: We need to move young people from passively using smartphones (consumption devices) to actively creating with devices that have a keyboard and mouse (creation devices), fostering a "lean forward" mindset . The Power of Hacking and Games: Learning starts when it becomes more fun to hack your games than to play them, leading to the development of deep, technical understanding. Five Core Disciplines: Game design is a launchpad for learning highly employable, durable skills in coding, design, digital art, management, and go-to-market business analysis . A New Model for Learning: The future of education involves immersing students in real projects on collaborative platforms like GitHub, replicating the workforce environment to teach mindsets like autonomy, agency, and teamwork . AI and the Future Developer: AI is a powerful tool, but it demands new skills: prompt engineering, chaining agent tools, and knowing how to architect, read, and debug production-level code to avoid technical "slop" and security issues. Why You Should Listen: The gap between traditional education and the demands of the AI-driven workforce is wider than ever. You'll hear Matt's global perspective on the rising number of high school students choosing not to pursue costly college degrees and the hunger for education in emerging markets. We discuss how the allure of video games—where the average kid spends 10,000 hours by graduation—can be channeled into productive, skills-building creation time . Matt shares an example of a Peruvian student who used his new skills to build a video game for rural communities to preserve their local language, illustrating the real-world, positive impact of this new educational approach . Listen to understand the model that could prepare the next generation to be "superhumans empowered by AI" . If you liked this conversation, be sure to like, follow, and share Trending in Ed wherever you get your podcasts. Ray Dalio's books referenced in the conversation: Principles: Life and Work and How Countries Go Broke: The Big Cycle Timestamps 00:00 Introduction and Guest Welcome 00:57 Matt Dalio's Early Life and Influences 02:58 Journey into Technology and Philanthropy 04:07 The Power of Games in Education 06:39 Skills vs. Mindsets in the Workforce 11:10 Preparing for the Future Workforce 13:58 Global Challenges and the Future of Jobs 15:51 The Declining Value of Education 17:01 Global Perspectives on Education 18:52 The Power of Community and Mentorship 20:47 Learning Through Game Development 24:50 AI and the Future of Work 28:47 Encouraging a Maker's Mindset 31:29 Concluding Thoughts and Takeaways
In episode 128 of Game Design Unboxed, we chat with game designer (publisher, art director, illustrator, and more!) Ammon Anderson about Twinkle, Twinkle, a game born from his lifelong fascination with space. We discuss the origin of the game's gorgeous translucent acrylic tiles, its “out of this world” space themes and expansions, and the new scoring […]
Sam Pearson spent the last 7 years working in the Warhammer Design Studio creating games like Warcry and Age of Sigmar Spearhead. Now exploring the art and history of game design on his own YouTube channel, Sam joins Jordan Sorcery to chat about his work and career.In this interview Sam Pearson and Jordan Sorcery talk about Sam's hobby journey, joining the Warhammer Design Studio to work on 40k and AoS, his career at Games Workshop, and the secrets behind the creation of popular games like Warcry and Spearhead.Sam Pearson in conversation with Jordan Sorcery._____________________________ Support Sam's Work:https://www.youtube.com/@SamPearsonGameDesignSupport My Work: ELEMENT GAMES AFFILIATE LINK:https://elementgames.co.uk/?d=11216PATREON:https://www.patreon.com/jordansorceryKO-FI:https://ko-fi.com/jordansorceryDISCORD:https://discord.gg/vtjKzTGevDINSTAGRAM:https://www.instagram.com/jordansorcery/ BLUESKY:https://bsky.app/profile/jordansorcery.bsky.social WEBSITE:https://jordansorcery.com/_____________________________ Art, Music, and Copyright: Images used belong to their respective copyright owners Jordan Sorcery Theme by Joylin Music Jordan Sorcery Heraldry by Becka Moor Jordan Sorcery Heraldry and Theme copyright @jordansorcerySupport the show
This month's creative trends episode exposes the real state of mobile UA:We've officially entered the Era of Creative Theft 2.0 - not “heavily inspired,” but direct 1:1 stolen ads, chopped end cards, mirrored clips, watermarks still visible… and nobody cares because they convert 4-5× better.Three mega-trends emerge:1) The “Stolen but Performing” Era• Social casino, idle, 4X… everyone is lifting creatives from other genres.• Teams aren't even recreating the concept - they're copying the whole video, trimming it, mirroring it, or leaving the watermark.• Networks don't police it, platforms don't care, and small studios can't compete with the CPI gap.2) The Golden Age of ASMR / Wood / Cleaning Satisfiers• The “Idle Lumber” effect: anything with chopping, slicing, scrubbing, wood, logs, dust → crushing low CPI.3) The King Shot → Royal Kingdom → Everyone Else Pipeline• King Shot's onboarding + mass battle + RTS-style transitions have reshaped the entire industry's ads.• Royal Kingdom straight-up used the formula for a match-3 playable.• 4X games (Last War, Last Z, Total Battle) are adopting the mass-battle → puzzle fusion.Key takeawayThe best-performing creatives aren't the most original - they're the most optimized. The industry now rewards speed, iteration, theft-based inspiration, and cross-genre pattern-breaking above everything else.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 — Hook: The “Creative Theft Era” has arrived01:30 — Missing a month & why trends feel different now03:10 — ASMR cleaning & wood: why the motif is everywhere05:20 — Exposed: 1:1 stolen creatives (no end cards, mirrored, trimmed)08:40 — Why theft works: CPI vs LTV beats morals11:50 — The ecosystem problem: no creative police, no consequences14:30 — New industry rule: cross-genre stealing = normal17:40 — King Shot → Royal Kingdom → Everyone copy30:10 — The future: watermark creatives, mirror hacks, and AI hooks43:00 — Wrap-up: where the creative meta goes next---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiarPlease share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me
In today's episode we continue our series of Let's Make A One Shot. The game we make a one shot for comes from the prompt Curtains Fall Secrets Rise. We describe all the details you would need to consider to pull this one shot off. Enjoy this episode as we make a one shot using the tools we talk about.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.
Game Design Constraints and Scope CreepToday, we're diving into two little words that have the power to either catapult your project forward… or completely derail it. Those words? Constraints and scope creep. Maybe you've heard them thrown around in design meetings. Maybe you've bumped into them the hard way on your own projects. Either way, by the end of this episode, you'll see why understanding these two forces—and learning to wield them wisely—is absolutely essential to your success as a designer.Let's start with a quick scene. If you liked this episode please consider commenting, sharing, and subscribing.Subscribing is absolutely free and ensures that you'll get the next episode of Experience Points delivered directly to you.I'd also love it if you took some time to rate the show!I live to lift others with learning. So, if you found this episode useful, consider sharing it with someone who could benefit.Also make sure to visit University XP online at www.universityxp.comUniversity XP is also on Twitter @University_XP and on Facebook and LinkedIn as University XPAlso, feel free to email me anytime at dave@universityxp.comGame on!Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/151 Support the show
In this podcast, I sit down with Lead Set Designer Chris Mooney to talk about the design of Magic: The Gathering® | Avatar: The Last Airbender™.
In this podcast, I talk about the design of every card with Mox or Lotus in the name designed as a spiritual successor to Limited Edition (Alpha)'s Moxen and Black Lotus.
We break down Supercell's new twin-stick “boat game” (second alpha): a PvE → PvPvE loop where we farm island quests, haul up to three chests on a fast boat, and can flip a “go bad” switch to steal other players' chests - triggering bounties and protections for non-PK players (revenge respawns).What worksFast, readable boating and clear risk/reward moments when we carry 2–3 chests.A theft moment (“go bad”) that can create highlight-reel clips for UA if tuned right.What doesn't (yet)Flat progression (gear score + light passives/chips) limits long-term goals.Ultra-light economy and shaky matchmaking make the loop feel aimless/punishing.Audience fit feels unclear (Gen-Z, Fortnite-lite vibe vs. strategy/4X loyalists).Market lensSupercell's portfolio still leans on legacy hits; competitors with genre focus + aggressive UA (e.g., strategy/4X) scale more reliably.Without deeper economies, UA-product co-design, and a clearer genre thesis, this boat may never scale past alpha.Key takeawayDepth beats novelty. We need deeper economy + UA-ready moments or this won't sail beyond alpha.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Why this alpha matters01:10 Core loop—quests → 3 chests → extract05:00 Twin-stick feel & aiming on mobile07:40 Progression—gear score, passives, chips10:50 “Go bad” theft, bounties, anti-grief15:30 Matchmaking & PvE→PvPvE tension19:10 Economy depth vs. moment-to-moment fun24:20 Portfolio & market reality checks30:30 UA-product integration: what creatives need36:30 What would actually ship (templates & seasons)43:00 Verdict & 2025 predictions---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej Lancaric
Send us a textLet's start off with one of my favorite things…D&D Licensing.https://www.enworld.org/threads/d-ds-beer-collaboration-continues-with-special-edition-beer-dice-tower-combo.715575/We have talked about D&D's collaboration with Mythical Meats a jerky company, I can remember one of Nabisco's breakfast cereals having a D&D tie in. And, I think one of my friends had a D&D wood burning set. You know the thing that got hot and you could burn designs into wood. Yea D&D did that. And let's not forget they licensed D&D to a predatory online gambling site.This time we are talking beer. I like beer. New Holland Brewing has announced it's bringing back it's popular D20 Brew and this time it's going to come with a dice tower and special edition dice.Doc, what do you think about D20 Brew[Kick to Christina]Mike, New Holland is also bringing back their Mead Cask Bourbon. Is that more up your ally?[Kick to Mike]If you were in charge of D&D Licensing and you were looking for something weird to license, what would it be?[Kick to Mike][Kick to Christina]Gary Gygax, the creator of Dungeons and Dragons passed away in 2008. His widow Gail Gygax has been working to create a memorial for Gary in his hometown of Lake Geneva Wisconsin.https://www.enworld.org/threads/theyre-building-a-memorial-game-table-sculpture-in-honor-of-gary-gygax.715511/The memorial will be set in Library Park, and it will be a stone table with benches, and a statue of Gary Gygax himself seated at the table. The table will feature a bronze map of Gygax's first ever D&D dungeon level, scaled for use with miniatures.What a cool thing that you could sit down and play with Gary, long after he has passed.Doc, what are your thoughts on this one?[Kick to Christina]How about you Mike[Kick to Mike]This one made me think of all the new spaces going up that are roleplaying friendly. Coffee shops offer not only coffee, but roleplaying games for sale and tables where patrons can sit and play their favorite game. There are several here in Indiana and if you do a search, you will be blown away by how many exist across the US. Coffee shops aren't the only venue. Bars are getting into the scene with some even offering game masters, table rentals, and weekly events with prizes. I mean this is really cool. I always said I wanted to open a vinyl record store, but now maybe I could open a vinyl record store and gaming space. I could call it Critical Spin!Mike, what would your public games space look like?[Kick to Mike]What about you Doc?[Kick to Christina]And there you have it. All the news, you've already heard.
Fancy setting us a gaming challenge? Get in touch here!We're back and this week a nice open ended episode after last episode's 'Dating Sim' hell. This week we're trying to make a sports game from open world and survival mechanics. The result is a golf game the likes of which the world has never seen! Thanks for listening and please leave us a review and subscribe if you enjoyed it. It really helps us out. Also please get in touch with us at @gamingblendpod or thegamingblenderpod@gmail.com with your ideas for new games and challenges.Keep blending!
Episode OverviewWhat does it really mean to design a game — and what can that teach us about culture, creativity, and even our daily lives? In this episode, Greg is joined by Eric Zimmerman, legendary game designer, professor at NYU's Game Center, and author of The Rules We Break. Eric's career spans from pioneering web-based multiplayer with Sissy Fight 2000 to co-founding GameLab and shaping Diner Dash, one of the most influential time-management games ever made.We dig into the fundamentals of game design, the ethics of addictive mechanics, the surprising history of Monopoly, and why prototyping isn't just for developers — it's a mindset for anyone building systems or communities.Joining us for this conversation is Lewis Ward, long-time industry analyst, who helps unpack Eric's insights with both sharp questions and nostalgia for 90s game culture.What You'll Learn in This Episode Iteration as a Superpower – Why prototyping is the start of design, not the end. Feedback Everywhere – How observing body language and engagement rhythms tells you more than analytics. Sissy Fight 2000 & Early Multiplayer – The “flame wars” era and lessons for today's online communities. Diner Dash's Secret – How a “casual” game ended up brutally difficult — and why that mattered. Loops Within Loops – What makes Balatro so compelling, and how game design patterns keep players hooked. Ethics & Addiction – Dark design patterns, dopamine hits, and the responsibility of game creators. The Rules We Break – How Eric uses hands-on exercises to teach design as a 21st-century literacy. The Real Monopoly Story – Why one of the world's most iconic games is often misunderstood.Resources & Links Eric Zimmerman's book: The Rules We Break Classic text: Rules of Play (Zimmerman & Salen) NYU Game Center: gamecenter.nyu.edu Follow Player Driven for more conversations: playerdriven.ioEpisode Chapters00:00 – Intro & Eric's background03:30 – Teaching game design & iteration13:30 – Sissy Fight 2000 & the flame war era21:00 – Diner Dash and the rise of “casual” games26:30 – Feedback loops, dopamine, and ethics42:00 – The Rules We Break: learning design through play50:30 – Monopoly, culture, and closing reflectionsCall to ActionEnjoyed this episode? Subscribe to Player Driven on Spotify, Apple Podcasts, or YouTube for more conversations at the intersection of games, business, and community. And visit playerdriven.io to explore more resources, clips, and insights from the show.
Legend of Elements is a 3D idle RPG from the LoM lineage. Core fantasy is “numbers go up,” delivered via auto-progress + layered upgrades, then monetized through stacked gachas and step offers. Ads exist but are effectively a decoy; there isn't even a “remove ads” pack. UA is ~98% Google (YouTube + AdWords) with AI/UGC and “fake gameplay” motifs.Systems & sinks (what actually drives playtime/spend)• Two gachas: character (spirits) and skill, with very low SSR rates; also ad-summon entries (“2 free summons for an ad”).• “Online chest”: ~5x/day random gacha ticks, granted every ~5 minutes online.• 3–4 battle passes active during launch window; heavy event stack and daily quests.• Notification-baiting tactic: tiny “free” rewards (e.g., 5 soft-currency) inside every shop/offer to create badge-clearing behavior and force shop opens.Monetization architecture (how money happens)• Ads are a decoy to lift IAP; no VIP/no-ads pack to sell the removal.• Primary pay drivers: gachas + step offers (offer ladders surfaced early/often).• Panel consensus: at ~$100K/day IAP scale, there's little incentive to optimize ads.UA mix & creatives (why it scales on Google)• ~98% of impressions from YouTube + AdWords; almost nothing elsewhere.• Creative pillars: AI faces/VO, UGC narratives, meme remakes, Genshin/Diablo-style “fake gameplay.”• Uses creator placements (e.g., known Supercell YouTubers featured as ad talent).Servers & competitive pressure (why shard)• Thousands of small shards opened continuously; servers “die,” then merge, resetting the race.• Keep leaderboards small so winning feels plausible; too many whales per shard depresses motivation.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investorsFor an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.With Playablemaker, you can finally create playable and interactive adsNO-CODE + ON-BUDGET + LIGHTNING FASThttps://playablemaker.com/25gamersThis is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipg00:00 intro00:48 Positioning & lineage04:40 Core loop & systems10:10 Monetization architecture14:40 Live-ops cadence18:00 UA strategy (98% Google)33:30 Creatives that convert41:20 Verdict & KPI checklistMatej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiarPlease share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me
This episode talks about why it's good for R&D to design around a format you play.
This podcast is all about how to start a podcast of your own.
Josh and Ben are joined by TaZz from The Guide to discuss the debate around keeper movement as well as how to defend now Jockey is boosted as well as top tips for playing around the box. Get your own boost and turn your FC skill into a 99 with the best tutorials available: The FC 26 Season Pass from THE GUIDE+ now on a great discount with our full moon promo! Click Here for the exclusive offer! https://bit.ly/FW-TG-Gameplay Get these episodes in your podcast app: bit.ly/podfeedhelpDiscord (for Gold & Icon) Supporters: bit.ly/poddiscordhelpImprove your connection: bit.ly/connectionspecial Thank you as always for making FUT Weekly possible! 00:00 Introduction 01:05 EA's Quick Reversion of Gameplay Changes 05:55 Community Feedback and EA's Approach 10:03 The Complexity of Polling and Game Design 19:05 Goalkeeper Movement: Pros and Cons 41:08 Balancing Casual and Competitive Play 42:15 Defensive Strategies and Jockeying Techniques 52:23 Mastering Attacking Fundamentals 01:05:46 Final Thoughts and Community Engagement Learn more about your ad choices. Visit podcastchoices.com/adchoices
Chaos Zero Nightmare is the spiciest deck-builder gacha of 2025! Lovecraft vibes, anime polish, Slay-the-Spire runs, Honkai-style meta, and launch numbers that slap: ~$500K/day, peak ~$800K/day, ~$8M in 2 weeks.WHAT YOU'LL LEARNCore loop: deck thinning, evolving cards, run sequencingMeta design: pity/duplicates, banner cadence, progression layersWhy community is more than broad UA (Discord ≈50k, Reddit ≈120k)Creative strategy for high-LTV audiences (what to show, what to skip)Monetization & live-ops beats that actually move revenueKEY TAKEAWAYFor hardcore, high-LTV audiences, authentic, system-forward storytelling + community momentum beats shortcut UA tactics. Frame content around runs, banners, and boss mastery moments; use paid to amplify the community, not replace it.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgCHAPTERS00:00 — Cold open: “How much money?”03:31 — What is CZN? Tone, horror-anime polish03:43 — Design DNA: Slay the Spire / Darkest Dungeon / Honkai / “save data”09:36 — Core loop & tactics: combos, turn order, auto-off for bosses20:23 — Company context & positioning22:20 — Revenue reality: ~$500K/day → ~$800K/day; ~$8M in two weeks26:08 — UA vs Community: closed betas, brand-safe creatives, Discord/Reddit---------------------------------------Matej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.meFelix BrabergAd monetization consultanthttps://www.felixbraberg.comJakub RemiarGame design consultanthttps://www.linkedin.com/in/jakubremiar---------------------------------------Please share the podcast with your industry friends, dogs & cats. Especially cats! They love it!Hit the Subscribe button on YouTube, Spotify, and Apple!Please share feedback and comments - matej@lancaric.me---------------------------------------If you are interested in getting UA tips every week on Monday, visit lancaric.substack.com & sign up for the Brutally Honest newsletter by Matej LancaricDo you have UA questions nobody can answer? Ask Matej AI - the First UA AI in the gaming industry! https://lancaric.me/matej-ai
Send us a textI can still remember the first time I stood in front of a classroom filled with my peers. I had spent the time researching and learning, writing and organizing, and now it was time to teach. A dozen of my co-workers, people that I spent hours with, ate lunches with, and worked with every day. But this was something different. Standing in front of the classroom. All eyes on me, the looks on their faces were somewhere between anticipation and boredom. I could almost see their thoughts, “Why do I have to be here?” “Why should I listen to this guy?” “This is going to suck.”I remember telling myself, It's no different than running a game, Steve. Grab their attention, make your point, and give them what they came for.I've been doing that now for over 25 years.I wasn't born a good communicator. I stuttered as a child, and because of that I was not outgoing in the classroom. I rarely asked questions and would damn near run away screaming when it came to making any kind of public statement. But when I would sit down and roleplay with my friends, that changed. It was like I was a different person. I was able to communicate and I wasn't scared. I actually enjoyed it. Soon I would become the forever game master and that just meant more practice. Because that was what it was, practice.I know for a fact if I didn't roleplay I wouldn't be a national instructor today. That class with 12 people in 1999 was only the beginning. I have done 2-hour presentations to auditoriums with over 1200 people. All of those hours of gaming and communicating gave me the skills and confidence I needed for my future.We can learn a lot from roleplaying.Last time, Mike and I talked about the Satanic Panic and all the things the haters said was wrong with roleplaying so today, Mike, Dr. Christina and I are going to talk about all of the good things you get by table top roleplaying.Let's start with you Mike, What's one thing that you can do today because of roleplaying?[Kick to Mike]Christina, you literally got your doctorate in this stuff so when we talk about the things we can learn from table top roleplaying, where should we start?[Kick to Christina]
In episode 127 of Game Design Unboxed: Inspiration to Publication, we chat with game designer, publisher, and trauma psychotherapist Galen McCown about how getting involved with the Syracuse game design community helped him grow as both a creator and collaborator. We also discuss his love for solo and two-player games, his fascination with post-apocalyptic themes, and how compact […]
This podcast is another in my "Lessons Learned" series where I talk about sets I led or co-led and walk through all the design lessons I learned. This time, I discuss Murders at Karlov Manor.
Sometimes, the greatest design skill is to never give up. In this podcast, I talk about times it took a while for an idea to make it to print.
In today's episode we talk about Giving Your Players A Home. Why do we want to give our players a home? What does it offer for the game? Should you always give your players a home? 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.
Send us a textWelcome to another episode of The Gamerheads Podcast! In this episode, Roger sits down with Whistler, the creator and artist behind the tabletop RPG Rapscallion. They talk pirate adventures, powered-by-the-apocalypse storytelling, and how the game's ship mechanics and character vices drive drama on the high seas.Pick up Rapscallion from Magpie Games or on DriveThruRPGSupport the showHere are a few ways you can support Gamerheads!Leave us a review!Not only does your review help fellow gamers discover our podcast, but it also provides valuable insights for us as content creators. Your feedback serves as a compass, guiding us in crafting episodes that cater to your interests, addressing topics that matter to you, and enhancing your overall listening experience. Your words have the power to influence the direction of future episodes and ensure that we continue delivering content that captivates and engages. Review us on Goodpods! Review us on Apple Podcasts! Review us on Spotify! Join our Discord!In The Gamerheads Podcast Discord, you'll find a haven for lively discussions, where you can chat about the latest releases and share your gaming experiences with fellow gamers.Join our Patreon today https://www.patreon.com/gamerheadsFollow us on BlueSky: https://bsky.app/profile/gamerheadspodcast.comMusic: Jeff Dasler - Recus...
When the Commander Format Panel visited Wizards, I gave a presentation pitching why I felt it was important to change how hybrid worked in Commander. This podcast goes over the contents of that presentation and explains my reasoning for the change.
I just returned from New York Comic Con. This podcast talks all about it.
This is part three of three going over my talk from MagicCon: Atlanta looking at the top 20 most influential Magic expansions of all time.
This podcast talks about the history of the proliferate mechanic.