Podcasts about game designers

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

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Best podcasts about game designers

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Latest podcast episodes about game designers

My Perfect Console with Simon Parkin
Soren Johnson, game designer (Civ III, Civ IV, Spore, Old World)

My Perfect Console with Simon Parkin

Play Episode Listen Later Aug 25, 2026 96:24


Soren Johnson is an American programmer and game designer whose work has helped shape the modern strategy genre. After earning a master's degree in Computer Science from Stanford University, he joined Firaxis Games, where he worked as both a programmer and designer on Civilization III before going on to lead the design of Civilization IV, one of the most celebrated strategy games yet made.Over the years he has contributed to a wide range of projects, including Spore, Dragon Age Legends, and Offworld Trading Company, bringing a distinctive blend of historical insight, systemic thinking, and player-driven design. Today he is the founder and design director of Mohawk Games, where he recently led the development of the acclaimed historical strategy game Old World. Alongside his development work, he continues to explore the craft of game design through his long-running blog and podcast, both of which are titled “Designer Notes”.Soren Johnson – website & podcastSoren Johnson – Designer Notes blogDesigner Notes podcast – episode archiveDesigner Notes – Apple PodcastsDesigner Notes – SpotifyMohawk Games & Old WorldMohawk Games – official siteOld World – official pageOld World – SteamOld World – GOGOld World – Epic Games StoreOld World: Empires of the Indus DLC – Mohawk GamesSoren's Perfect ConsolePinball Construction Set (1983) – WikipediaM.U.L.E. (1983) – WikipediaSeven Cities of Gold (1984) – WikipediaLegacy of the Ancients (1987) – WikipediaSid Meier's Alpha Centauri (1999) – WikipediaOther games and references mentionedCivilization IV – WikipediaCivilization III – WikipediaSid Meier's Pirates! (2004 remake) – WikipediaCivilization Revolution – WikipediaOffworld Trading Company – SteamSpore (2008) – WikipediaBalatro – SteamVampire Survivors – SteamSchedule I – SteamLethal Company – SteamBennett Foddy – personal siteDanielle Bunten Berry – Wikipedia (designer of M.U.L.E.)Trip Hawkins – Wikipedia (founder of Electronic Arts)Jake Solomon – WikipediaGame Developers Conference (GDC) – official siteSimon's bookTrial of the Space Invaders – pre-order (Bookshop.org UK)Trial of the Space Invaders – pre-order (Amazon UK)Support the showMy Perfect Console – episode archiveSupport My Perfect Console on PatreonBecome a My Perfect Console supporter and receive a range of benefits at www.patreon.com/myperfectconsoleTake the Acast listener survey to help shape the show: My Perfect Console with Simon Parkin Survey 2025 Hosted on Acast. See acast.com/privacy for more information.

american gold acast pirates stanford university computer science bookshop old world ancients game designers space invaders spore alpha centauri civilization iv offworld trading company firaxis games soren johnson mohawk games designer notes civ iv
The Fantasy Writers' Toolshed
Anthropology and Worldbuilding with Michael Kilman - A Goldmine For Writers

The Fantasy Writers' Toolshed

Play Episode Listen Later Aug 13, 2026 75:30


In this episode, I'm delighted to be joined by author, podcaster and anthropologist Michael Kilman.Michael shares fantastic insights on what anthropology is and how it can be applied to writing fantasy books.We delve into cause-and-effect, the anthropological roots of monsters, taboos, and cross-cultural myth structures, and discuss why these are goldmines for fantasy writers.We also look at how worldbuilding through anthropology explores real-world, cross-cultural issues, and we look at a wide range of examples of approaches that humans take to structure their societies.In short, using anthropology in your world creation process can help to create more nuanced and complex characters and cultures, making tension and conflict feel more impactful, and stories more immersive.I hope you enjoy it!More About Michael KilmanMichael co-wrote Build Better Worlds: An Introduction to Anthropology for Game Designers, Fiction Writers, and Filmmakers with forensic anthropologist Kyra Wellstrom.He recently published an academic book chapter titled Worldbuilding as Pedagogy: Teaching Anthropology and Diversity in Contentious Times.He's spent 11 years teaching anthropology at university level, including a course called Anthropology Through Science Fiction, has hosted a TED Talk, and also hosts a live Ask an Anthropologist about Worldbuilding series on YouTube, which you can check out for even more on the topic.https://loridianslaboratory.com/https://www.youtube.com/c/MichaelKilmanAuthorhttps://www.youtube.com/watch?v=uBC4FaVnOAs - Michael's TED Talkhttps://www.instagram.com/loridianslab/https://loridianslab.medium.com/https://substack.com/@loridianslaboratoryMore From The Toolshed Get my handbook on writing fantasy > https://richiebilling.com/store/books/a-fantasy-writers-handbook-ebook Get courses and classes on creating fantasy stories, plus early access to episodes > https://www.patreon.com/TheFantasyWritersToolshed/ More resources and contact > https://richiebilling.com/

Hearing Voices with Scott Watson Podcast
Sam Lewis ~Game Designer

Hearing Voices with Scott Watson Podcast

Play Episode Listen Later Aug 2, 2026 22:21


Scott Watson talks game design with Sam Lewis.See omnystudio.com/listener for privacy information.

Multiplayer Gaming Podcast
Kingdom Come: Deliverance 2 - Hanging with the Senior Game Designer!! [Remastered] - Gaming Podcast

Multiplayer Gaming Podcast

Play Episode Listen Later Jul 17, 2026 51:18


Gaming hosts Josh and Ryan are STOKED to be able to bring you this unbelievable episode! We got to hang out with the senior game designer for Kingdom Come: Deliverance 2. Warhorse Studios was kind enough to let us chat with them about what it was like to develop this game, talk about the insane release and response to one of gaming's biggest releases for 2025, get some insight into how they made this incredible video game and soooo much more. If you ever wanted to know what it's like to release a major title in the gaming industry, this is the episode for you! It's a gaming packed episode from the Video Gamers Podcast! Learn more about your ad choices. Visit megaphone.fm/adchoices

Design Better Podcast
Ian Bogost: Game designer, Atlantic writer, and philosopher of the ordinary, on the small stuff that makes life delightful

Design Better Podcast

Play Episode Listen Later Jul 15, 2026 47:16


A few years ago, Ian Bogost wrote what he thought was a throwaway Atlantic piece about how electric vehicles would finally kill the manual transmission. It went off like a bomb — and the reaction told him people weren't mourning a car part. They were mourning the feeling of dropping a gear into place, a small moment of sensory connection quietly disappearing without anyone choosing to give it up. Find the full episode and bonus content on our Substack: https://designbetterpodcast.com/p/ian-bogost That feeling is the subject of his new book, The Small Stuff. Ian calls it gratification — distinct from happiness or satisfaction, it's the immediate sensory delight of communing with ordinary things: the ridged coffee cup, the click of an elevator button, the tink of ice in a water bottle. And he diagnoses what he calls dematerialization: the slow way efficiency, automation, and software have severed us from the physical texture of daily life. A game designer, longtime Atlantic contributor, and philosopher of the everyday at Washington University in St. Louis, Ian has spent his career — across books like Persuasive Games and Play Anything — arguing that the systems we build carry values whether we intend them to or not. Here he turns that lens on the ordinary objects most of us stopped noticing long ago. For designers, this is becoming more and more relevant. Ian argues that somewhere between the mid-90s and now, user-centered design quietly mutated into outcome-oriented design — we kept the language of user experience while the goals drifted toward the organization instead of the person. But this isn't nostalgia or a plea for friction. Gratification, he insists, is easy. It's already happening to you all the time. The designer's job isn't to add friction, but to notice where the sensory life has quietly drained out of the things we build, and to re-introduce it. And the challenge he leaves us with is deceptively simple: get curious. The Small Stuff is out now. You can find Ian at bogost.com. Dr. Ian Bogost is a writer, designer, and scholar of media and technology. He is the Barbara and David Thomas Distinguished Professor and Assistant Vice Provost at Washington University in St. Louis. At WashU, he is appointed in three colleges and the co-executive director of the Office of Public Scholarship. Bogost is also a contributing writer at The Atlantic and the founding partner of Persuasive Games LLC, a game and design studio. He is the author of 11 books, most recently The Small Stuff: How to Lead a More Gratifying Life. Bogost's award-winning games and artworks, which include Cow Clicker and A Slow Year have been played by millions of people and held in permanent collections around the world, including at the Smithsonian American Art Museum. *** Premium Episodes on Design Better This ad-supported episode is available to everyone. If you'd like to hear it ad-free, upgrade to our premium subscription, where you'll get an additional 2 ad-free episodes per month (4 total). Premium subscribers also get access to the documentary Design Disruptors and our growing library of books. New premium subscriber benefit: we've launched a private Slack workspace…join now to connect with designers, product leaders & creative practitioners in our community. And get a behind-the-scenes pass to every episode with The Roundup, where each week we bring you insights and actionable tactics from recent episodes. You'll also get access to our monthly AMAs with former guests, ad-free episodes, discounts and early access to workshops, and our monthly newsletter The Brief that compiles salient insights, quotes, readings, and creative processes uncovered in the show. And subscribers at the annual level now get access to the Design Better Toolkit, which gets you major discounts and free access to tools and courses that will help you unlock new skills, make your workflow more efficient, and take your creativity further. Upgrade to paid Learn more about your ad choices. Visit megaphone.fm/adchoices

Proxi-Jeux
[FIJ Cannes 2026] Suzon Beaussant – Syndicat des Serious Game Designers

Proxi-Jeux

Play Episode Listen Later Jul 10, 2026 54:14


Interview de Suzon Beaussant, présidente du Syndicat des Serious Game Designers, réalisée au Festival International des Jeux de Cannes 2026

Sae Bae Cast
NEW Raids 4 Rewards | feat. Mod Arcane (Game Designer)

Sae Bae Cast

Play Episode Listen Later Jul 9, 2026 126:09


Mod Arcane, JoeWatermelon, Molgoatkirby, Sae Bae, Travag, Travis42, & Ziti Sauce discuss the second iteration reward blog for the Fractured Archive, OSRS's 4th raid. https://www.youtube.com/@joewatermelon https://www.youtube.com/@Molgoatkirby https://www.youtube.com/@TravagGames https://www.youtube.com/@Ziti_Sauce Subscribe here: https://creators.spotify.com/pod/show/saeder/subscribe to access this episode & all exclusive Sae Bae Casts! Sae Bae Merch: https://sae-bae-shop.fourthwall.com

Sheffield Board Games Club Podcast
Podcast Episode 75 - Who Is The Greatest British Board Game Designer Of All Time?

Sheffield Board Games Club Podcast

Play Episode Listen Later Jul 9, 2026 64:33


In this episode, Tom and Rick chat about board games we have played recently, we have a Spotlight segment and we discuss the best British Board Game designers. Games discussed - Pergola Dice Throne Alice is Missing Saashi & Saashi Games Spotlight - Castle Combo

Split Zone Duo
'CFB 27' Deep Dive with EA Sports' Principal Game Designer

Split Zone Duo

Play Episode Listen Later Jul 2, 2026 74:20


EA Sports College Football principal game designer Ben Haumiller joins Richard and Alex to answer their questions (and many of our subscribers' questions) about the new CFB video game that comes out July 9. This episode covers new features and gameplay changes, why EA decided to implement an NIL system in dynasty mode, what interactions with schools have been like, which new FBS teams and stadiums made it into the game, and whether Ben is willing to apologize to Alex for all the clock-saving injuries that cost him games last year.* 0:27: Alex's shameful record in last year's game* 5:47: NIL comes to the EA CFB franchise. Why and how?* 15:16: Mascot Mode back, plus other new features and how the video game has become a very real part of the college football economy* 27:04: New team and stadium additions, and what didn't make it in time* 32:05: Road to Glory changes, “generational recruits,” ratings logic, and “dynamic weather” as new parts of the game* 51:38: Tweaks to the coach carousel and player decisions, plus the aesthetic changes that Ben says will make the game feel more real. Plus: How does a professional game developer feel about all of those AI mockups?For $10 a month (or you can get a free month with an annual subscription), www.splitzoneduo.com subscribers get about twice as many Split Zone Duo podcasts, as well as our coach carousel reporting, deep dives on college football history, Q&A opportunities, and many more goodies as we think of them. You also help keep this show independent and ensure we're making a podcast that puts our listeners, not anyone else, first.Thank you to our partners* Shop at Homefield* Learn more about Nokian Tyres This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit www.splitzoneduo.com/subscribe

Eat Lunch and Board Game
Interview with Game Designer Jason Wong

Eat Lunch and Board Game

Play Episode Listen Later Jul 2, 2026 36:06


In this episode, I am joined by Jason Wong. He and his wife traveled the country and visited all the national parks. While there, he took pictures. Then, he knew there was a game in there somewhere. They worked on a spreadsheet, that I really want to see, giving out 16 different tags to these parks. Things like size, age,  how visitied, and geography. In the end, Jason put out a rummy style game called PocketParks. It is a great game that celebrates the national parks, and looks great doing it! We get more into detail on all of this, and talk the usual. Thanks for listening.

My Perfect Console with Simon Parkin
Rob Dubbin, comedy writer, game designer (The Colbert Report, Scripto).

My Perfect Console with Simon Parkin

Play Episode Listen Later Jun 23, 2026 113:53


Rob Dubbin is a comedy writer and game designer whose work spans late-night television, journalism, and interactive storytelling. After studying History and Literature at Harvard University, he began his career in comedy, becoming an Emmy-winning writer on The Colbert Report and later The Late Show with Stephen Colbert. Away from television, his writing has appeared in publications including The New Yorker and The Verge.More recently, he has moved into game design and tools, becoming the co-creator of Scripto, a collaborative writing platform for format-driven work—from television scripts to video games—where he serves as Head of Games. His current projects include co-hosting The Secret Lives of Games podcast and he recently launched the boardgame Starfriends. Across all of his work, he has become a thoughtful advocate for clarity and economy in writing—particularly in games, where he believes every word must earn its place.SHOW LINKS:Rob DubbinRob Dubbin – official websiteRob Dubbin – work & projectsRoblemsolving – Rob's blogRob Dubbin – itch.ioBrainfruit Studio / Star FriendsBrainfruit Studio shopStar Friends – official siteStar Friends – Kickstarter campaignScriptoScripto – collaborative writing softwareScripto – aboutScripto – eight takes on game writingThe Secret Lives of Games / EggplantEggplant – the Secret Lives of Games podcast networkEggplant – aboutThe Secret Lives of Games – on Apple PodcastsRob's Perfect ConsoleZZT – zzt.org archive and communityZZT (1991) – Internet ArchiveStar Control 2: The Ur-Quan Masters – open source portFree Stars: The Ur-Quan Masters – SteamMaster of Magic Classic – SteamMaster of Magic Classic – GOGSlice & Dice – developer siteSlice & Dice – itch.ioSlice & Dice – SteamCaves of Qud – official siteCaves of Qud – SteamCaves of Qud – itch.ioOther games and references discussedLetterboxd – film rating and diary appWavelength – party gameApples to Apples – official siteGame Developers Conference (GDC)Harvard UniversityThe Colbert Report – Comedy CentralThe Late Show with Stephen Colbert – CBSBecome a My Perfect Console supporter and receive a range of benefits at www.patreon.com/myperfectconsoleTake the Acast listener survey to help shape the show: My Perfect Console with Simon Parkin Survey 2025 Hosted on Acast. See acast.com/privacy for more information.

FUT Weekly
Why Did EA Add The Token Reward System? w Game Designer #W39.2

FUT Weekly

Play Episode Listen Later Jun 20, 2026 85:18


Get double the episodes, and keep FUT Weekly going (for just £3 a month) by becoming a Patreon over at ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠bit.ly/morepod⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠. This includes an exclusive supporter podcast this week! Game Designer Seb is on his second podcast of the week! After 20 minutes of World Cup chat, he goes through why EA may have added the token system and what it could mean in the future. Chapters (please note, as Spotify inserts ads into run time, these timestamps will usually be behind when the topics starts): 00:00 Week 1 of the World Cup Reviewed 21:14 What does Tokens mean for Ultimate Team long term? 33:04 Is Ultimate Team just for rewards? 40:11 Randoms Reds vs Weekly Pick of 3 51:05 Why are EA scared of repeatable gameplay grinds? 54:29 Have EA got power curve rubber banding right? 1:00:18 The biggest problem with Tokens 1:03:11 How Star Performers work 1:07:11 The future of Playstyles Lab Learn more about your ad choices. Visit podcastchoices.com/adchoices

Dungeons & Dragons Lorecast
DnD Lorecast Presents: Shawn Merwin, Game Designer Extraordinaire

Dungeons & Dragons Lorecast

Play Episode Listen Later Jun 18, 2026 49:28


In our latest DnD Lorecast Presents installment, we sit down with game designer SHAWN MERWIN! Shawn has worked on D&D since the 3e days and has a laundry list of accomplishments in the TTRPG space. We talk D&D Encounters, game design and so much more! Check him out on Twitter or on Bluesky as well as his podcasts, MASTERING DUNGEONS and ELDRITCH LORECAST DnD Lorecast Discord | DnD Lorecast t-shirts, stickers and more! Order Lore TA Shaun's Alien novel, PERFECT ORGANISMS, out now! Order Lore TA Shaun's Solomon Kane novel, SUFFER THE WITCH, out now! Links: Lore TA Shaun's second novel, The Dissonance, is out NOW Pantheon/PRH! Buy it ANYWHERE books are sold! And pick up Shaun's Conan the Barbarian ebook short story, also available now! The 616 Files - Shaun and Sergio's OTHER nerdy podcast! A deep dive into the 616 Marvel Universe, comic by comic, year by year Fandom University - And yet ANOTHER nerdy podcast! Multi-episodes arcs deep-diving into various nerdy topics *SEASON 1 NOW COMPLETE* Check out all the socials at dndlorecast.com And send us a note! Email us at dndlorecast@gmail.com  ROBOTSRADIO.net - Smart Shows for Interesting People. Explore all the awesome shows on the network. Robots Radio Network Discord: discord.gg/JXKfVhM "Dangerous" Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 4.0 Licensehttp://creativecommons.org/licenses/by/4.0/ Learn more about your ad choices. Visit megaphone.fm/adchoices

Dungeons & Dragons Lorecast
DnD Lorecast Presents: Shawn Merwin, Game Designer Extraordinaire

Dungeons & Dragons Lorecast

Play Episode Listen Later Jun 18, 2026 49:28


In our latest DnD Lorecast Presents installment, we sit down with game designer SHAWN MERWIN! Shawn has worked on D&D since the 3e days and has a laundry list of accomplishments in the TTRPG space. We talk D&D Encounters, game design and so much more! Check him out on Twitter or on Bluesky as well as his podcasts, MASTERING DUNGEONS and ELDRITCH LORECAST DnD Lorecast Discord | DnD Lorecast t-shirts, stickers and more! Order Lore TA Shaun's Alien novel, PERFECT ORGANISMS, out now! Order Lore TA Shaun's Solomon Kane novel, SUFFER THE WITCH, out now! Links: Lore TA Shaun's second novel, The Dissonance, is out NOW Pantheon/PRH! Buy it ANYWHERE books are sold! And pick up Shaun's Conan the Barbarian ebook short story, also available now! The 616 Files - Shaun and Sergio's OTHER nerdy podcast! A deep dive into the 616 Marvel Universe, comic by comic, year by year Fandom University - And yet ANOTHER nerdy podcast! Multi-episodes arcs deep-diving into various nerdy topics *SEASON 1 NOW COMPLETE* Check out all the socials at dndlorecast.com And send us a note! Email us at dndlorecast@gmail.com  ROBOTSRADIO.net - Smart Shows for Interesting People. Explore all the awesome shows on the network. Robots Radio Network Discord: discord.gg/JXKfVhM "Dangerous" Kevin MacLeod (incompetech.com)Licensed under Creative Commons: By Attribution 4.0 Licensehttp://creativecommons.org/licenses/by/4.0/ Learn more about your ad choices. Visit megaphone.fm/adchoices

Et le Scénario
Le Jeu Vidéo et le Scénario - Hors-Série #14

Et le Scénario

Play Episode Listen Later Jun 7, 2026 109:16


Comment écrire une histoire interactive, intégrée dans une mécanique de jeu vidéo ? Dans ce 14e épisode hors-série du podcast, nous recevons :- François Alliot, Game Designer et Directeur Créatif des jeux Reigns, Card Shards, Animal Farm ; fondateur du studio Nerial- Sarah Beaulieu, Directrice Narrative sur Assassin's Creed Mirage, actuelle Lead Writer chez Rundisc- Julien Charpentier, 15 ans d'expérience chez Ubisoft, Directeur Narratif sur The Divison, The Crew 2 et Trials of The Blood Dragon- Marie Blondiaux, productrice chez Coven des jeux Micromega et Masters of Light, et chez Red Corner- Benjamin Diebling, réalisateur chez Quantic Dream sur Star Wars Eclipse, Sea of Solitude et Under the Waves, membre de la commission Jeu Vidéo du CNCℹ️ "Et Le Scénario" est un podcast produit par la Cité Européenne des Scénaristes, présenté et monté par Baptiste Rambaud. Un dimanche sur quatre, un corps de métier différent de l'audiovisuel y témoigne de son rapport au scénario. Abonnez-vous !Suivre nos formations S comme Scénario :⁠➡️ Site officiel : https://www.s-comme-scenario.com⁠➡️ LinkedIn : https://www.linkedin.com/company/s-comme-scénario/➡️ Instagram : https://www.instagram.com/scommescenario/Nous suivre :➡️ LinkedIn : https://www.linkedin.com/company/citescenaristes/➡️ Instagram : https://www.instagram.com/citescenaristes/➡️ Site officiel : https://cite-europeenne-des-scenaristes.com/Au programme :0:00:00 : introduction0:02:10 : définitions0:06:35 : présentation des invités0:11:06 : leur 1ère expérience0:24:51 : les histoires adaptées au jeu vidéo0:39:45 : comment marier le gameplay avec l'histoire0:50:16 : leurs interlocuteurs créatifs1:03:53 : leurs plus gros défis d'écriture1:23:50 : évolution du secteur1:43:05 : conseils et mots de la fin1:48:26 : outroArticle "Ce que le programme du Marché du Film de Cannes 2026 dit de l'industrie du cinéma", par Stephen Follows :➡️ https://stephenfollows.com/p/what-does-the-marche-du-film-2026-say-about-film-businessMusic from Uppbeat (free for Creators!):https://uppbeat.io/t/ak/night-drive⁠⁠License code: MRFXIZNLNUMFTW29

BOARD GAME BINGE
Episode 400: Dr. Reiner Knizia, Prolific Board Game Designer

BOARD GAME BINGE

Play Episode Listen Later May 26, 2026 42:54


Dr. Reiner Knizia is one of the most prolific game designers in the industry with more than 900 games and books published in numerous countries and languages worldwide selling millions of copies. Many global licences such as Game of Thrones, Harry Potter, Hot Wheels, Lego, Lord of the Rings and the Hobbit, Mickey Mouse and Donald Duck, Monopoly, Pirates of the Caribbean, Playmobil, the Simpsons, Spiderman, Star Trek and Star Wars, and Toy Story.Analog Game Studios will be launching Reiner Knizia's Fruit Island in North America this year. You can follow it here: https://www.kickstarter.com/projects/analoggamestudios/fruit-island?ref=discovery&term=fruit%20island&total_hits=5&category_id=34Follow the podcast on Social Media:Facebook: https://www.facebook.com/groups/boardgamebingeInstagram: https://www.instagram.com/boardgamebingepodcast/Twitter: https://www.twitter.com/boardgamebingeWHERE TO FIND OUR PODCAST:Spotify: https://open.spotify.com/show/5RJbdkguebb3MSLAatZr7riHeart Radio: https://www.iheart.com/podcast/269-board-game-binge-72500104/Tune In: https://tunein.com/embed/player/p1344218/Google Podcasts: https://podcasts.google.com/feed/aHR0cHM6Ly9mZWVkcy5jYXB0aXZhdGUuZm0vYm9hcmRnYW1lYmluZ2U=Apple Podcasts: https://podcasts.apple.com/ca/podcast/board-game-binge/id1522623033Visit Our Websites:Board Game Binge: https://boardgamebinge.com/Tin Robot Games: https://tinrobotgames.comElixir Board Games: https://www.elixirboardgames.com/our-games

Stonemaier Streams
Panda's p20: A No-Brainer for Indie Game Designers?

Stonemaier Streams

Play Episode Listen Later May 21, 2026 3:38


https://stonemaiergames.com/pandas-p20-a-no-brainer-for-indie-game-designers/

Geek To Me Radio
514 - Game designer, Brian F. Colin | Nick Lannan of The Nightly Debrief

Geek To Me Radio

Play Episode Listen Later May 11, 2026 57:36


0:00 SEGMENT 1: Brian F. Colin talks all about his career as a video game designer on some of the best video games you remember playing in the arcade, the Kickstarter for General Chaos Major Snafu, creating Rampage, and working on Discs of Tron.https://www.kickstarter.com/projects/chaos2majorsnafu/general-chaos-major-snafu 15:25 SEGMENT 2: Brian F. Colin talks about giving out free autographs at cons and being on set for The Rampage movie.https://www.instagram.com/briancolinrampage/ https://www.gamerefuge.com/ 32:08 SEGMENT 3: Nick Lannan talks about a new show about and for veterans called The Nightly Debrief!https://www.instagram.com/thenightlydebrief/ Keep up to date with 2 Rivers Comic Con, coming back to St. Charles in 2027 ⁠⁠https://2riverscomiccon.com/⁠⁠ Check out the ‘Justice League Revisited Podcast' with Susan Eisenberg and James Enstall at ⁠⁠https://anchor.fm/justiceleague⁠⁠ Thanks to our sponsors Historic St. Charles, Missouri (⁠⁠https://www.discoverstcharles.com/⁠⁠), Bug's Comics and Games (⁠⁠https://www.facebook.com/profile.php?id=100070575531223⁠⁠)Buy Me a Coffee - ⁠⁠https://www.buymeacoffee.com/3Y0D2iaZl⁠⁠ Patreon -   ⁠⁠https://www.patreon.com/GeekToMeRadio⁠⁠ Website -   ⁠⁠http://geektomeradio.com/⁠⁠   Podcast -   ⁠⁠https://anchor.fm/jamesenstall⁠⁠ Facebook -   ⁠⁠https://www.facebook.com/GeekToMeRadio/⁠⁠  Twitter -   ⁠⁠https://twitter.com/geektomeradio⁠⁠  Instagram -   ⁠⁠https://www.instagram.com/geektomeradio/⁠⁠ Producer - Joseph Vosevich ⁠⁠https://twitter.com/Joey_Vee⁠⁠ 

The Tiberius Show
Board Game Designer - Brian Hazzard

The Tiberius Show

Play Episode Listen Later Apr 29, 2026 30:01


In this creative and adventure-filled episode of The Tiberius Show, we're joined by Brian Hazzard, founder of Wandering Pine Press and a tabletop role-playing game designer who traded a high-paying tech career to build worlds, tell stories, and bring imagination to life. Brian shares how RPGs work, what it's like designing games for thousands of players, and how creativity, storytelling, and even probability all come together to create unforgettable experiences. Whether you love games, storytelling, or dream of building your own worlds—this episode is packed with inspiration.Discussion Points●    What is a TTRPG?: How tabletop role-playing games work and why they're all about storytelling and imagination.●    Game Designer Role: What Brian actually does when creating immersive worlds and systems.●    From Tech to Creativity: Why he left a six-figure tech career to follow his passion.●    Kickstarter Success: What it felt like launching his first game and gaining support from fans.●    Creativity & Inspiration: Why “ripping off ideas” can actually lead to originality.●    Story vs Mechanics: How he balances rules and storytelling when designing games.●    Beginner vs Expert Players: Why short campaigns and narrative depth matter more than complex systems.●    Family & Business: Building a company with his wife and balancing creativity with practicality.●    RV Lifestyle: Preparing for a life of travel while continuing to design games on the road.●    Advice for Creators: Why starting small and finishing projects is the key to success.●    Probability in Games: How math helps balance gameplay and create exciting challenges.●    Integrity & Lessons Learned: Real-life mistakes, honesty, and how they shape personal growth.Become a supporter of this podcast: https://www.spreaker.com/podcast/the-tiberius-show--3352195/support.

Building Better Games
E126: Why Game Designers Fail (and How to Help Them)

Building Better Games

Play Episode Listen Later Apr 21, 2026 57:27


If you're a leader in game dev who feels stuck, able to spot problems but struggling to make a real difference, there is a path forward that levels up your leadership and accelerates your team, game, and career. Sign up here to learn more: https://forms.gle/nqRTUvgFrtdYuCbr6 Is Game Design a Science or Just "Making an Omelet"? Everyone has a "great idea" for a game, but having an idea is a far cry from the professional discipline of game design. In this episode, Ben sits down with veteran designer Alexander Brazie (World of Warcraft, League of Legends) to explore why being a designer is less about having all the answers and more about the rigorous process of turning ambiguity into action. We dive into how leaders can diagnose a struggling design process and some helpful analogies that help teams find the deepest fun without drowning in limited resources. What You'll Learn In This Episode: The difference between a real designer and a person with gameplay opinions Why great designers ask better questions instead of forcing solutions How to apply a Player-Centric Framework to every system How to tell if a designer is stuck or just in the creative process How to support a designer's mental health beyond work Learn more & connect with our guest:  

Epic Realms Podcast
Author and Game Designer Brady J Sadler

Epic Realms Podcast

Play Episode Listen Later Apr 14, 2026 55:08


In this episode of Epic Realms, we sit down with musician, author, and board game designer Brady J Sadler for a deep dive into his life and creative journey. From his early influences in music and gaming to the unexpected twists along the way, Brady shares how his path was anything but traditional. We talk about his first attempt at college and how it fell apart thanks to Grand Theft Auto, and how he later found his way back by working as a janitor at a college while pursuing creative writing. During this time, he was also writing his first book and performing in the metal band Lorenguard. Brady also takes us behind the scenes of his work at Fantasy Flight Games, including collaborating with legendary game designer and Epic Realms alumni Corey Konieczka. We explore how music shapes his storytelling, and dive into his latest project that brings his novels into the world of board games through Kickstarter. Check out his latest Kickstarter here: https://www.kickstarter.com/projects/twintalestudios/the-malice-of-light-adventures Brady J Sadler on Amazon: https://amzn.to/4vGWJsC

Tabletop Games Blog
29-Year-Old Navy Captain Turned Board Game Designer (Topic Discussion)

Tabletop Games Blog

Play Episode Listen Later Apr 14, 2026 10:16


Hello everyone! I'm Eugene, founder of Genie Games and creator of Rats to Riches, Peranakan: Tiles and Tactics, and Singapore Showdown.This is my first time ever writing a guest blog, and I'm incredibly honoured to be given this opportunity by Oliver to share my story with you.As the title states, I'm 29 years old as of writing this. Nine months ago, I quit my job as a Singaporean Navy Officer, to start my own company to design and publish board games full-time.How did I end up here?Well, the answer to that goes back 20 years ago.Read the full article here: https://tabletopgamesblog.com/2026/04/14/29-year-old-navy-captain-turned-board-game-designer-topic-discussion/Useful LinksGenie Games: https://geniegames.co/Rats to Riches: https://geniegames.co/games/rats-2-richesPeranakan: Tiles and Tactics: https://geniegames.co/games/peranakan-tiles-and-tacticsSingapore Showdown: https://geniegames.co/games/singapore-showdownUK Games Expo: https://www.ukgamesexpo.co.uk/MusicIntro Music: Bomber (Sting) by Riot (⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.youtube.com/audiolibrary/⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠)Music: METROID - Background Game Music 4Produced by Sascha EndeLink: https://ende.app/en/song/12786-metroid-background-game-music-4Music: The Backrooms Music Vol. 15Produced by Sascha EndeLink: https://ende.app/en/song/13388-the-backrooms-music-vol-15Music: METROID - Background Game Music 3Produced by Sascha EndeLink: https://ende.app/en/song/12784-metroid-background-game-music-3Royalty Free Music: https://www.bensound.comLicense code: ZRL7LPTUR2MSNAV9Artist: : Benjamin TissotSupportIf you want to support this podcast financially, please check out the links below:Ko-Fi: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://ko-fi.com/TabletopGamesBlog⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Patreon: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.patreon.com/tabletopgamesblog⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Website: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://tabletopgamesblog.com/support/⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠(Photo courtesy of Genie Games)

Think Like A Game Designer
Drew Corkill — Design Solo Game Systems, Speed, and Shipping at Scale (#101)

Think Like A Game Designer

Play Episode Listen Later Apr 2, 2026 62:14


About DrewDrew Corkill is a UI/UX designer with nearly 15 years of experience and a deep background in graphic design, who has quietly become one of the most prolific creators in tabletop gaming. Alongside Gabe Barrett, Drew is the driving force behind the “Solo Game of the Month” initiative, he's launched more crowdfunded games than almost anyone in the industry, building a system that prioritizes speed, iteration, and consistent output. Drew first connected with me as a student in the Think Like a Game Designer Course, where his early work on Small Time Heroes evolved into a breakout success with multiple expansions and campaigns. In this episode, Drew shares how his background in UX shapes his approach to game design, what makes solo games uniquely powerful, and how community, structure, and relentless iteration can turn creative ambition into a sustainable career.Justin's Ah-Ha Moments:* Threats, Timers, Treats: Drew had one of the clearest frameworks I've heard for solo game design. If you want a solo game to generate excitement, you need pressure (threats), urgency (timers), and reward (treats). Miss one, and the whole thing feels more like a puzzle than a game. This is a simple checklist, but it's deceptively powerful.* You Don't Build Alone: What stood out to me in Drew's story is how much of his success came from the environment around him. Community, feedback, and deadlines are force multipliers. Left on your own, it's easy to stall, but put yourself in a room with people who are building, and everything speeds up. This is true whether it's a course, a group, or just a few people you trust.* Cut to the Experience: When you take something digital and try to make it physical, all the excess gets exposed. You can't rely on automation or hidden math, instead you have to decide what actually matters. Drew's approach is to strip things down until the fun is obvious. That's a useful lens for any design. If something is slowing the player down without adding value, it's probably not pulling its weight.If you've ever had a game idea but didn't know how to turn it into a real, playable design, my Design Labs program walks you through the entire process. With 60+ lessons, practical assignments, and a private Discord community, you'll learn how to move from inspiration to prototype, playtesting, iteration, and publishing.Show Notes:“I was like, well, I'll just make my own version of what I want.” (00:07:01)This is one of those deceptively simple origin moments. Drew couldn't find the experience he wanted, so instead of waiting, he built it. That impulse, where you're moving from consumer to creator, is where a lot of design careers actually begin. If something feels missing in the games you're playing, consider it a compass, and try to fill the gap.“If it's distracting from the fun […] then it's a baby that has to be killed.” (00:27:30)This is Drew being brutally honest about design discipline. It's easy to fall in love with clever mechanics, complex systems, or ideas that felt great during development, but if they slow the game down or pull players out of the experience, they have to go. Prioritization is key, because not every good idea belongs in the final product. Remember, most of the time you should be removing anything that doesn't serve the core experience, no matter how much time you've invested in it.“To design a solo game is much easier than it is to design a multiplayer game.” (00:42:47)Drew loves to design solo games. Late in the conversation, he gets tactical about why his “game a month” system works. Solo games reduce complexity, which makes them faster to design, test, and ship. Solo games are easier to iterate on, because until very late in the process, you are the only designer and playtester needed to refine the prototype.You can find Think Like a Game Designer on these platforms:* Apple Podcasts* Spotify* Youtube This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe

FOX on Tech
FOX on Games - Video Game News & Industry Analysis | From English Major to Game Designer: Ashley Sanders & MLB The Show 26

FOX on Tech

Play Episode Listen Later Mar 21, 2026 1:44


Do you need a CS degree to make games? In this Saturday update of FOX on Games - Video Game News & Industry Analysis, Eammonn Dignam sits down with Ashley Sanders of San Diego Studio. Discover how her background in English and Health Science—combined with a pandemic-era streaming community—landed her a role as a Live Designer for MLB The Show 26. We also dive into the new "Road to Cooperstown" mode and the historic 500-player expansion of the World Baseball Classic. Learn more about your ad choices. Visit podcastchoices.com/adchoices

Transformative Learning Experiences with Kyle Wagner
How do you engage students like a game designer? Ignite passion, empower learners, enliven curriculum

Transformative Learning Experiences with Kyle Wagner

Play Episode Listen Later Mar 19, 2026 43:49


How do you get students so engaged that they ask for extra paper, and don't want class to end?   In this episode I sit down with Vince, founder of Press Start Studios and curator for Games for Change Hong Kong, to explore how game design principles transform student engagement, creativity, and intrinsic motivation. Discover how thinking like a game designer shifts your entire approach to curriculum—and why the best teachers are actually already doing this without realizing it.   In this episode, we explore:   Why game-based learning is about intrinsic motivation and agency, not gamification gimmicks like badges and leaderboards How to apply game design thinking to any subject—from reefs and rainforests to your existing project-based learning How game design and project-based learning work together: structuring your curriculum as interconnected quests, levels, and challenges that build toward meaningful real-world outcomes Practical ways to sprinkle game mechanics into your curriculum without it feeling forced or artificial How students become so engaged they ask for extra sheets of paper because their story won't fit—and want to come back before school even starts Listen now to unlock the game design principles that turn learning into an adventure your students won't want to leave! Connect with Vince: https://www.linkedin.com/in/vincentsiu/ (LinkedIn) Learn more about Press Start Academy: https://www.pressstartacademy.com/en/  Get the 12 Shifts Book for Student-Centered Environments: https://www.amazon.com/Where-Teacher-Kyle-Wagner/dp/1032484713  Take the 12 Shifts Scorecard: www.transformschool.com/12shiftsscorecard  Vince's Bio:  At Press Start Studios, Vince produces innovative, inspiring, interactive learning products. Through Press Start Academy, he brings them to life through immersive, impactful, in-person learning experiences. In an adjacent, not-for-profit role, Vince serves as the Founding and Lead Curator for Games for Change Hong Kong, Asia's first local chapter of an inspiring global movement that spotlights the power of games to drive change—and the change the game industry is leading. He believes Asia is ready to lead the conversation on both top-down and bottom-up impact through immersive mediums and has many exciting stories of experimentation and innovation to share. Through G4CHK, Vince aims to help push these boundaries even further. Vince is deeply passionate about and committed to social impact and change, and he strives to support meaningful causes wherever possible—both through his organizations and in his personal capacity.  

Board Games Insider
BGI 409 The One About Game Designer Income

Board Games Insider

Play Episode Listen Later Mar 4, 2026 58:24


BGI 409 The One About Game Designer Income Board Games Insider – Join our Guild on Board Game Geek Guild | Like us on FB Social media: Ignacy Trzewiczek / Portal Games: website | FB | Twitter | Youtube Corey Thompson / Above Board TV: website | Youtube Stephen Buonocore / “The Podfather Of Gaming”: website | FB | Twitter | Youtube Intro Music: Happy Rock – Bensound.com

FUT Weekly
Content: Insane FUT Birthday Leaks & Fantasy Week 2 w/FM Game Designer #W24

FUT Weekly

Play Episode Listen Later Mar 3, 2026 66:31


Get double the episodes, and keep FUT Weekly going (for just £3 a month) by becoming a Patreon over at ⁠⁠⁠bit.ly/morepod⁠⁠⁠. This includes an exclusive supporter podcast this week! A brand new guest on this weeks content episode joins Ben whilst a jet lagged and poorly Josh rests up. Seb, a game designer for Football Manager makes his first appearance to talk about two brand new Ultimate Team concepts that have arrived this week. The topics covered are: 00:20 Introduction to Seb 02:32 Pound for Pound Player Nominations 09:05 Fantasy Premier League Live Cards 16:31 Future of Live Items in Ultimate Team 20:50 How Should We Engage With The Game? 27:35 Current Fantasy Players Overview 34:16 Evolutions and Their Role in Gameplay 39:29 Player Customization and Market Dynamics 48:10 Future of Evolutions in Game Design 53:54 Narrative and Player Engagement in Ultimate Team Learn more about your ad choices. Visit podcastchoices.com/adchoices

Tabletop Games Blog
ChatGPT as a board game designer? (Topic Discussion)

Tabletop Games Blog

Play Episode Listen Later Mar 3, 2026 11:31


The following is an English translation of board game designer Peer Sylvester's German article "Chat GPT als Brettspielautor?", which was originally published 22 February 2026 on the Spielbar website, here: https://www.spielbar.com/wordpress/2026/02/22/26916/Ryan Dancey was, until last Wednesday, the Chief Operating Officer at Alderac Entertainment Group (AEG). On LinkedIn, the self-help site for managers who want to tell each other how great they are and how little their subordinates/customers appreciate them, Dancey published a post (link to a photo of the post, because I do not link to LinkedIn) in which he explained that he is firmly convinced that AI (or rather the LLMs that are usually labelled as AIs) will, in just a few years, be as useful as any employee.Read the full article here: https://tabletopgamesblog.com/2026/03/03/chatgpt-as-a-board-game-designer-topic-discussion/Useful LinksPeer Sylvester's German article "Chat GPT als Brettspielautor?" on the Spielbar website: https://www.spielbar.com/wordpress/2026/02/22/26916/Ryan Dancey's post: https://bsky.app/profile/boardgamefeast.bsky.social/post/3mf3p2kv4a22lMake My Game Travel: https://makemygametravel.com/MusicIntro Music: Bomber (Sting) by Riot (⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.youtube.com/audiolibrary/⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠)Music: bensound.comLicense code: SABGE2PPI2ABAS06Artist: : Nick PetrovSupportIf you want to support this podcast financially, please check out the links below:Ko-Fi: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://ko-fi.com/TabletopGamesBlog⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Patreon: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.patreon.com/tabletopgamesblog⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠Website: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://tabletopgamesblog.com/support/⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠

Morrus' Unofficial Tabletop RPG Talk
381 | Jean Rabe Passes, D&D x Fortnite, T-Rex Bone Dice

Morrus' Unofficial Tabletop RPG Talk

Play Episode Listen Later Jan 23, 2026 48:16 Transcription Available


Livestreaming as always Friday at 2pm UK time (9am Eastern)! In this week's show we'll be be talking about D&D's collaboration with Fortnite, D&D Beyond's partnered content schedule, and looking at some T-Rex bone dice! TSR Alum and Fantasy Author Jean Rabe Passes Away D&D Announces Collaboration with Fortnite Wizards Hires Erin Roberts as Game Designer for D&D D&D Beyond Reveals 'Partnered Content' Schedule Check Out These T-Rex Bone Dice... But They'll Cost You! Get Ready for Level Up: A5E Gate Pass Gazette Annual 2025

Retro Ridoctopus
The Brig: Rampage in Peoria (w/ game designer Brian F. Colin)

Retro Ridoctopus

Play Episode Listen Later Jan 13, 2026 75:18


Having worked for Bally Midway in the 1980s, game designer / artist / animator Brian F. Colin has created and worked on more classic arcade games than you can shake a giant mutant wolfman at! RAMPAGE, XENOPHOBE, ARCH RIVALS, PIGSKIN 621ad, GENERAL CHAOS and RAMPAGE WORLD TOUR, just to name a few! Brian infused each of these games with the sardonic wit of MAD Magazine, while ensuring each of these games pushed the limits of what had been created. These were titles that broke new ground and resonated with audiences of the day and are remembered fondly by classic gamers! Brian shares a metric ton of stories from his decades in the industry and dishes all about his upcoming Kickstarter: GENERAL CHAOS - MAJOR SNAFU! The Long-awaited Sequel to the hilarious Squad-based, RTS Sega Genesis Battlegame! General Chaos - Major Snafu is in Pre-Launch now and you should definitely sign up to be notified when the campaign launches! RETRO RIDOCTOPUS is ----------------------------------- "Parasite Steve"...... AKA Steve Van Samson (read) "8-Bit Alchemy "...... AKA Tim Krikorian (listen) "Coopster Gold"...... AKA Justin Cooper (subscribe) ------------------------------------------------------------------------- Retro Ridoctopus is a proud member of The Dorkening Podcast Network and is brought to you by Deadly Grounds Coffee. Podcast intro and all heavy metal interstitials by Enchanted Exile.

sequels squad rampage peoria brig game designers pre launch mad magazine pigskin brian f arch rivals xenophobe general chaos bally midway deadly grounds coffee
Hidden Power: A Pokemon Podcast
Debunking The 5 Leaked Pokémon Games: Game Designer Explains

Hidden Power: A Pokemon Podcast

Play Episode Listen Later Jan 8, 2026 153:53


Professor Game Podcast | Rob Alvarez Bucholska chats with gamification gurus, experts and practitioners about education
Beyond Points & Badges: How James Portnow Designs Intrinsic Engagement | Episode 426

Professor Game Podcast | Rob Alvarez Bucholska chats with gamification gurus, experts and practitioners about education

Play Episode Listen Later Jan 5, 2026 42:08


If you're considering gamification for engagement, retention, or loyalty, I'm happy to compare options with you: professorgame.com/chat What if gamification isn't about rewards at all? James Portnow joins the Professor Game Podcast to explain why intrinsic engagement, thoughtful iteration, and strong design goals matter more than mechanics. From YouTube education to tabletop games, this conversation is packed with insights on building experiences people truly care about. James Portnow is a Game Designer by trade, who's worked on games ranging from the Call of Duty Series to League of Legends to Farmville. His latest project, Cyberpunk Legends (the official Cyberpunk co-op card game), Kickstarted for over a million dollars, putting it in the top 1% of kickstarters ever created. He is also the creator of one of the most popular YouTube channels on history, Extra History. He's spoken at universities and corporations around the world and at conferences ranging from GDC to PAX to SXSW. He's been quoted in the New York Times and Time Magazine, published by Oxford University Press and has taught at the Masters and Bachelor's level. Rob Alvarez is Head of Engagement Strategy, Europe at The Octalysis Group (TOG), a leading gamification and behavioral design consultancy. A globally recognized gamification strategist and TEDx speaker, he founded and hosts Professor Game, the #1 gamification podcast, and has interviewed hundreds of global experts. He designs evidence-based engagement systems that drive motivation, loyalty, and results, and teaches LEGO® SERIOUS PLAY® and gamification at top institutions including IE Business School, EFMD, and EBS University across Europe, the Americas, and Asia.   Guest Links and Info Website: nightcrewgames.com LinkedIn: James Portnow Instagram: @night.crew.games @extracredits TikTok: @night.crew.games Facebook: nightcrewgames ExtraCredits Bluesky: bsky.app/profile/nightcrewgames.bsky.social YouTube: Extra Credits Extra History Other links: kickstarter.com/projects/cyberpunklegends/cyberpunk-legends-into-the-night   Links to episode mentions: Proposed guest: Richard Garfield of Magic The Gathering Designer on Candy Crush - Perhaps David Darabian? Jonathan Blow The Slay the Spire guys - Mega Crit Recommended book: Poetics by Aristotle Understanding Comics by Scott McCloud The Design of Everyday Things by Don Norman Simulacra and Simulation by Jean Baudrillard Favorite game: Magic The Gathering

Epic Realms Podcast
Interview with Rodney Thompson - RPG and Board Game Designer.

Epic Realms Podcast

Play Episode Listen Later Dec 23, 2025 63:18


In this episode of Epic Realms, we sit down with game designer Rodney Thompson for an in depth conversation about his journey through tabletop roleplaying games, board games, and video game design. Rodney shares how his early love of Dungeons and Dragons and the West End Games Star Wars RPG shaped his creative path, from college gaming marathons to building homebrew content that eventually opened the door to professional game design. We explore Rodney's time at Wizards of the Coast, including his work on the Star Wars Saga Edition RPG and how lessons from D20 Modern and early fourth edition ideas influenced its structure. Rodney reflects on what worked, what he would change today, and why supporting game masters with strong tools is critical to a game's longevity. The conversation also dives into Rodney's role as a sandbox designer in video games, including his work at Bungie on Destiny. He explains what sandbox design means in both tabletop and video games, how player experience and emotional fantasy drive design decisions, and why iteration and playtesting matter so much across mediums. We also discuss the transition from roleplaying games to board games with Lords of Waterdeep, the lessons learned from physical components and resource management, and how those ideas feed back into RPG design. Finally, Rodney talks about Scratchpad Publishing and his latest tabletop RPG, Neon City Outlaws, a cyberpunk heist and rebellion game that lets players build their city as they play, complete with faction politics, revolution mechanics, and body swapping technology. This episode is a thoughtful look at storytelling through games, creative evolution, and what it means to design experiences that bring people together at the table. Check out Scratchpad Publishing here - https://scratchpadpublishing.com

Game Economist Cast
E45: Autobattler Econ, WILD UGC Algo & A Currency Debate for the Ages (w/Arto Huhta) Autobattler Econ, WILD UGC Algo & The Big Currency Question (w/Arto Huhta)

Game Economist Cast

Play Episode Listen Later Nov 23, 2025 73:44


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

Design Better Podcast
Video Rewind: Jordan Mechner: Pioneering game designer on creating Prince of Persia, Karateka, and a new graphic novel memoir

Design Better Podcast

Play Episode Listen Later Nov 14, 2025 24:57


This is a preview of a premium episode. You can find a video version of the full episode on our YouTube channel: ⁠https://www.youtube.com/watch?v=3dvoGPZEY1g⁠ We've been on the road this week, recording some in-person episodes in Portland Oregon, with Ryan Coulter—co-founder of The James Brand, and the wonderfully hilarious graphic designer Aaron Draplin. We're excited to bring you this episodes soon, and in the meantime we're rewinding to one of our favorite episodes this year with Prince of Persia creator Jordan Mechner. You may have heard that we're publishing more video from our episodes, and you can now find a video version of this episode on YouTube. Enjoy! *** As a kid in the 80's, Eli fell in love with games on computers like the Apple II, Commodore 64, and later the Amiga and Macintosh. One of the very first games he played was called Karateka, which was inspiring for the realistic movements of its digital karate antagonists, even on a black-and-green Apple II monitor. Our guest today, Jordan Mechner, created Karateka while an undergrad at Yale University in 1984, and it went on to be a commercial success. He followed it up with the game Prince of Persia (you'll hear a clip from the soundtrack in the introduction, which Jordan's father composed and which Jordan invented a way to transpose onto the Apple II's tinny speakers before game soundtracks were widespread on the machine). Jordan documented the creation of the game in a wonderful published version of his diaries called The Making of Prince of Persia, and we spoke with him about how he taught himself the skills to build successful video games in a pre-internet era, why he journaled about his work process (and what it taught him), and about his new graphic novel Replay, a memoir recounting his own family story of war, exile and new beginnings. Karateka on the Apple IIPrince of Persia on the Apple II (play the Mac version online here)

The Palmer Files Podcast
What does a Game Designer do and more with Greg Costikyan

The Palmer Files Podcast

Play Episode Listen Later Nov 11, 2025 54:04


Episode 162 features Greg Costikyan a game industry veteran who's published games for a variety of platforms from the table to the phone as well as more than a few novels. You'll hear us discuss that plus his career, a little bit of process, plus adaptability, teaching, cooking, and much much more… Mentioned and Helpful Links from This Episode Costik.com Early Internet Offers Practical Fantasy in Magic of the Plains: By the Sword (A Book Review) AgentPalmer.com Other Links A Good Documentary is more than Rare or Recovered Footage Bogner's building an exciting world starting with The Dreamweaver Music created and provided by Henno Heitur of Monkey Tongue Productions. --End Show Notes Transmission--

Game Dev Advice: The Game Developer's Podcast
Starting an Indie Studio, Getting a Publisher, and Shipping the RPG Indie Hit Fretless: The Wrath of Riffson with Jeff Linville, Ritual Studios

Game Dev Advice: The Game Developer's Podcast

Play Episode Listen Later Nov 3, 2025 48:56


In this episode, Jeff Linville — co-founder of Ritual Studios — returns to Game Dev Advice to talk about the journey behind his band-inspired RPG Fretless: The Wrath of Riffson. From starting a studio with college friends to launching worldwide with French publisher Playdigious, Jeff shares the hard-won lessons of taking the leap into full-time indie development. We go into depth on what it really takes to form a studio, ship a first game, and survive the chaos between passion and business reality. * Founding Ritual Studios after meeting at Columbia College Chicago * How Fretless mixes music, RPG, and deck-building mechanics into one ambitious indie game * The moment they quit their jobs to “really do it” and chase a publishing deal * Lessons learned about funding, taxes, lawyers, and running a real company * Building a standout pitch deck and landing a deal with Playdigious in France * Managing bugs, Steam feedback, and localization into seven languages * Outsourcing art and engineering — and why it's harder than it looks * Choosing FMOD over Wwise for advanced Unity audio integration * Why getting your game playable early beats endless siloed prototyping * How Cardio Ex shaped Jeff's music-driven sound design * Thoughts on AI tools in audio, from noise cleanup to creative limits * Recording real medical equipment sounds * Favorite soundtracks: Hyper Light Drifter and Guild Wars 1 * Current go-to games: Pillars of Eternity and Lord of the Rings Online * Reflections on Mortal Kombat, Midway Games, and how player nostalgia keeps art alive * Advice for anyone dreaming of going indie: “Be ready for it — it's a business.”

Deconstructor of Fun
310. Pim De Witte on Turning Down $500 Million from OpenAI... Then Raising $134M.

Deconstructor of Fun

Play Episode Listen Later Oct 31, 2025 63:46


Pim De Witte, founder of General Intuition and Medal.tv, turned down a deal reportedly worth $500 million from OpenAI, and instead raised $134 million to build an AI lab rooted in games, not words.In this conversation, Michail Katkoff (Deconstructor of Fun) dives deep into:1) How world models could replace game engines2) Why games are the best simulation layer for developing intelligence3) What “AI-native” really means for future studios4) And the paradox of ther AI bubble00:00The Decision to Walk Away from OpenAI02:24Building for the Games Industry05:24The Future of Game Development and AI08:06 Understanding World Models and Their Impact10:38 Talent Acquisition in AI and Gaming13:17 Strategic Risks of AI Integration16:11 The Role of AI in Game Design18:52 Navigating the Future of Game Engines26:31 The Future of Game Distribution and Economics30:06 Generative Systems in Game Design36:29 The Role of Game Designers in AI40:18 AI Integration in Game Studios52:02 AI's Impact on the Economy and Employment

Board Game Hot Takes
Top 5 Board Game Designers on Our Shelves

Board Game Hot Takes

Play Episode Listen Later Oct 27, 2025 58:45


In Episode 272 we discuss the top 5 board game designers that are represented on our game shelves.If you enjoy the show, please consider supporting us at https://www.patreon.com/boardgamehottakesFollow us on BlueSky: https://bsky.app/profile/boardgamehottakes.bsky.socialJoin our Board Game Arena Community: https://boardgamearena.com/group?id=11417205Join our Discord server at: ⁠⁠⁠⁠⁠⁠⁠⁠⁠https://discord.gg/vMtAYQWURd

Hanselminutes - Fresh Talk and Tech for Developers
The Game Designers Workbook with Bobby Lockhart

Hanselminutes - Fresh Talk and Tech for Developers

Play Episode Listen Later Oct 16, 2025 34:43


On this episode of Hanselminutes, Scott talks with Bobby Lockhart, game designer and coauthor of The Game Designer's Workbook. They explore the craft of game design, from turning ideas into playable experiences to balancing creativity with structure, and discuss how the principles in the workbook can help both aspiring and seasoned designers build better, more engaging games.https://www.gamedesignersworkbook.com

workbook game designers hanselminutes bobby lockhart
Think Like A Game Designer
Jordan Weisman — From Battletech to Shadowrun: The Power of Curiosity and Collaboration (#93)

Think Like A Game Designer

Play Episode Listen Later Oct 16, 2025 52:30


About this EpisodeThis episode is a little different from the usual Think Like a Game Designer conversation. Instead of a freeform discussion, I came prepared with a curated list of questions to guide the conversation, giving us a structured look into Jordan's creative process, his philosophies on innovation, and the lessons he's learned over decades of building worlds. The result is a fast-paced, insight-packed episode that feels like sitting in on a masterclass in game design.About Jordan WeismanJordan Weisman is a legendary figure in interactive entertainment, whose career spans tabletop games, video games, theme parks, and beyond. As the creator of Battletech, Shadowrun, and Crimson Skies, and the founder of iconic companies like FASA and WizKids, Jordan has shaped generations of players and creators alike. His work is defined by boundless curiosity, fearless experimentation, and a lifelong commitment to collaborative storytelling.In this episode, Jordan and I explore what it means to think small, fail boldly, and keep learning no matter how much success you've had. We discuss how curiosity drives innovation, why emotional courage is more important than financial risk, and how respect—for yourself, your team, and your audience—is at the heart of great creative work. Whether you're just starting your design journey or looking to rekindle your passion after decades in the industry, Jordan's insights offer a masterclass in staying creative for life.Think Like A Game Designer is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber.Justin's QuestionsWhat's something that you're passionate about outside of your career, and what do you love about it? (00:01:33)* During the pandemic, he rediscovered model building and diorama crafting, a childhood hobby that brings him therapeutic joy.* He enjoys it because it's tangible, visual storytelling where you can actually see progress, a much different process than game design, which often feels abstract or slow.What do you love about that kind of model building and creating? (00:04:05)* It aligns with Jordan's love of world-building and storytelling when creating small, detailed scenes that tell a story visually.* It's satisfying because each session produces visible progress, reinforcing creativity and immersion.What is advice that you would give to someone that's just starting out in your industry? (00:04:06)* Think small. Beginners often aim for massive projects like the ones they admire.* Start with something you can finish using your own limited resources.* Completion and execution teach more than ideas ever will.* Focus on learning through doing, not imagining.Now let's flip to the other side of the equation: what do you see as an important lesson that industry veterans need to learn? Or put another way, what advice do you think your older self might give to you? (00:06:30) * Avoid hubris. Experience can blind you. Everything you know might be wrong.* Listen to young minds. Youth brings creativity because it hasn't learned what's supposedly impossible.* Over time, past failures make people too cautious; veterans must keep their beginner's mindset.* Innovation demands courage to look foolish publicly; fear of embarrassment kills creativity.* Stay humble, keep experimenting, and reassess old assumptions regularly.Are there any practices or rituals or ways that you try to keep yourself in that beginner's mind? How can one get the advantages of experience and minimize the disadvantages? (00:08:09)* You must be willing to “go face first into the mud.”* As he said in the previous question, public embarrassment is the price of innovation.* Surround yourself with young thinkers, question assumptions, and resist dismissing ideas based on past failures.* Always check whether past lessons still apply, because markets and contexts change. Jordan gives an example of a failed company born from his overconfidence, where he didn't re-research the market because he assumed he already knew it.What do you consider the most important skills to cultivate for your profession, and how do you cultivate these skills? (00:15:13)* Endless curiosity: Study adjacent fields like comics, fiction, tech—anything that feeds creative cross-pollination.* Build a box: Instead of “thinking outside the box,” define constraints clearly to evaluate ideas. For example: He designed Mage Knight by creating a checklist of problems (ease of entry, low cost, retailer needs) and solving within that “box.”* He values self-education: when he didn't know toy manufacturing, he paid a small company to teach him the process.So let's get to the areas where the industry or you have been dead wrong. What common advice do you hear about your industry that is dead? (00:24:26)* “Nothing is ever dead.” Genres, mechanics, and IPs always come back (vinyl, RPGs, etc.) * When people say something's over, it's actually ready for reinvention.* He used to believe in-person collaboration was essential, but remote work proved him wrong.* He often misjudged products (like thinking Funko Pops would flop).* Absorb wisdom but not edicts.* Success and failure are cyclical, making timing and humility matter more than certainty.What books, articles, or learning resources have had the biggest impact on you? And if there are any key takeaways that stuck with you that come to mind? (00:30:53)* Mentions Reed Hastings' book (Netflix culture) and Creativity, Inc. by Ed Catmull (Pixar). The value here is the small-team principles and leadership lessons, though he's skeptical of the “find five geniuses” model.* His biggest lessons came from mentors, not books: Mark Miller (creator of Traveller): taught him kindness and professionalism. His father, Mort Weissman: joined FASA, ran the business side, and kept it alive.* He emphasizes mentorship, respect, and kindness as lasting business principles.What is the right way to find a partner? (00:33:14)* Finding a partner is like finding a life mate: talk about goals, work habits, expectations.* Negotiate the “prenup” early, meaning you should decide how you'll split if things go wrong.* Avoid the naive approach he took (asking friends at the table).What about systems, software, and tools that have had a big impact on your workflow?(00:38:18)* Internal tool: his “box” process for evaluating ideas.* Software: Slack (no internal email, all communication centralized), Google Docs (collaboration), ClickUp/Jira (task tracking).* Avoid “Not Invented Here” syndrome: don't build tools you can buy.* Focus on your core innovation; outsource or use existing solutions for everything else.* Reuse mechanics unless your innovation demands new ones.* Let your team choose tools bottom-up instead of enforcing top-down.What's your favorite project, and what lessons did you learn from it? (00:45:46)* His favorite is always the one he's working on now, but emotionally, Shadowrun and Crimson Skies stand out. Shadowrun came from trying to differentiate from Cyberpunk and combining fantasy with cyberpunk via the Mayan calendar. Crimson Skies was born from personal burnout after his wife pushed him to rediscover his passion. It led to reinvention and eventually Microsoft's acquisition of his company.* His lesson here is that passion and reinvention are crucial; listen to loved ones and know when to move on from stale success.You can find the previous episode with Jordan below: This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe

Lead Pursuit Podcast
Episode 146 - COMAO

Lead Pursuit Podcast

Play Episode Listen Later Oct 15, 2025 58:44


Look, we know that you aerial warriors crave spending as much time planning the mission as you spend playing it! Well, even if you aren't that much of a masochist, check out this new game that the team is talking about - COMAO or Composite Air Operations. This week the team sits down with the Game Designer and the Publisher to talk about bringing this new game to crowdfunding in early 2026. COMAO on Kickstarter: https://www.kickstarter.com/projects/jocus-editions/comao-the-ultimate-tactical-air-combat-board-game Were you OGed at Nashcon 2025? Over-Grognarded that is! Head over to our store and pick up one of our Grognard Rendition Team T-shirts to show your loyalty to the Anti-Grognardists! (If that is even a word…) https://www.leadpursuit.net/store/grttshirts As always, check out our store for the latest in Blood Red Skies and Aerial Wargaming miniatures, accessories and more! https://www.leadpursuit.net/store

Epic Realms Podcast
Brandon Crilly - Author and Game Designer

Epic Realms Podcast

Play Episode Listen Later Oct 14, 2025 67:46


In this episode of Epic Realms, author and game writer Brandon Crilly joins us to talk about his journey from teaching to writing and how those two paths have always intertwined. We dive into Brandon's early years, discovering tabletop roleplaying in college, and how his goals as a writer eventually led him into the world of RPGs through the Ed Greenwood Group. He shares how his background in education shapes his storytelling, his approach to creative writing, and the way he connects with both students and readers. We also discuss his TEDx Talk on tabletop roleplaying, gaming groups, and learning, exploring how fantasy and games can inspire youth in powerful ways. And of course, we talk about his novels Catalyst and Castoff, the Aspects of Aelda duology, and the creative process behind his short fiction, long-form storytelling, and RPG design work. A thoughtful and inspiring conversation about imagination, teaching, and storytelling across worlds. https://brandoncrilly.com/ Castoff Pre-Order https://www.atthisarts.com/product/castoff/  

Product Momentum Podcast
173 / John Cutler: Product Managers as Game Designers – Shifting the Workplace Mindset

Product Momentum Podcast

Play Episode Listen Later Sep 30, 2025 24:37


John Cutler is Head of Product at Dotwork – a startup dedicated to transforming how teams collaborate and manage product development. He is also a prolific writer, including his wildly popular newsletter, The Beautiful Mess. John's prior roles include supporting product teams at Toast as Senior Director, Product Enablement and Product Evangelist and Coach at … The post 173 / John Cutler: Product Managers as Game Designers – Shifting the Workplace Mindset appeared first on ITX Corp..

Making It in The Toy Industry
#287: Looking Back at a TCA Alum's Journey as a Game Designer with Chrissy Fagerholt

Making It in The Toy Industry

Play Episode Listen Later Sep 24, 2025 20:08


You know I love celebrating a toypreneur's full-circle moment and today's episode is just that.We're revisiting the incredible journey of TCA alum Chrissy Fagerholt of EAP Toys and Games, from her very first appearance on this podcast to her latest game launch and ongoing success in self-publishing.This episode is a special highlight reel of Chrissy's growth: from pitching her very first ideas at our Toy Creators Academy Virtual Pitch Event, to getting a game into Barnes & Noble, and even deciding to manufacture her own products. You'll hear snippets from episodes 88, 131, and 239, packed with real-world insights to help you grow from creator to confident toypreneur.Chrissy's journey is a reminder that growth in this industry doesn't happen overnight but every pitch, every prototype, and every connection adds up. These highlights will leave you feeling inspired, energized, and ready to take your next step.If this episode sparked something in you, it might be time to explore your own path in the toy industry. Join us inside Toy Creators Academy and start building the skills, confidence, and connections you need to bring your toy ideas to life. Learn more at www.toycreatorsacademy.com Listen for these Important Moments![01:49] - Get a behind-the-scenes peek at what real toy pitches look like and how you can gain the confidence to pitch before everything is perfect.[02:34] - Learn what it takes to move from concept to store shelf, and how to prepare your game for big retail opportunities.[11:34] - Discover how to spot weaknesses in your game design before showing it to others, saving time and costly mistakes.[16:03] - Understand the pros and cons of licensing vs. self-publishing so you can make the best decision for your toy business.[17:26] - Learn how to manage burnout and reignite your passion when business tasks start to dim your creative spark.Send The Toy Coach Fan Mail!Support the showPopular Masterclass! How To Make & Sell Your Toy IdeasYour Low-Stress, Start-To-Finish Playful Product Launch In 5 Steps >> https://learn.thetoycoach.com/masterclass

Going North Podcast
Ep. 999 – How Storytelling, Unicorns & Coffee Brew More Life Magic with Gwen Tolios (@GwenTolios)

Going North Podcast

Play Episode Listen Later Sep 3, 2025 53:04


“It's just so wonderful to know that I can give joy to people and they can return it.” – Gwen Tolios Today's featured author is a teacher, analyst, world traveler, and the Tostitos Factory of Flash Fiction, Gwen Tolios. Gwen and I had a fun on a bun chat about her book, “Healing Crystals & Other Breakables,” her experiences in the Peace Corps, the importance of finding creative communities, and more!!Key Things You'll Learn:How travel, especially during college, inspired Gwen's writingWhy she prefers writing short stories and flash fictionThe pressure of writing about Greek myths and family storiesHer writing rituals for book publishing success Her advice on embracing both creativity and playfulness as an adultGwen's Site: https://linktr.ee/GwenToliosGwen's Books: https://www.amazon.com/stores/author/B0927ZWGWH/allbooksThe opening track is titled “North Wind and the Sun” by Trevin P. To listen to and download the full track, click the following link. https://compilationsforhumanity.bandcamp.com/track/north-wind-and-the-sunPlease support today's podcast to keep this content coming! CashApp: $DomBrightmonDonate on PayPal: @DBrightmonBuy Me a Coffee: https://www.buymeacoffee.com/dombrightmonGet Going North T-Shirts, Stickers, and More: https://www.teepublic.com/stores/dom-brightmonThe Going North Advancement Compass: https://a.co/d/bA9awotYou May Also Like…Ep. 989 – Get Fabulous Or Die Tryin' with Nkrumah Mensah: https://www.goingnorthpodcast.com/ep-989-get-fabulous-or-die-tryin-with-nkrumah-mensah/Ep. 615 – Champion Martial Artist to Award-Winning Novelist with Danielle Orsino: https://www.goingnorthpodcast.com/ep-615-champion-martial-artist-to-award-winning-novelist-with-danielle-orsino/Ep. 533 – Anime, Swords, & Knives, Oh My! with Sarah Humpherys: https://www.goingnorthpodcast.com/ep-533-anime-swords-knives-oh-my-with-sarah-humpherys/Ep. 375 – Aces High, Jokers Wild with O. E. Tearmann (@ETearmann): https://www.goingnorthpodcast.com/ep-375-aces-high-jokers-wild-with-o-e-tearmann-etearmann/Ep. 337 – The Accessory to Magic with Kathrin Hutson (@ExquisitelyDark): https://www.goingnorthpodcast.com/ep-337-the-accessory-to-magic-with-kathrin-hutson-exquisitelydark/Ep. 963 – Navigating Creative Doubt to Reach the Publishing Promised Land with J.F. Monroe: https://www.goingnorthpodcast.com/ep-963-navigating-creative-doubt-to-reach-the-publishing-promised-land-with-jf-monroe/Ep. 880 – Success Insights from a Wall Street Journal Bestselling Author with Christopher Greyson (@Chris_Greyson): https://www.goingnorthpodcast.com/ep-880-success-insights-from-a-wall-street-journal-bestselling-author-with-christopher-greyson/Ep. 946 – How Stories Drive Impact and Inspire Action with Autumn Karen (@autumncarrying): https://www.goingnorthpodcast.com/ep-946-how-stories-drive-impact-and-inspire-action-with-autumn-karen-autumncarrying/Ep. 463.5 – Swordfighting, for Writers, Game Designers and Martial Artists with Dr. Guy Windsor (@guy_windsor): https://www.goingnorthpodcast.com/ep-4635-swordfighting-for-writers-game-designers-and-martial-artists-with-dr-guy-windsor-guy_windsor/Ep. 330 – A Long Way from Ordinary with Ann Charles (@AnnWCharles): https://www.goingnorthpodcast.com/ep-330-a-long-way-from-ordinary-with-ann-charles-annwcharles/Ep. 311 – Works of Urban Mythopoeia with Cat Rambo (@Catrambo): https://www.goingnorthpodcast.com/ep-311-works-of-urban-mythopoeia-with-cat-rambo-catrambo/Ep. 991 – From Courtrooms to Chaotic Cosmic Adventures with Mina Brower (@Minabrowerbooks): https://www.goingnorthpodcast.com/ep-991-from-courtrooms-to-chaotic-cosmic-adventures-with-mina-brower-minabrowerbooks/Ep. 869 – Author vs. AI with Alison McBain (@AlisonMcBain): https://www.goingnorthpodcast.com/ep-869-author-vs-ai-with-alison-mcbain-alisonmcbain/Ep. 766 – Pawsitively Organic Creativity with Liz Mugavero (@Lizmugavero): https://shorturl.at/SOlNL

Going North Podcast
Ep. 991 – From Courtrooms to Chaotic Cosmic Adventures with Mina Brower (@Minabrowerbooks)

Going North Podcast

Play Episode Listen Later Aug 26, 2025 34:33


“We live in such a fast-tracked consumerism sort of society where we have to have the next best thing immediately. And I think a lot of writing can suffer if we think about producing books that way.” – Mina Brower Today's featured award-winning author is a mom, wife, lawyer, and mentor, Mina Brower. Mina and I had a fun on a bun chat about her “Daughters of Chaos” book series, her journey as a first-generation immigrant from Mexico, her writing rituals, and more!!Key Things You'll Learn:What inspired Mina to become a writerHow therapy reignited her passion for creative writing after her first childHow Mina balances her legal career and family life with writing fantasy and sci-fi novelsHer advice for aspiring writersHow her gaming days influence some of her workMina's Site: https://www.minabrowerbooks.com/Mina's Books: https://www.amazon.com/dp/B0D1FKKNFW?binding=paperbackThe opening track is titled, “North Wind and the Sun” by Trevin P. To listen to and download the full track, click the following link. https://compilationsforhumanity.bandcamp.com/track/north-wind-and-the-sunPlease support today's podcast to keep this content coming! CashApp: $DomBrightmonDonate on PayPal: @DBrightmonBuy Me a Coffee: https://www.buymeacoffee.com/dombrightmonGet Going North T-Shirts, Stickers, and More: https://www.teepublic.com/stores/dom-brightmonThe Going North Advancement Compass: https://a.co/d/bA9awotYou May Also Like…Ep. 928 – The Little Book of Big Dreams with Isa Adney (@IsaAdney): https://www.goingnorthpodcast.com/ep-928-the-little-book-of-big-dreams-with-isa-adney-isaadney/Ep. 965 – From Hollywood Writing Rooms to Writing Her Own Rules with Amy Suto (@Sutoscience): https://www.goingnorthpodcast.com/ep-965-from-hollywood-writing-rooms-to-writing-her-own-rules-with-amy-suto-sutoscience/Ep. 615 – Champion Martial Artist to Award-Winning Novelist with Danielle Orsino: https://www.goingnorthpodcast.com/ep-615-champion-martial-artist-to-award-winning-novelist-with-danielle-orsino/Ep. 463.5 – Swordfighting, for Writers, Game Designers and Martial Artists with Dr. Guy Windsor (@guy_windsor): https://www.goingnorthpodcast.com/ep-4635-swordfighting-for-writers-game-designers-and-martial-artists-with-dr-guy-windsor-guy_windsor/33 - Inspiration, Sci-Fi, & Video Games with Beth Martin (@bethmart07): https://www.goingnorthpodcast.com/33-inspiration-sci-fi-video-games-with-beth-martin-bethmart07/Ep. 410 – Research Scientist Turned Urban Fantasy Author with Kristi Charish (@kristicharish): https://www.goingnorthpodcast.com/ep-410-research-scientist-turned-urban-fantasy-author-with-kristi-charish-kristicharish/Ep. 330 – A Long Way from Ordinary with Ann Charles (@AnnWCharles): https://www.goingnorthpodcast.com/ep-330-a-long-way-from-ordinary-with-ann-charles-annwcharles/Ep. 477 – P.S. You're a Genius with Kelly Trach (@kellytrach): https://www.goingnorthpodcast.com/ep-477-ps-youre-a-genius-with-kelly-trach-kellytrach/275 – How Thoughts Become Things with Dr. Marina Bruni (@DrMarinaBruni): https://www.goingnorthpodcast.com/275-how-thoughts-become-things-with-dr-marina-bruni-drmarinabruni/Ep. 984 – Art for Your Sanity with Susan Hensley: https://www.goingnorthpodcast.com/ep-984-art-for-your-sanity-with-susan-hensley/Ep. 946 – How Stories Drive Impact and Inspire Action with Autumn Karen (@autumncarrying): https://www.goingnorthpodcast.com/ep-946-how-stories-drive-impact-and-inspire-action-with-autumn-karen-autumncarrying/Ep. 606 – Crowdfunding Your Comic Books Into Reality” with Morgan Quaid (@morgan_quaid): https://www.goingnorthpodcast.com/ep-606-crowdfunding-your-comic-books-into-reality-with-morgan-quaid-morgan_quaid/Ep. 533 – Anime, Swords, & Knives, Oh My! with Sarah Humpherys: https://www.goingnorthpodcast.com/ep-533-anime-swords-knives-oh-my-with-sarah-humpherys/

KONCRETE Podcast
#317 - Video Game Designer Proves We Live in a Simulation | Rizwan Virk

KONCRETE Podcast

Play Episode Listen Later Jul 21, 2025 183:18


Watch every episode ad-free & uncensored on Patreon: https://patreon.com/dannyjones Rizwan Virk is a video game pioneer, MIT computer scientist, and author of several books such as "The Simulation Hypothesis" and "The Simulated Multiverse." SPONSORS https://ground.news/dannyj - Subscribe for 40% off unlimited access to worldwide coverage. https://huel.com/danny - Use code DANNY for 15% off. https://whiterabbitenergy.com/?ref=DJP - Use code DJP for 20% off EPISODE LINKS https://a.co/d/9XXGwjL https://www.zenentrepreneur.com FOLLOW DANNY JONES https://www.instagram.com/dannyjones https://twitter.com/jonesdanny OUTLINE 00:00 - layers of the simulation hypothesis 07:11 - are we living in a "Matrix" video game? 18:10 - why do paranormal phenomena mostly affect kids? 22:45 - the analogy of the dream 27:44 - precognition are glitches in the matrix? 34:07 - free will vs. simulation theory 45:12 - the problem with multi-verse theory 53:13 - information entropy 01:00:12 - statistical evidence we're living in a simulation 01:11:07 - life review 01:23:23 - evolution of information science 01:32:05 - why UAP technology is lagging 01:47:51 - Rizwan's analysis of Bob Lazar 01:59:45 - does simulation theory agree with alien life? 02:13:26 - cosmic delayed choice experiment 02:19:53 - Mandela Effect is proof of a simulation 02:34:28 - AI is hallucinating our reality 02:41:56 - religious allegories in the Matrix 02:50:24 - experiment to prove the simulation theory Learn more about your ad choices. Visit podcastchoices.com/adchoices

Reality TV RHAP-ups: Reality TV Podcasts
Genius Game: Interview with Game Designer Alex McMillan

Reality TV RHAP-ups: Reality TV Podcasts

Play Episode Listen Later Jul 3, 2025 69:10


Today, Zach and Dwight Moore talk to the game designer of Genius Game, Alex McMillian.

Split Zone Duo
Inside College Football 26 with EA Sports' Principal Game Designer

Split Zone Duo

Play Episode Listen Later Jun 25, 2025 57:19


Part 1: EA Sports College Football principal game designer Ben Haumiller joins Alex and Richard for a discussion of the upcoming CFB video game, with a focus on Dynasty mode and lessons learned from last year's long-awaited return.* What EA learned from the best-selling sports game of all time* The easier and more difficult parts of releasing a second game* How the new game will (and, most importantly, won't) include microtransactions* Real-life coaches and how they'll change the dynasty experience* Addressing to Alex's specific complaints about the coach carousel* Balancing the competing desires of having a realistic game, but also a game in which UMass can eventually sign a bunch of five-stars* Getting the transfer portal and recruiting right* The challenges of keeping up with a sport that is endlessly changing, especially the playoff systemPart 2 of our discussion with Ben, coming later this week, is a listener Q&A just for our SplitZoneDuo.com subscribers. We'd love to have you!Come see us live at the Sports Podcast Festival on August 23 in Raleigh. Use code SPF25 for a buy-one, get-one-half-off deal: https://www.etix.com/ticket/p/78691649/the-2nd-annual-sports-podcast-festival-raleigh-the-rialto Cool stuff from Split Zone Duo's partners* Use SZD20 for 20% off your first order at Homefield.* Enter your favorite CFB road trip at our Nokian Tyres landing page, and you'll be entered in a drawing to win free tires.Production: Anthony Vito. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit www.splitzoneduo.com/subscribe