Game development process of designing the content and rules of a game
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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
This Week: Xbox Series X|S consoles are getting hit with another round of price hikes, and the launch of Borderlands 4 is off to a strong start, but already stirring up controversy thanks to CEO Randy Pitchford’s fiery response to criticism. Meanwhile, Hollow Knight: Silksong players are uncovering the emotional story of a key character, plus we go through all the big game releases happening this week. Our special guest Kate Olguin, Game Designer at Canadian studio Other Ocean Interactive, joins us to talk about Project Winter 2.0: Cabin Fever and why it’s one of the best social deception/survival games out right now.
Welcome back to The Nerdlab, where we transform our love for gaming into powerful game designs and uncover the secrets of what makes games truly shine. In this special episode, things are a little different: Marvin hands over the microphone to Chris, who takes the lead as interviewer. Why? Because today, the spotlight is on
Matt Forbeck is all that and so much more. He grew up in Wisconsin as what he describes as a wimpy kid, too short and not overly healthy. He took to gaming at a pretty early age and has grown to be a game creator, author and award-winning storyteller. Matt has been designing games now for over 35 years. He tells us how he believes that many of the most successful games today have stories to tell, and he loves to create some of the most successful ones. What I find most intriguing about Matt is that he clearly is absolutely totally happy in his work. For most of Matt's career he has worked for himself and continues today to be an independent freelancer. Matt and his wife have five children, including a set of quadruplets. The quadruplets are 23 and Matt's oldest son is 28 and is following in his father's footsteps. During our conversation we touch on interesting topics such as trust and work ethics. I know you will find this episode stimulating and worth listening to more than once. About the Guest: Matt Forbeck is an award-winning and New York Times-bestselling author and game designer of over thirty-five novels and countless other books and games. His projects have won a Peabody Award, a Scribe Award, and numerous ENnies and Origins Awards. He is also the president of the Diana Jones Award Foundation, which celebrates excellence in gaming. Matt has made a living full-time on games and fiction since 1989, when he graduated from the Residential College at the University of Michigan with a degree in Creative Writing. With the exception of a four-year stint as the president of Pinnacle Entertainment Group and a year and a half as the director of the adventure games division of Human Head Studios, he has spent his career as an independent freelancer. Matt has designed collectible card games, roleplaying games, miniatures games, board games, interactive fiction, interactive audiobooks, games for museum installations, and logic systems for toys. He has directed voiceover work and written short fiction, comic books, novels, screenplays, and video game scripts and stories. His work has been translated into at least 15 languages. His latest work includes the Marvel Multiverse Role-Playing Game Core Rulebook, the Spider-Verse Expansion, Monster Academy (novels and board game), the Shotguns & Sorcery 5E Sourcebook based on his novels, and the Minecraft: Roll for Adventure game books. He is the father of five, including a set of quadruplets. He lives in Beloit, Wisconsin, with his wife and a rotating cast of college-age children. For more about him and his work, visit Forbeck.com. Ways to connect with Matt: Twitter: https://twitter.com/mforbeck Facebook: https://www.facebook.com/forbeck Bluesky: https://bsky.app/profile/forbeck.com Threads: https://www.threads.net/@mforbeck Instagram: https://www.instagram.com/mforbeck/ LinkedIn: https://www.linkedin.com/in/forbeck/ Website: https://www.forbeck.com/ About the Host: Michael Hingson is a New York Times best-selling author, international lecturer, and Chief Vision Officer for accessiBe. Michael, blind since birth, survived the 9/11 attacks with the help of his guide dog Roselle. This story is the subject of his best-selling book, Thunder Dog. Michael gives over 100 presentations around the world each year speaking to influential groups such as Exxon Mobile, AT&T, Federal Express, Scripps College, Rutgers University, Children's Hospital, and the American Red Cross just to name a few. He is Ambassador for the National Braille Literacy Campaign for the National Federation of the Blind and also serves as Ambassador for the American Humane Association's 2012 Hero Dog Awards. https://michaelhingson.com https://www.facebook.com/michael.hingson.author.speaker/ https://twitter.com/mhingson https://www.youtube.com/user/mhingson https://www.linkedin.com/in/michaelhingson/ accessiBe Links https://accessibe.com/ https://www.youtube.com/c/accessiBe https://www.linkedin.com/company/accessibe/mycompany/ https://www.facebook.com/accessibe/ Thanks for listening! Thanks so much for listening to our podcast! If you enjoyed this episode and think that others could benefit from listening, please share it using the social media buttons on this page. Do you have some feedback or questions about this episode? Leave a comment in the section below! Subscribe to the podcast If you would like to get automatic updates of new podcast episodes, you can subscribe to the podcast on Apple Podcasts or Stitcher. You can subscribe in your favorite podcast app. You can also support our podcast through our tip jar https://tips.pinecast.com/jar/unstoppable-mindset . Leave us an Apple Podcasts review Ratings and reviews from our listeners are extremely valuable to us and greatly appreciated. They help our podcast rank higher on Apple Podcasts, which exposes our show to more awesome listeners like you. If you have a minute, please leave an honest review on Apple Podcasts. Transcription Notes: Michael Hingson ** 00:00 Access Cast and accessiBe Initiative presents Unstoppable Mindset. The podcast where inclusion, diversity and the unexpected meet. Hi, I'm Michael Hingson, Chief Vision Officer for accessiBe and the author of the number one New York Times bestselling book, Thunder dog, the story of a blind man, his guide dog and the triumph of trust. Thanks for joining me on my podcast as we explore our own blinding fears of inclusion unacceptance and our resistance to change. We will discover the idea that no matter the situation, or the people we encounter, our own fears, and prejudices often are our strongest barriers to moving forward. The unstoppable mindset podcast is sponsored by accessiBe, that's a c c e s s i capital B e. Visit www.accessibe.com to learn how you can make your website accessible for persons with disabilities. And to help make the internet fully inclusive by the year 2025. Glad you dropped by we're happy to meet you and to have you here with us. Michael Hingson ** 01:21 Hi everyone, and welcome to another episode of unstoppable mindset today. We get to play games. Well, not really, but we'll try. Our guest is Matt Forbeck, who is an award winning author. He is a game designer and all sorts of other kinds of things that I'm sure he's going to tell us about, and we actually just before we started the the episode, we were talking about how one might explore making more games accessible for blind and persons with other disabilities. It's, it's a challenge, and there, there are a lot of tricks. But anyway, Matt, I want to welcome you to unstoppable mindset. We're glad you're here. Matt Forbeck ** 02:02 Well, thank you, Michael for inviting me and having me on. I appreciate it. Speaker 1 ** 02:06 I think we're going to have a lot of fun, and I think it'll work out really well. I'm I am sure of that. So why don't we start just out of curiosity, why don't you tell us kind of about the early Matt, growing up? Matt Forbeck ** 02:18 Uh, well, I grew up. I was born in Milwaukee, Wisconsin. I grew up in a little town called Beloit, Wisconsin, which actually live in now, despite having moved away for 13 years at one point, and I had terrible asthma, I was a sick and short kid, and with the advent of medication, I finally started to be healthy when I was around nine, and Part of that, I started getting into playing games, right? Because when you're sick, you do a lot of sitting around rather than running around. So I did a lot of reading and playing games and things like that. I happen to grow up in the part of the world where Dungeons and Dragons was invented, which is in Lake Geneva, Wisconsin, about 30 miles from where I live. And because of that I was I started going to conventions and playing games and such, when I was about 12 or 13 years old. I started doing it when I was a little bit older. I started doing it professionally, and started doing it when I was in college. And amazingly enough, even to my own astonishment, I've made a career out of it. Speaker 1 ** 03:17 Where did you go to college? I went to the University Matt Forbeck ** 03:21 of Michigan over in Ann Arbor. I had a great time there. There's a wonderful little college, Beloit College, in my hometown here, and most of my family has gone to UW Milwaukee over the years. My parents met at Marquette in Milwaukee, but I wanted to get the heck out of the area, so I went to Michigan, and then found myself coming back as soon as we started having Speaker 1 ** 03:42 kids well, and of course, I would presume that when you were at the University of Michigan, you rooted for them and against Ohio State. That was Matt Forbeck ** 03:50 kind of, you know, if you did it the other way around, they back out of town. So, yeah, I was always kind of astonished, though, because having grown up in Wisconsin, where every sports team was a losing team when I was growing up, including the Packers, for decades. You know, we were just happy to be playing. They were more excuse to have beers than they were to cheer on teams. And I went to Michigan where they were, they were angry if the team wasn't up by two touchdowns. You know, at any point, I'm like, You guys are silly. This is we're here for fun. Speaker 1 ** 04:17 But it is amazing how seriously some people take sports. I remember being in New Zealand helping the Royal New Zealand Foundation for the Blind. Well now 22 years ago, it's 2003 and the America's Cup had just finished before we got there, and in America beat New Zealand, and the people in New Zealand were just irate. They were complaining that the government didn't put enough money into the design of the boat and helping with the with the yacht and all that. It was just amazing how seriously people take it, yeah, Matt Forbeck ** 04:58 once, I mean, it becomes a part of your. Identity in a lot of ways, right for many people, and I've never had to worry about that too much. I've got other things on my mind, but there you go. Speaker 1 ** 05:08 Well, I do like it when the Dodgers win, and my wife did her graduate work at USC, and so I like it when the Trojans win, but it's not the end of the world, and you do need to keep it in perspective. I I do wish more people would I know once I delivered a speech in brether County, Kentucky, and I was told that when I started the speech had to end no later than preferably exactly at 6:30pm not a minute later, because it was the night of the NCAA Basketball Championship, and the Kentucky Wildcats were in the championship, and at 630 everyone was going to get up and leave and go home to watch the game. So I ended at 630 and literally, by 631 I timed it. The gym was empty and it was full to start with. Matt Forbeck ** 06:02 People were probably, you know, counting down on their watches, just to make sure, right? Speaker 1 ** 06:06 Oh, I'm sure they were. What do you do? It's, it is kind of fun. Well, so why did you decide to get started in games? What? What? What attracted to you, to it as a young person, much less later on? Matt Forbeck ** 06:21 Well, I was, yeah, I was an awkward kid, kind of nerdy and, you know, glasses and asthma and all that kind of stuff. And games were the kind of thing where, if you didn't know how to interact with people, you could sit down at a table across them and you could practice. You can say, okay, we're all here. We've got this kind of a magic circle around us where we've agreed to take this one silly activity seriously for a short period of time, right? And it may be that you're having fun during that activity, but you know, there's, there's no reason that rolling dice or moving things around on a table should be taken seriously. It's all just for fun, right? But for that moment, you actually just like Las Vegas Exactly, right? When there's money on the line, it's different, but if you're just doing it for grins. You know, it was a good way for me to learn how to interact with people of all sorts and of different ages. And I really enjoyed playing the games, and I really wanted to be a writer, too. And a lot of these things interacted with story at a very basic level. So breaking in as a writer is tough, but it turned out breaking as a game designer, wasn't nearly his stuff, so I started out over there instead, because it was a very young field at the time, right? D and D is now 50 years old, so I've been doing this 35 years, which means I started around professionally and even doing it before that, I started in the period when the game and that industry were only like 10 or 15 years old, so yeah, weren't quite as much competition in those Speaker 1 ** 07:43 days. I remember some of the early games that I did play, that I could play, were DOS based games, adventure. You're familiar with adventure? Yeah, oh, yeah. Then later, Zork and all that. And I still think those are fun games. And I the reason I like a lot of those kinds of games is they really make you think, which I think most games do, even though the video even the video games and so on, they they help your or can help your reactions, but they're designed by people who do try to make you think, Matt Forbeck ** 08:15 yeah. I mean, we basically are designing puzzles for people to solve, even if they're story puzzles or graphic puzzles or sound puzzles or whatever, you know, even spatial puzzles. There the idea is to give somebody something fun that is intriguing to play with, then you end up coming with story and after that, because after a while, even the most most exciting mechanics get dull, right? I mean, you start out shooting spaceships, but you can only shoot spaceships for so long, or you start out playing Tetris, and you only put shapes together for so long before it doesn't mean anything that then you start adding in story to give people a reason to keep playing right and a reason to keep going through these things. And I've written a lot of video games over the years, basically with that kind of a philosophy, is give people nuggets of story, give them a plot to work their way through, and reward them for getting through different stages, and they will pretty much follow you through anything. It's amazing. Michael Hingson ** 09:09 Is that true Dungeons and Dragons too? Matt Forbeck ** 09:13 It is. All of the stories are less structured there. If you're doing a video game, you know you the team has a lot of control over you. Give the player a limited amount of control to do things, but if you're playing around a table with people, it's more of a cooperative kind of experience, where we're all kind of coming up with a story, the narrator or the Game Master, the Dungeon Master, sets the stage for everything, but then the players have a lot of leeway doing that, and they will always screw things up for you, too. No matter what you think is going to happen, the players will do something different, because they're individuals, and they're all amazing people. That's actually to me, one of the fun things about doing tabletop games is that, you know, the computer can only react in a limited number of ways, whereas a human narrator and actually change things quite drastically and roll. With whatever people come up with, and that makes it tremendous fun. Speaker 1 ** 10:04 Do you think AI is going to enter into all that and maybe improve some of the Matt Forbeck ** 10:09 old stuff? It's going to add your end to it, whether it's an ad, it's going to approve it as a large question. Yeah. So I've been ranting about AI quite a bit lately with my friends and family. But, you know, I think the problem with AI, it can be very helpful a lot of ways, but I think it's being oversold. And I think it's especially when it's being oversold for thing, for ways for people to replace writers and creative thinking, Yeah, you know, you're taking the fun out of everything. I mean, the one thing I like to say is if, if you can't be bothered to write this thing that you want to communicate to me, I'm not sure why I should be bothered to read this thing well. Speaker 1 ** 10:48 And I think that AI will will evolve in whatever way it does. But the fact of the matter is, So do people. And I think that, in fact, people are always going to be necessary to make the process really work? AI can only do and computers can only do so much. I mean, even Ray Kurzweil talks about the singularity when people and computer brains are married, but that still means that you're going to have the human element. So it's not all going to be the computer. And I'm not ready to totally buy into to what Ray says. And I used to work for Ray, so I mean, I know Ray Well, but, but the but the bottom line is, I think that, in fact, people are always going to be able to be kind of the, the mainstay of it, as long as we allow that, if we, if we give AI too much power, then over time, it'll take more power, and that's a problem, but that's up to us to deal with? Matt Forbeck ** 11:41 No, I totally agree with that. I just think right now, there's a very large faction of people who it's in their economic interest to oversell these things. You know, people are making chips. They're building server farms. A lot of them are being transferred from people are doing blockchain just a few years ago, and they see it as the hot new thing. The difference is that AI actually has a lot of good uses. There's some amazing things will come out of llms and such. But I again, people are over the people are selling this to us. Are often over promising things, right? Speaker 1 ** 12:11 Yeah, well, they're not only over promising but they're they're really misdirecting people. But the other side of it is that, that, in fact, AI as a concept and as a technology is here, and we have control over how we use it. I've said a couple times on this this podcast, and I've said to others, I remember when I first started hearing about AI, I heard about the the fact that teachers were bemoaning the pack, that kids were writing their papers just using AI and turning them in, and it wasn't always easy to tell whether it was something that was written by AI or was written by the student. And I come from a little bit different view than I think a lot of people do. And my view basically is, let the kids write it if with AI, if that's what they're going to do, but then what the teacher needs to do is to take one period, for example, and give every student in that class the opportunity to come up and defend whatever paper they have. And the real question is, can they defend the paper? Which means, have they really learned the subject, or are they just relying on AI, Matt Forbeck ** 13:18 yeah, I agree with that. I think the trouble is, a lot of people, children, you know, who are developing their abilities and their morals about this stuff, they use it as just a way to complete the assignment, right? And many of them don't even read what they turn in, right, right? Just know that they've got something here that will so again, if you can't be bothered to read the thing that you manufactured, you're not learning anything about it, Speaker 1 ** 13:39 which is why, if you are forced to defend it, it's going to become pretty obvious pretty fast, whether you really know it or not. Now, I've used AI on a number of occasions in various ways, but I use it to maybe give me ideas or prepare something that I then modify and shape. And I may even interact with AI a couple of times, but I'm definitely involved with the process all the way down the line, because it still has to be something that I'm responsible for. Matt Forbeck ** 14:09 I agree. I mean, the whole point of doing these things is for people to connect with each other, right? I want to learn about the ideas you have in your head. I want to see how they jive with ones in my head. But if I'm just getting something that's being spit out by a machine and not you, and not being curated by you at any point, that doesn't seem very useful, right? So if you're the more involved people are in it, the more useful it is. Speaker 1 ** 14:31 Well, I agree, and you know, I think again, it's a tool, and we have to decide how the tool is going to be used, which is always the way it ought to be. Right? Matt Forbeck ** 14:42 Exactly, although sometimes it's large corporations deciding, Speaker 1 ** 14:45 yeah, well, there's that too. Well, individuals, Matt Forbeck ** 14:49 we get to make our own choices. Though you're right, Speaker 1 ** 14:51 yes, and should Well, so, so when did you start bringing writing into what you. Did, and make that a really significant part of what you did? Matt Forbeck ** 15:03 Well, pretty early on, I mean, I started doing one of the first things I did was a gaming zine, which was basically just a print magazine that was like, you know, 32 pages, black and white, about the different tabletop games. So we were writing those in the days, design and writing are very closely linked when it comes to tabletop games and even in video games. The trick of course is that designing a game and writing the rules are actually two separate sets of skills. So one of the first professional gig I ever had during writing was in games was some friends of mine had designed a game for a company called Mayfair games, which went on to do sellers of contain, which is a big, uh, entry level game, and but they needed somebody to write the rules, so they called me over, showed me how to play the game. I took notes and I I wrote it down in an easy to understand, clear way that people had just picked up the box. Could then pick it up and teach themselves how to play, right? So that was early on how I did it. But the neat thing about that is it also taught me to think about game design. I'm like, when I work on games, I think about, who is this game going to be for, and how are we going to teach it to them? Because if they can't learn the game, there's no point of the game at all, right? Speaker 1 ** 16:18 And and so I'm right? I'm a firm believer that a lot of technical writers don't do a very good job of technical writing, and they write way over people's heads. I remember the first time I had to write, well, actually, I mentioned I worked for Kurzweil. I was involved with a project where Ray Kurzweil had developed his original omniprent optical character recognition system. And I and the National Federation of the Blind created with him a project to put machines around the country so that blind people could use them and give back to Ray by the time we were all done, recommendations as to what needed to go in the final first production model of the machine. So I had to write a training manual to teach people how to use it. And I wrote this manual, and I was always of the opinion that it had to be pretty readable and usable by people who didn't have a lot of technical knowledge. So I wrote the manual, gave it to somebody to read, and said, Follow the directions and and work with the machine and all that. And they did, and I was in another room, and they were playing with it for a couple of hours, and they came in and they said, I'm having a problem. I can't figure out how to turn off the machine. And it turns out that I had forgotten to put in the instruction to turn off the machine. And it wasn't totally trivial. There were steps you had to go through. It was a Data General Nova two computer, and you had to turn it off the right way and the whole system off the appropriate way, or you could, could mess everything up. So there was a process to doing it. So I wrote it in, and it was fine. But, you know, I've always been a believer that the textbooks are way too boring. Having a master's degree in physics, I am of the opinion that physics textbook writers, who are usually pretty famous and knowledgeable scientists, ought to include with all the text and the technical stuff they want to put in, they should put in stories about what they did in you bring people in, draw them into the whole thing, rather than just spewing out a bunch of technical facts. Matt Forbeck ** 18:23 No, I agree. My my first calculus professor was a guy who actually explained how Newton and Leipzig actually came up with calculus, and then he would, you know, draw everything on the board and turn around say, and isn't that amazing? And you were, like, just absolutely enamored with the idea of how they had done these things, right? Yeah. And what you're doing there, when you, when you, when you give the instructions to somebody and say, try this out. That's a very big part of gaming, actually, because what we do this thing called play testing, where we take something before it's ready to be shown to the public, and we give it to other people and say, try this out. See how it works. Let me know when you're starting out of your first playing you play with like your family and friends and people will be brutal with you and give you hints about how you can improve things. But then, even when you get to the rules you're you send those out cold to people, or, you know, if you're a big company, you watch them through a two way mirror or one way mirror, and say, Hey, let's see how they react to everything. And then you take notes, and you try to make it better every time you go through. And when I'm teaching people to play games at conventions, for instance, I will often say to them, please ask questions if you don't understand anything, that doesn't mean you're dumb. Means I didn't explain it well enough, right? And my job as a person writing these rules is to explain it as well as I humanly can so it can't be misconstrued or misinterpreted. Now that doesn't mean you can correct everything. Somebody's always got like, Oh, I missed that sentence, you know, whatever. But you do that over and over so you can try to make it as clear and concise as possible, yeah. Speaker 1 ** 19:52 Well, you have somewhat of a built in group of people to help if you let your kids get involved. Involved. So how old are your kids? Matt Forbeck ** 20:03 My eldest is 26 he'll be 27 in January. Marty is a game designer, actually works with me on the marble tabletop role playing game, and we have a new book coming out, game book for Minecraft, called Minecraft role for adventure, that's coming out on July 7, I think, and the rest of the kids are 23 we have 423 year olds instead of quadruplets, one of whom is actually going into game design as well, and the other says two are still in college, and one has moved off to the work in the woods. He's a very woodsy boy. Likes to do environmental education with people. Speaker 1 ** 20:39 Wow. Well, see, but you, but you still have a good group of potential game designers or game critics anyway. Matt Forbeck ** 20:47 Oh, we all play games together. We have a great time. We do weekly game nights here. Sometimes they're movie nights, sometimes they're just pizza nights, but we shoot for game and pizza Speaker 1 ** 20:56 if we get lucky and your wife goes along with all this too. Matt Forbeck ** 21:00 She does. She doesn't go to the game conventions and stuff as much, and she's not as hardcore of a gamer, but she likes hanging out with the kids and doing everything with us. We have a great time. Speaker 1 ** 21:10 That's that's pretty cool. Well, you, you've got, you've got to build an audience of some sorts, and that's neat that a couple of them are involved in it as well. So they really like what dad does, yeah, Matt Forbeck ** 21:23 yeah. We, I started taking them each to conventions, which are, you know, large gatherings gamers in real life. The biggest one is Gen Con, which happens in Indianapolis in August. And last year, I think, we had 72,000 people show up. And I started taking the kids when they were 10 years old, and my wife would come up with them then. And, you know, 10 years old is a lot. 72,000 people is a lot for a 10 year old. So she can mention one day and then to a park the next day, you know, decompress a lot, and then come back on Saturday and then leave on Sunday or whatever, so that we didn't have them too over stimulated. But they really grown to love it. I mean, it's part of our annual family traditions in the summer, is to go do these conventions and play lots of games with each other and meet new people too well. Speaker 1 ** 22:08 And I like the way you put it. The games are really puzzles, which they are, and it's and it's fun. If people would approach it that way, no matter what the game is, they're, they're aspects of puzzles involved in most everything that has to do with the game, and that's what makes it so fun. Matt Forbeck ** 22:25 Exactly, no. The interesting thing is, when you're playing with other people, the other people are changing the puzzles from their end that you have to solve on your end. And sometimes the puzzle is, how do I beat this person, or how do I defeat their strategy, or how do I make an alliance with somebody else so we can win? And it's really always very intriguing. There's so many different types of games. There's nowadays, there's like something like 50 to 100 new board games that come out and tabletop games every month, right? It's just like a fire hose. It's almost like, when I was starting out as a novelist, I would go into Barnes and Noble or borders and go, Oh my gosh, look at all these books. And now I do the same thing about games. It's just, it's incredible. Nobody, no one person, could keep up with all of them. Speaker 1 ** 23:06 Yeah, yeah, yeah, way too much. I would love to explore playing more video games, but I don't. I don't own a lot of the technology, although I'm sure that there are any number of them that can be played on a computer, but we'll have to really explore and see if we can find some. I know there are some that are accessible for like blind people with screen readers. I know that some people have written a few, which is kind of cool. Yeah. Matt Forbeck ** 23:36 And Xbox has got a new controller out that's meant to be accessible to large amount of people. I'm not sure, all the different aspects of it, but that's done pretty well, too Speaker 1 ** 23:44 well. And again, it comes down to making it a priority to put all of that stuff in. It's not like it's magic to do. It's just that people don't know how to do it. But I also think something else, which is, if you really make the products more usable, let's say by blind people with screen readers. You may be especially if it's well promoted, surprised. I'm not you necessarily, but people might well be surprised as to how many others might take advantage of it so that they don't necessarily have to look at the screen, or that you're forced to listen as well as look in order to figure out what's going on or take actions. Matt Forbeck ** 24:29 No, definitely true. It's, you know, people audio books are a massive thing nowadays. Games tend to fall further behind that way, but it's become this incredible thing that obviously, blind people get a great use out of but my wife is addicted to audio books now. She actually does more of those than she does reading. I mean, I technically think they're both reading. It's just one's done with yours and one's done with your eyes. Speaker 1 ** 24:51 Yeah, there's but there's some stuff, whether you're using your eyes or your fingers and reading braille, there's something about reading a book that way that's. Even so a little bit different than listening to it. Yeah, and there's you're drawn in in some ways, in terms of actually reading that you're not necessarily as drawn into when you're when you're listening to it, but still, really good audio book readers can help draw you in, which is important, too, Matt Forbeck ** 25:19 very much. So yeah, I think the main difference for reading, whether it's, you know, again, through Braille or through traditional print, is that you can stop. You can do it at your own pace. You can go back and look at things very easily, or read or check things, read things very easily. That you know, if you're reading, if you're doing an audio book, it just goes on and it's straight on, boom, boom, boom, pace. You can say, Wait, I'm going to put this down here. What was that thing? I remember back there? It was like three pages back, but it's really important, let me go check that right. Speaker 1 ** 25:50 There are some technologies that allow blind people and low vision people and others, like people with dyslexia to use an audio book and actually be able to navigate two different sections of it. But it's not something that is generally available to the whole world, at least to the level that it is for blind people. But I can, I can use readers that are made to be able to accept the different formats and go back and look at pages, go back and look at headings, and even create bookmarks to bookmark things like you would normally by using a pen or a pencil or something like that. So there are ways to do some of that. So again, the technology is making strides. Matt Forbeck ** 26:37 That's fantastic. Actually, it's wonderful. Just, yeah, it's great. I actually, you know, I lost half the vision of my right eye during back through an autoimmune disease about 13 years ago, and I've always had poor vision. So I'm a big fan of any kind of way to make things easier, Speaker 1 ** 26:54 like that. Well, there, there are things that that are available. It's pretty amazing. A guy named George curser. Curser created a lot of it years ago, and it's called the DAISY format. And the whole idea behind it is that you can actually create a book. In addition to the audio tracks, there are XML files that literally give you the ability to move and navigate around the book, depending on how it's created, as final level as you choose. Matt Forbeck ** 27:25 Oh, that's That's amazing. That's fantastic. I'm actually really glad to hear that. Speaker 1 ** 27:28 So, yeah, it is kind of fun. So there's a lot of technology that's that's doing a lot of different sorts of things and and it helps. But um, so for you, in terms of dealing with, with the games, you've, you've written games, but you've, you've actually written some novels as well, right? Matt Forbeck ** 27:50 Yeah, I've got like 30, it depends on how you count a novel, right? Okay, like some of my books are to pick a path books, right? Choose Your Own Adventure type stuff. So, but I've got 35 traditional novels written or more, I guess, now, I lost track a while ago, and probably another dozen of these interactive fiction books as well. So, and I like doing those. I've also written things like Marvel encyclopedias and Avengers encyclopedias and all sorts of different pop culture books. And, you know, I like playing in different worlds. I like writing science fiction, fantasy, even modern stuff. And most of it, for me comes down to telling stories, right? If you like to tell stories, you can tell stories through a game or book or audio play or a TV show or a comic, or I've done, you know, interactive museum, games and displays, things like that. The main thing is really a story. I mean, if you're comfortable sitting down at a bar and having a drink with somebody, doesn't have to be alcohol, just sitting down and telling stories with each other for fun. That's where the core of it all is really Speaker 1 ** 28:58 right. Tell me about interactive fiction book. Matt Forbeck ** 29:01 Sure, a lot of these are basically just done, like flow charts, kind of like the original Zork and adventure that you were talking about where you I actually, I was just last year, I brought rose Estes, who's the inventor of the endless quest books, which were a cross between Dungeons and Dragons, and choose your own adventure books. She would write the whole thing out page by page on a typewriter, and then, in order to shuffle the pages around so that people wouldn't just read straight through them, she'd throw them all up in the air and then just put them back in whatever order they happen to be. But essentially, you read a section of a book, you get to the end, and it gives you a choice. Would you like to go this way or that way? Would you like to go beat up this goblin? Or would you like to make friends with this warrior over here? If you want to do one of these things, go do page xx, right? Got it. So then you turn to that page and you go, boom, some, actually, some of the endless quest books I know were turned into audio books, right? And I actually, I. Um, oddly, have written a couple Dungeons and Dragons, interactive books, audio books that have only been released in French, right? Because there's a company called Looney l, u n, i, i that has this little handheld device that's for children, that has an A and a B button and a volume button. And you, you know, you get to the point that says, if you want to do this, push a, if you want to do that, push B, and the kids can go through these interactive stories and and, you know, there's ones for clue and Dungeons and Dragons and all sorts of other licenses, and some original stories too. But that way there's usually, like, you know, it depends on the story, but sometimes there's, like, 10 to 20 different endings. A lot of them are like, Oh no, you've been killed. Go back to where you started, right? And if you're lucky, the longer ones are, the more fun ones. And you get to, you know, save the kingdom and rescue the people and make good friends and all that good stuff, Michael Hingson ** 30:59 yeah, and maybe fall in love with the princess or Prince. Matt Forbeck ** 31:02 Yeah, exactly right. It all depends on the genre and what you're working in. But the idea is to give people some some choices over how they want the story to go. You're like, Well, do you want to investigate this dark, cold closet over here, or would you rather go running outside and playing around? And some of them can seem like very innocent choices, and other ones are like, well, uh, 10 ton weight just fell on. You go back to the last thing. Speaker 1 ** 31:23 So that dark hole closet can be a good thing or a bad thing, Matt Forbeck ** 31:28 exactly. And the trick is to make the deaths the bad endings, actually just as entertaining as anything else, right? And then people go, Well, I got beat, and I gotta go back and try that again. So yeah, if they just get the good ending all the way through, they often won't go back and look at all the terrible ones. So it's fun to trick them sometimes and have them go into terrible spots. And I like to put this one page in books too that sometimes says, How did you get here? You've been cheating there. This book, this page, is actually not led to from any other part of the book. You're just flipping Speaker 1 ** 31:59 through. Cheater, cheater book, do what you Matt Forbeck ** 32:04 want, but if you want to play it the right way, go back. Speaker 1 ** 32:07 Kid, if you want to play the game. Yeah, exactly. On the other hand, some people are nosy. Matt Forbeck ** 32:15 You know, I was always a kid who would poke around and wanted to see how things were, so I'm sure I would have found that myself but absolutely related, you know, Speaker 1 ** 32:23 yeah, I had a general science teacher who brought in a test one day, and he gave it to everyone. And so he came over to me because it was, it was a printed test. He said, Well, I'm not going to give you the test, because the first thing it says is, read all the instructions, read, read the test through before you pass it, before you take it. And he said, most people won't do that. And he said, I know you would. And the last question on the test is answer, only question one. Matt Forbeck ** 32:55 That's great. Yeah, that's a good one. Yeah, Speaker 1 ** 32:57 that was cute. And he said, I know that. I that there's no way you would, would would fall for that, because you would say, Okay, let's read the instructions and then read the whole test. That's what it said. And the instruction were, just read the whole test before you start. And people won't do that. Matt Forbeck ** 33:13 No, they'll go through, take the whole thing. They get there and go, oh, did I get there? Was a, there's a game publisher. I think it was Steve Jackson Games, when they were looking for people, write for them, or design stuff for them, or submit stuff to them, would have something toward the end of the instructions that would say, put like a the letter seven, or put seven a on page one right, and that way they would know if you had read the instructions, if you hadn't bothered to Read the instructions, they wouldn't bother reading anything else. Speaker 1 ** 33:42 Yeah, which is fair, because the a little harsh, well, but, but, you know, we often don't learn enough to pay attention to details. I know that when I was taking physics in college, that was stressed so often it isn't enough to get the numbers right. If you don't get the units right as well. Then you're, you're not really paying attention to the details. And paying attention to the details is so important. Matt Forbeck ** 34:07 That's how they crash from those Mars rovers, wasn't it? They somebody messed up the units, but going back and forth between metric and, yeah, and Imperial and, well, you know, it cost somebody a lot of money at one point. Yeah. Yeah. What do you Speaker 1 ** 34:21 this is kind of the way it goes. Well, tell me, yeah. Well, they do matter, no matter what people think, sometimes they do matter. Well, tell me about the Diana Jones award. First of all, of course, the logical question for many people is, who is Diana Jones? Yeah, Diana Jones doesn't exist, right? That's There you go. She's part game somewhere? No, no, it doesn't be in a game somewhere. Matt Forbeck ** 34:43 Then now there's actually an author named Diana Wynne Jones, who's written some amazing fantasy stories, including Howell's Moving Castle, which has turned into a wonderful anime movie, but it has nothing to do with her or any other person. Because originally, the Diana Jones award came about. Because a friend of mine, James Wallace, had somehow stumbled across a trophy that fell into his hands, and it was a pub trivia trophy that used to be used between two different gaming companies in the UK, and one of those was TSR, UK, the United Kingdom department. And at one point, the company had laid off everybody in that division just say, Okay, we're closing it all down. So the guys went and burned a lot of the stuff that they had, including a copy of the Indiana Jones role playing game, and the only part of the logo that was left said Diana Jones. And for some reason, they put this in a in a fiberglass or Plexiglas pyramid, put it on a base, a wooden base, and it said the Diana Jones award trophy, right? And this was the trophy that they used they passed back and forth as a joke for their pub trivia contest. Fell into James's hands, and he decided, You know what, we're going to give this out for the most excellent thing in gaming every year. And we've now done this. This will be 25 years this summer. We do it at the Wednesday night before Gen Con, which starts on Thursday, usually at the end of July or early August. And as part of that, actually, about five years ago, we started, one of the guys suggested we should do something called the emerging designers program. So we actually became a 501, c3, so we could take donations. And now we take four designers every year, fly them in from wherever they happen to be in the world, and put them up in a hotel, give them a badge the show, introduce them to everybody, give them an honorarium so they can afford to skip work for a week and try to help launch their careers. I mean, these are people that are in the first three years of their design careers, and we try to work mostly with marginalized or et cetera, people who need a little bit more representation in the industry too. Although we can select anybody, and it's been really well received, it's been amazing. And there's a group called the bundle of holding which sells tabletop role playing game PDFs, and they've donated 10s of 1000s of dollars every year for us to be able to do this. And it's kind of funny, because I never thought I'd be end up running a nonprofit, but here I'm just the guy who writes checks to the different to the emerging designer program. Folks are much more tied into that community that I am. But one of the real reasons I wanted to do something like that or be involved with it, because if you wander around with these conventions and you notice that it starts getting very gray after a while, right? It's you're like, oh, there's no new people coming in. It's all older people. I we didn't I didn't want us to all end up as like the Grandpa, grandpa doing the HO model railroad stuff in the basement, right? This dying hobby that only people in their 60s and 70s care about. So bringing in fresh people, fresh voices, I think, is very important, and hopefully we're doing some good with that. It's been a lot of fun either way. Speaker 1 ** 37:59 Well, I have you had some success with it? Yeah, we've Matt Forbeck ** 38:02 had, well, let's see. I think we've got like 14 people. We've brought in some have already gone on to do some amazing things. I mean, it's only been a few years, so it's hard to tell if they're gonna be legends in their time, but again, having them as models for other people to look at and say, Oh, maybe I could do that. That's been a great thing. The other well, coincidentally, Dungeons and Dragons is having its best 10 year streak in its history right now, and probably is the best selling it's ever been. So coinciding with that, we've seen a lot more diversity and a lot more people showing up to these wonderful conventions and playing these kinds of games. There's also been an advent of this thing called actual play, which is the biggest one, is a group called Critical Role, which is a whole bunch of voice actors who do different cartoons and video games and such, and they play D and D with each other, and then they record the games, and they produce them on YouTube and for podcasts. And these guys are amazing. There's a couple of other ones too, like dimension 20 and glass cannon, the critical role guys actually sold out a live performance at Wembley Arena last summer. Wow. And dimension. Dimension 20 sold out Madison Square Garden. I'm like, if you'd have told me 20 years ago that you know you could sell out an entire rock stadium to have people watch you play Dungeons and Dragons, I would have laughed. I mean, there's no way it would have been possible. But now, you know, people are very much interested in this. It's kind of wild, and it's, it's fun to be a part of that. At some level, Speaker 1 ** 39:31 how does the audience get drawn in to something like that? Because they are watching it, but there must be something that draws them in. Matt Forbeck ** 39:39 Yeah, part of it is that you have some really skilled some actors are very funny, very traumatic and very skilled at improvisation, right? So the the dungeon master or Game Master will sit there and present them with an idea or whatever. They come up each with their own characters. They put them in wonderful, strong voices. They kind of inhabit the roles in a way that an actor. A really top level actor would, as opposed to just, you know, me sitting around a table with my friends. And because of that, they become compelling, right? My Marty and my his wife and I were actually at a convention in Columbus, Ohio last weekend, and this group called the McElroy family, actually, they do my brother, my brother and me, which is a hit podcast, but they also do an actual play podcast called The Adventure zone, where they just play different games. And they are so funny. These guys are just some of the best comedians you'll ever hear. And so them playing, they actually played our Marvel game for a five game session, or a five podcast session, or whatever, and it was just stunningly fun to listen to. People are really talented mess around with something that we built right it's very edifying to see people enjoying something that you worked on. Speaker 1 ** 40:51 Do you find that the audiences get drawn in and they're actually sort of playing the game along, or as well? And may disagree with what some of the choices are that people make? Matt Forbeck ** 41:02 Oh, sure. But I mean, if the choices are made from a point of the character that's been expressed, that people are following along and they they already like the character, they might go, Oh, those mean, you know that guy, there are some characters they love to hate. There are some people they're they're angry at whatever, but they always really appreciate the actors. I mean, the actors have become celebrities in their own right. They've they sell millions of dollars for the comic books and animated TV shows and all these amazing things affiliated with their actual play stuff. And it's, I think it, part of it is because, it's because it makes the games more accessible. Some people are intimidated by these games. So it's not really, you know, from a from a physical disability kind of point. It's more of a it makes it more accessible for people to be nervous, to try these things on their own, or don't really quite get how they work. They can just sit down and pop up YouTube or their podcast program and listen into people doing a really good job at it. The unfortunate problem is that the converse of that is, when you're watching somebody do that good of a job at it, it's actually hard to live up to that right. Most people who play these games are just having fun with their friends around a table. They're not performing for, you know, 10s of 1000s, if not hundreds of 1000s of people. So there's a different level of investments, really, at that point, and some people have been known to be cowed by that, by that, or daunted by that. Speaker 1 ** 42:28 You work on a lot of different things. I gather at the same time. What do you what do you think about that? How do you like working on a lot of different projects? Or do you, do you more focus on one thing, but you've got several things going on, so you'll work on something for one day, then you'll work on something else. Or how do you how do you do it all? Matt Forbeck ** 42:47 That's a good question. I would love to just focus on one thing at a time. Now, you know the trouble is, I'm a freelancer, right? I don't set my I don't always get to say what I want to work on. I haven't had to look for work for over a decade, though, which has been great. People just come to me with interesting things. The trouble is that when you're a freelancer, people come in and say, Hey, let's work on this. I'm like, Yeah, tell me when you're ready to start. And you do that with like, 10 different people, and they don't always line up in sequence properly, right? Yeah? Sometimes somebody comes up and says, I need this now. And I'm like, Yeah, but I'm in the middle of this other thing right now, so I need to not sleep for another week, and I need to try to figure out how I'm going to put this in between other things I'm working on. And I have noticed that after I finish a project, it takes me about a day or three to just jump track. So if I really need to, I can do little bits here and there, but to just fully get my brain wrapped around everything I'm doing for a very complex project, takes me a day or three to say, Okay, now I'm ready to start this next thing and really devote myself to it. Otherwise, it's more juggling right now, having had all those kids, probably has prepared me to juggle. So I'm used to having short attention span theater going on in my head at all times, because I have to jump back and forth between things. But it is. It's a challenge, and it's a skill that you develop over time where you're like, Okay, I can put this one away here and work on this one here for a little while. Like today, yeah, I knew I was going to talk to you, Michael. So I actually had lined up another podcast that a friend of mine wanted to do with me. I said, Let's do them on the same day. This way I'm not interrupting my workflow so much, right? Makes sense? You know, try to gang those all together and the other little fiddly bits I need to do for administration on a day. Then I'm like, Okay, this is not a day off. It's just a day off from that kind of work. It's a day I'm focusing on this aspect of what I do. Speaker 1 ** 44:39 But that's a actually brings up an interesting point. Do you ever take a day off or do what do you do when you're when you deciding that you don't want to do gaming for a while? Matt Forbeck ** 44:49 Yeah, I actually kind of terrible. But you know, you know, my wife will often drag me off to places and say we're going to go do this when. Yes, we have a family cabin up north in the Upper Peninsula of Michigan that we go to. Although, you know, my habit there is, I'll work. I'll start work in the morning on a laptop or iPad until my battery runs out, and then I shut it down, put on a charger, and then I go out and swim with everybody for the rest of the day. So it depends if I'm on a deadline or not, and I'm almost always on a deadline, but there are times I could take weekends off there. One of the great things of being a freelancer, though, and especially being a stay at home father, which is part of what I was doing, is that when things come up during the middle of the week, I could say, oh, sure, I can be flexible, right? The trouble is that I have to pay for that time on my weekends, a lot of the time, so I don't really get a lot of weekends off. On the other hand, I'm not I'm not committed to having to work every day of the week either, right? I need to go do doctor appointments, or we want to run off to Great America and do a theme park or whatever. I can do that anytime I want to. It's just I have to make up the time at other points during the week. Does your wife work? She does. She was a school social worker for many years, and now as a recruiter at a local technical college here called Black Hawk tech. And she's amazing, right? She's fantastic. She has always liked working. The only time she stopped working was for about a year and a half after the quads were born, I guess, two years. And that was the only time I ever took a job working with anybody else, because we needed the health insurance, so I we always got it through her. And then when she said, Well, I'm gonna stay home with the kids, which made tons of sense, I went and took a job with a video game company up in Madison, Wisconsin called Human Head Studios for about 18 months, 20 months. And then the moment she told me she was thinking about going back to work, I'm like, Oh, good, I can we can Cobra for 18 months and pay for our own health insurance, and I'm giving notice this week, and, you know, we'll work. I left on good terms that everybody. I still talk to them and whatever, but I very much like being my own boss and not worrying about what other people are going to tell me to do. I work with a lot of clients, which means I have a lot of people telling me what to do. But you know, if it turns out bad, I can walk I can walk away. If it turns out good, hopefully we get to do things together, like the the gig I've been working out with Marvel, I guess, has been going on for like, four years now, with pretty continuous work with them, and I'm enjoying every bit of it. They're great people to work with. Speaker 1 ** 47:19 Now, you were the president of Pinnacle entertainment for a little while. Tell me about that. Matt Forbeck ** 47:24 I was, that was a small gaming company I started up with a guy named Shane Hensley, who was another tabletop game designer. Our big game was something called Dead Lands, which was a Western zombie cowboy kind of thing. Oh gosh, Western horror. So. And it was pretty much a, you know, nobody was doing Western horror back in those days. So we thought, Oh, this is safe. And to give you an example of parallel development, we were six months into development, and another company, White Wolf, which had done a game called Vampire the Masquerade, announced that they were doing Werewolf the Wild West. And we're like, you gotta be kidding me, right? Fortunately, we still released our game three months before there, so everybody thought we were copying them, rather than the other way around. But the fact is, we were. We both just came up with the idea independently. Right? When you work in creative fields, often, if somebody wants to show you something, you say, I'd like to look at you have to sign a waiver first that says, If I do something like this, you can't sue me. And it's not because people are trying to rip you off. It's because they may actually be working on something similar, right already. Because we're all, you know, swimming in the same cultural pool. We're all, you know, eating the same cultural soup. We're watching or watching movies, playing games, doing whatever, reading books. And so it's not unusual that some of us will come up with similar ideas Speaker 1 ** 48:45 well, and it's not surprising that from time to time, two different people are going to come up with somewhat similar concepts. So that's not a big surprise, exactly, but Matt Forbeck ** 48:56 you don't want people getting litigious over it, like no, you don't be accused of ripping anybody off, right? You just want to be as upfront with people. With people. And I don't think I've ever actually seen somebody, at least in gaming, in tabletop games, rip somebody off like that. Just say, Oh, that's a great idea. We're stealing that it's easier to pay somebody to just say, Yes, that's a great idea. We'll buy that from you, right? As opposed to trying to do something unseemly and criminal? Speaker 1 ** 49:24 Yeah, there's, there's something to be said for having real honor in the whole process. Matt Forbeck ** 49:30 Yeah, I agree, and I think that especially if you're trying to have a long term career in any field that follows you, if you get a reputation for being somebody who plays dirty, nobody wants to play with you in the future, and I've always found it to be best to be as straightforward with people and honest, especially professionally, just to make sure that they trust you. Before my quadruplets were born, you could have set your clock by me as a freelancer, I never missed a deadline ever, and since then, I've probably it's a. Rare earth thing to make a deadline, because, you know, family stuff happens, and you know, there's just no controlling it. But whenever something does happen, I just call people up and say, hey, look, it's going to be another week or two. This is what's going on. And because I have a good reputation for completing the job and finishing quality work, they don't mind. They're like, Oh, okay, I know you're going to get this to me. You're not just trying to dodge me. So they're willing to wait a couple weeks if they need to, to get to get what they need. And I'm very grateful to them for that. And I'm the worst thing somebody can do is what do, what I call turtling down, which is when it's like, Oh no, I'm late. And then, you know, they cut off all communication. They don't talk to anybody. They just kind of try to disappear as much as they can. And we all, all adults, understand that things happen in your life. It's okay. We can cut you some slack every now and then, but if you just try to vanish, that's not even possible. Speaker 1 ** 50:54 No, there's a lot to be there's a lot to be said for trust and and it's so important, I think in most anything that we do, and I have found in so many ways, that there's nothing better than really earning someone's trust, and they earning your trust. And it's something I talk about in my books, like when live with a guide dog, live like a guide dog, which is my newest book, it talks a lot about trust, because when you're working with a guide dog, you're really building a team, and each member of the team has a specific job to do, and as the leader of the team, it's my job to also learn how to communicate with the other member of the team. But the reality is, it still comes down to ultimately, trust, because I and I do believe that dogs do love unconditionally, but they don't trust unconditionally. But the difference between dogs and people is that people that dogs are much more open to trust, for the most part, unless they've just been totally traumatized by something, but they're more open to trust. And there's a lesson to be learned there. No, I Matt Forbeck ** 52:03 absolutely agree with that. I think, I think most people in general are trustworthy, but as you say, a lot of them have trauma in their past that makes it difficult for them to open themselves up to that. So that's actually a pretty wonderful way to think about things. I like that, Speaker 1 ** 52:17 yeah, well, I think that trust is is so important. And I know when I worked in professional sales, it was all about trust. In fact, whenever I interviewed people for jobs, I always asked them what they were going to sell, and only one person ever answered me the way. I really hoped that everybody would answer when I said, So, tell me what you're going to be selling. He said, The only thing I have to really sell is myself and my word, and nothing else. It really matters. Everything else is stuff. What you have is stuff. It's me selling myself and my word, and you have to, and I would expect you to back me up. And my response was, as long as you're being trustworthy, then you're going to get my backing all the way. And he was my most successful salesperson for a lot of reasons, because he got it. Matt Forbeck ** 53:08 Yeah, that's amazing. I mean, I mean, I've worked with people sourcing different things too, for sales, and if you can rely on somebody to, especially when things go wrong, to come through for you. And to be honest with you about, you know, there's really that's a hard thing to find. If you can't depend on your sources for what you're building, then you can't depend on anything. Everything else falls apart. Speaker 1 ** 53:29 It does. You've got to start at the beginning. And if people can't earn your trust, and you earn theirs, there's a problem somewhere, and it's just not going to work. Matt Forbeck ** 53:39 Yeah, I just generally think people are decent and want to help. I mean, I can't tell you how many times I've had issues. Car breaks down the road in Wisconsin. Here, if somebody's car goes in the ditch, everybody stops and just hauls them out. It's what you do when the quads were born, my stepmother came up with a sign up sheet, a booklet that she actually had spiral bound, that people could sign up every three three hours to help come over and feed and bathe, diaper, whatever the kids and we had 30 to 35 volunteers coming in every week. Wow, to help us out with that was amazing, right? They just each pick slots, feeding slots, and come in and help us out. I had to take the 2am feeding, and my wife had to take the 5am feeding by ourselves. But the rest of the week we had lots and lots of help, and we were those kids became the surrogate grandchildren for, you know, 30 to 35 women and couples really, around the entire area, and it was fantastic. Probably couldn't have survived Speaker 1 ** 54:38 without it. And the other part about it is that all those volunteers loved it, because you all appreciated each other, and it was always all about helping and assisting. Matt Forbeck ** 54:48 No, we appreciate them greatly. But you know every most of them, like 99% of them, whatever were women, 95 women who are ready for grandchildren and didn't have them. Had grandchildren, and they weren't in the area, right? And they had that, that love they wanted to share, and they just loved the opportunity to do it. It was, I'm choking up here talking about such a great time for us in Speaker 1 ** 55:11 that way. Now I'm assuming today, nobody has to do diaper duty with the quads, right? Matt Forbeck ** 55:16 Not until they have their own kids. Just checking, just checking, thankfully, think we're that is long in our past, Speaker 1 ** 55:23 is it? Is it coming fairly soon for anybody in the future? Matt Forbeck ** 55:27 Oh, I don't know. That's really entirely up to them. We would love to have grandchildren, but you know, it all comes in its own time. They're not doing no well. I, one of my sons is married, so it's possible, right? And one of my other sons has a long term girlfriend, so that's possible, but, you know, who knows? Hopefully they're they have them when they're ready. I always say, if you have kids and you want them, that's great. If you have, if you don't have kids and you don't want them, that's great. It's when you cross the two things that, Speaker 1 ** 55:57 yeah, trouble, yeah, that's that is, that is a problem. But you really like working with yourself. You love the entre
“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
“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/
Get in touch with us!PRODUCTION NOTE - INCIDENT REPORT #DC-001Subject: Anomalous Audio Interference During Initial RecordingClassification: Empathic Incursion (Suspected)Status: RESOLVEDFellow Minion Hunters,We regret to inform you that our initial release of this episode experienced what can only be described as supernatural audio interference. During the original recording session, our carefully balanced audio levels were mysteriously altered, causing the background music to surge in volume and completely drown out the primary discussion track.Our technical analysis revealed no equipment malfunctions, no human error, and no logical explanation for the phenomenon. The audio signatures show patterns consistent with Class-3 empathic interference, specifically targeting frequencies in the vocal range while amplifying ambient sound elements.Possible explanations include:•Dark Minions attempting to suppress information about their 1991 operational plans•Residual dimensional energy from discussing proto-dimensional travel rules•The ghost of Lester W. Smith protecting his space combat mechanics from ridicule•Standard equipment failure (least likely explanation)After consulting with our empathic technical specialist and performing the appropriate protective rituals, we have successfully remastered this episode. The dark forces have been contained, the audio has been properly balanced, and you can now hear our full discussion of Game Designers' Workshop's prescient masterpiece of dystopian horror.We apologize for any inconvenience caused by these otherworldly interruptions. As any Dark Conspiracy veteran knows, the conspiracy never sleeps—and apparently, it really doesn't want you to hear us making fun of the space travel rules.Stay vigilant. Trust no one. Check your audio levels.Contact us at:EMAIL: roll.to.save.pod@gmail.comFACEBOOK: https://www.facebook.com/rolltosavepodWEBSITE: https://rolltosave.blogHOSTS: Iain Wilson, Steve McGarrity, Jason DowneyBACKGROUND MUSIC: David Renada (Find him at: davidrendamusic@gmail.com or on his web page).TITLE, BREAK & CLOSEOUT MUSIC: Xylo-Ziko (Find them on their web page).
At Gen Con this year, we kicked off Ascension's 15-year anniversary celebration. I had the chance to meet so many fans who have been part of this community for over a decade; the experience was both humbling and rewarding.We just launched the Gamefound Campaign for the Ascension 15th Anniversary Collector's Edition and I've been reflecting on the incredible journey that brought us here. What began as a casual prototype I created to play with friends between rounds of Magic tournaments has grown into a game that connects millions of players around the world.Here are the five most important lessons I've learned, each has transformed Ascension from a prototype to a global phenomenon.Lesson 1: Prototype and Iterate FastWhen I first started working on Ascension, I never expected it to become the success it is today. It was 2009, and I had just quit my job to start my own game company. The funny thing about starting a company is that until you're making money and collaborating with others, the difference between “CEO/Game Designer” and “guy sitting on his couch” is mostly a matter of attitude.At the time, I had spent over a hundred hours playing the deckbuilding game Dominion. This game pioneered the genre, offering the fun of deckbuilding without the hassle of collecting cards. As a Magic: The Gathering Pro, I loved that it delivered the joy of constructing a deck without buying packs or managing a collection. Eventually, however, the game became predictable. Because each setup of available cards was fixed from the start, I rarely needed to change my strategy. I also found that the game took too long to set up, impacting the ratio of fun to busy work in a way I thought could be improved.The secret to creating Ascension was simple: remove the things from Dominion that get in the way of fun.My first prototype was literally just a shuffled pile of Dominion cards, which instantly cut 20 minutes off setup time. Mind you, this prototype wasn't good, but it gave me a quick sense of how the gameplay might feel, and I could see a spark of something great there. My next prototype was nothing more than sharpie scribbles on blank cards. Since my prototypes were quick and ugly, I had no problem throwing them out and making rapid changes. That freedom allowed Ascension to go from idea to store shelves in under 18 months.The lesson: Your first prototype should be so ugly you're embarrassed to show it to anyone. That embarrassment is freedom—freedom to fail fast, change everything, and find the fun without falling in love with your first ideas.Lesson 2: When in Doubt, Cut it outMost new designers try to solve problems by adding things to their games. The correct answer is almost always to cut instead.Ascension started by cutting Dominion's purchase and play restrictions. This streamlined the game and gave players more choices each turn, but also required me to add a second resource [power] to keep tension high. This change was just the start, the biggest cut came much later in development.Ascension's signature innovation was the ever changing center row, which dramatically increased the variety in each game. At the same time, this mechanic also created the risk of a stalled board state, meaning that if players weren't able to buy anything from the center, nothing would change and the game would drag on. My original solution was a “conveyor belt” mechanic, where, at the end of each turn, the rightmost card was banished and everything slid down. This guaranteed movement and created tension as cards neared the edge.The problem was that players kept forgetting to slide the cards down. Every. Single. Game.I tried everything: special cards that interacted with the conveyor belt, giant reminder text on the board, entire mechanics to make sliding feel essential. Nothing worked. Then one playtester asked the question that should have been obvious but I was blind to: "What if we just cut that rule?"We shuffled up, played without it, and never looked back. The game was cleaner, faster, and more fun. Did the board stall occasionally? Yes, but we could mitigate that by subtly adjusting card costs and adding banish effects players could buy when needed. In this case, the conveyor belt cure was far worse than the occasional stalled board disease.The lesson: Every mechanic costs mental energy. When facing a design challenge, always ask first: "What can I eliminate to solve this problem?" Remember, "dead now" doesn't mean "dead forever." Cut mechanics make great expansion content later.Lesson 3: Perfect Your Pitch Through RepetitionEvery game needs a killer hook, and the only way to find it is through repetition. Brutal, exhausting repetition.I learned this the hard way at my first Gen Con booth, where we sold the first copies of Ascension 15 years ago. Over the course of the show, you pitch the game a hundred times. You refine, adjust, and figure out what works. By the end, I could pitch and demo Ascension in my sleep. I knew exactly how to get someone hooked, and the moment I no longer needed to be there (for Ascension, it's usually turn three, when players start seeing the new cards they purchased and get excited about improving their decks).Whenever possible, use things your audience already knows as a reference, combine two familiar concepts, or give a twist to something they've seen before. You need to get information about your target audience and customize the pitch to them. Once they're hooked, you can guide them into a demo and, hopefully, into buying the game and sharing it with friends.In 2010, if I knew my audience played Magic, my go-to pitch was:“Imagine all the fun of drafting card packs in Magic, all with just one lifetime purchase.”If they were familiar with Dominion, an effective pitch was:“Ascension is like Dominion, but with a fun fantasy theme and you can play an entire game in the time it takes to set up a game of Dominion.”If they weren't familiar with either game category, I would usually start with a more theme forward pitch:“Ascension is a 30 minute card game where you recruit mighty heroes and weapons to defeat monsters and earn honor.”At first, pitching this way feels awkward. You have to train yourself to read the audience, adapt, and take feedback from their reactions. The best games also make it easy for players to teach friends, and those people become your best marketers. The more you practice pitching and running live demos, the more it will shape your design choices, helping you create games that are not only fun to play, but also fun to learn and teach.The lesson: Practice pitching your game early and often. Alex Yeager's 2-2-2 demo framework is a fantastic tool for game designers (you can hear more about it on my podcast with Alex here). Whether you need a two-sentence pitch, a two-minute overview, or a two-player demo, tailoring the level of detail to your audience is key. This approach prevents overwhelming your audience with too much information at once while still providing a clear and concise introduction to your game.Lesson 4: Know Your Core Tension and Protect ItEvery great game revolves around one central tension that hooks players.* In Uno, you're trying to empty your hand without unlocking your opponents' cards.* In chess, you protect your king while threatening your opponent's king.* In poker, you want to win the pot but must risk chips without knowing what others hold.* In Magic: The Gathering, the one-land-per-turn restriction forces agonizing tradeoffs about which spells to cast.For Ascension, the core tension is this: adapting to an ever-changing market while your opponents threaten to snatch the exact cards you need.The game sings when there are multiple exciting cards supporting your strategy, but your opponent might grab them first. Every choice matters because the board state is temporary. Purchasing a Mechana construct early makes each successive mechana construct better, but if your opponent cuts you off from the cards you need then your strategy could fall apart.Understanding this core tension has guided 15 years of expansions. Every new mechanic is built to enhance this central dynamic, but never replace it. Our newest expansion, Ascension Legends, turns faction choice into a higher-stakes decision than ever with the Legendary Track system. As you climb each faction's track, you unlock powerful bonuses. Suddenly, that “meh” Lifebound hero becomes essential because it pushes you toward a game-breaking legendary power. Multi-faction cards become contested treasures. The tension ratchets up, but the heart of Ascension remains intact.In the 15th anniversary campaign, I've designed an entirely new card type that impacts every game called Chronicles. Chronicle cards were an interesting challenge to design, because I wanted to make something that honored Ascension's history, impacts every game, and could work with whatever expansion(s) you chose to play it with. But I've always believed constraints breed creativity and these constraints were no exception. There are 17 Chronicle cards available in this campaign. At the start of the game, you can select any two of them and set them beside the center row. Each one adds a new game rule or unique cards to the game. Each of these 17 cards was designed to highlight one of our previous expansions and compress its impact on the core tension into a single effect. Because they are promos and players can opt in to which ones they want to play with, I also felt more free to make more powerful abilities that I would never put into a normal set. For example, one card representing Darkness Unleashed, where we first introduced transforming cards, adds the rule: “At the start of the game, each player removes one Apprentice and one Militia from their Starting Deck and Transforms them into one Mystic and one Heavy Infantry.” These cards are a great way to radically shake up the game and have some fun reevaluating old cards and strategies in the light of new mechanics. You can learn more about the new card type in our update here.The lesson: Identify your game's core tension in one or two sentences. Write it down. Frame it. Before adding any new mechanic, ask: "Does this enhance or dilute our core?" As your game inevitably grows more complex, staying true to its core ensures it evolves in the right direction.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.Lesson 5: Create Space for Community and ConnectionAt GenCon, a father approached me with his 11-year-old daughter in tow."I just wanted to thank you," he said. "Ascension has become our special thing. We play together almost every night, and it's given us this amazing way to connect."His daughter beamed and jumped into the conversation, eager to tell me about her favorite faction (lifebound) and the strategies she'd discovered.What struck me wasn't just their enthusiasm—it was the math. She wasn't even born when Ascension first released in 2010. Yet here she was, fifteen years later, experiencing the same joy of discovery that's captivated players from day one. That's when I realized we hadn't just created a game—we'd built something that bridges generations.From the beginning, Ascension was deliberately designed to feel less confrontational than other strategy games. You're not attacking other players—you're all racing toward your own goals while your opponent does the same. Only the shared center row and occasional monster effect encourage direct competition.This makes Ascension approachable to partners, friends, and family members who might be intimidated by more aggressive games. I've heard from hundreds of players who say Ascension was their entry point into tabletop gaming. Even the partner of a hardcore gamer can enjoy Ascension because even when you lose, you still get to build something cool and feel progression throughout the game.This design philosophy has created a community where parents can genuinely enjoy playing with their children, where couples can bond over evening games, and where someone whose only card game experience is Uno can sit down and have fun within minutes. The rules are simple enough to teach quickly, but the strategy is deep enough to reward returning players.The secret to lasting community is making everyone feel welcome at the table. Even competitive card games like Magic have benefited enormously from more social formats like Commander which allow new players to enjoy the experience without as much direct conflict. Even for SolForge Fusion, the game I co-created with Richard Garfield as a very competitive game, we created a campaign mode and storyline tournaments that make players allies against a common cause, helping them root for each other and take on challenges that are less directly antagonistic with other players.The lesson: Your game's community will outlive any individual player if you design it to include rather than exclude, to welcome rather than intimidate, and to create shared positive experiences rather than zero-sum conflicts. Think about how your design allows players of different skill levels to enjoy the journey together. The best victories are the ones you can celebrate with the person across the table, not at their expense.Fifteen years ago, I was just a guy on a couch with a dream and a Sharpie. Today, Ascension connects hundreds of thousands of players across the world—parents and children, partners and friends, veterans and newcomers. As we launch our 15th anniversary campaign on Gamefound, featuring exclusive anniversary editions and the brand-new designs, I'm not just grateful for the game we've built. I'm grateful for the community you've helped us create.I am beyond grateful for the community that has supported the last 15 years, and I can't wait to continue to grow together over the next 15!Join our 15th anniversary celebration at Gamefound and get exclusive anniversary rewards available nowhere else.— Justin Gary 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
Wishlist Akiiwan: Survival on Steam here.Boss Rush Network Spotlight Series Interview:Stephanie Klimov sits down with Jeremy Nelson, Founder and Lead Game Designer at Little Buffalo Studios, to discuss the studio's new game, Akiiwan: Survival, which Boss Rush demoed at PAX East 2025. Akiiwan: Survival is a cozy survival adventure where your campfire doubles as your guide, sharing 10,000 years of survival know-how. At night, the stars show you how to craft what you need. You'll harvest, hunt, and gather supplies to get ready for winter, all while exploring a strange new land—with your trusty talking fire keeping you company.This and more in this Spotlight Interview!Follow our Guest:Follow Little Buffalo Studios on X/Twitter and visit their website to learn more.Follow our Host:Stephanie Klimov, VP of Media and Independent Developer Relations at Boss Rush NetworkJoin the Boss Rush Community: Join the Boss Rush Network Community DiscordFollow Boss Rush Network: Follow Boss Rush Network on X/Twitter, Bluesky, Facebook, LinkedIn, Threads, and InstagramSupport Boss Rush Network:Support Boss Rush on Patreon and buy merch on our Store. Subscribe to Boss Rush on YouTube and visit our website at BossRush.net for more great content.Thank you for your Support!Thank you for watching or listening to The Boss Rush Podcast. If you're watching this episode on YouTube, hit the Subscribe button, Like the video, and hit the notification bell so you don't miss an episode! If you're listening on Apple Podcasts or Spotify, consider leaving us a rating and a review as it helps with discoverability and growth. Support Boss Rush on Patreon for exclusive content, early access and audio versions of shows, become a Patreon Producer, and more. Visit our website for all of our content including reviews, news, daily Boss Rush Banter discussion topics, listicles, features, and more. However you support us, it means so much to us. Thank you for your continued support of the Boss Rush Podcast and the Boss Rush Network.
Welche 'Regeln' helfen Designern, ein tolles Spielerlebnis zu gestalten? - Neben allgemeinen Spieldesign-'Weisheiten' haben erfahrene Game Designer:innen eigene, oft sehr spezifische Prinzipien entwickelt, die nicht im Lehrbuch stehen.Der Spieleentwickler Richard Rouse III (Studio Creative Director bei FarBridge) führt daher seit 2015 auf der alljährlichen Game Developers Conference die Vortragsreihe "Rules of the Game" durch. Hierbei teilen fünf Designer:innen in zehnminütigen Impulsvorträgen jeweils ein persönliches Prinzip, das ihnen bei der Entwicklung von Spielen geholfen hat. Ziel der Reihe ist, sich von den nunmehr 44 Prinzipien inspirieren zu lassen und einfach mal selbst auszuprobieren - und dabei den Glauben an das eigene Design hochzuhalten.Philip und Ben geben einen Überblick, besprechen sowohl die Impulse von 2025 als auch ausgewählte Impulse der vergangenen Jahre und stellen fest, dass manche Prinzipien nicht nur auf das Gamification Design, sondern auch auf Design allgemein anwendbar scheinen.=== Weiterführende Links ===Annotierte Folien: www.paranoidproductions.com/writings.html#GROUPTALKSGame UX Summit 2025: gamaste.net/game-ux-summit-2025/Diverse Links zum Podcast: linktr.ee/spielsinn
Is this hobby the one remaining place we can still escape from digital technology and leave the phones, tablets, etc at the door? Or, are there benefits to be had by implementing certain tech to run "hybrid" style gaming experiences? That's just one of the topics we touch on in this episode of the Tabletop Miniature Hobby Podcast.This time around, we're joined by Robey Jenkins of Precinct Omega. Robey is the creator of the Horizon Wars games series, as well as the Precinct Omega News & Game Design Podcast. You can find his games (as well as a whole trove of others) on Wargame Vault.We talk about storytelling, and worldbuilding in miniature agnostic games, referencing some of our own favourites like Open Combat, Song of Blades & Heroes, and Rogue Planet. Does providing a universe or setting limit players, or does it help them to build their forces and play out more meaningful encounters?We couldn't have a chat with Robey without dipping into game mechanics. What are some of the most innovative ones he's come across? What are the mechanics he's most proud of creating himself? Are there only so many different variations of miniature wargame rules out there? And while we're at it, what makes a hobbyist gamer want to start writing their own rules in the first place anyway?Robey also offers his thoughts on how he'd go about adapting a popular miniature game into a solo or co-op ruleset, and whether or not you could make a "tiny" game with only two minis.No conversation on this podcast would be complete without touching on Games Workshop, either. Does GW have more or less of an influence and hold over this industry than it did, say, 25 years ago?
No nosso vigésimo quarto episódio, conversamos com Leo Sandim, Game Designer com mais de uma década de experiência e passagem por estúdios como Aquiris (Epic Games) e Hermit Crab. Doutor em Ciência e Tecnologia e com um mestrado em design de jogos nos EUA, Leo é um especialista em sistemas, economia e balanceamento de games, além de ser um pesquisador apaixonado por cultura lúdica e o impacto dos jogos na sociedade.
Es begann mit Gipslandschaften und Knetfiguren. Heute entwickelt Game Designer Philipp Busch aus der Nähe von Kaiserslautern Computerspiele, die mehr können als nur unterhalten. Ob am römischen Limes oder in einem NGO-Projekt in Kairo: Seine „Serious Games“ erzählen Geschichten, die Perspektivwechsel fördern und Menschen über Themen, die sonst oft tabu bleiben, ins Gespräch bringen.
The twelfth episode of Table Talk! A place where Dan interviews other creators in the space about their shows/tables. This episode's interview is with Enzo a player, GM, Game Designer, and After School Instructor, and discusses the BREAK!! and 10 Candles systems as well as the importance of play and advice for GMs.Check out Enzo's Gm/After School Work:https://www.worldsofenzo.com/Listen to Enzo's shows:Darkest Days: https://podcasts.apple.com/us/podcast/darkest-days-podcast/id174067354430 Candles: https://open.spotify.com/episode/2I7QCBTsF3IfC66UHWsm3aFollow Enzo on Instagram:https://www.instagram.com/enzowhatthehell?igsh=b3RzZnh4M2s0aGQx&utm_source=qrOriginal Theme Song/Outro by Jeremy Villucci. Follow him on Instagram: https://www.instagram.com/JeremyVillucci_WreckOfTime/Nominate us for the 2025 CRIT Awards! Vote Here: https://forms.gle/edQebZun5J6TJR1B6 Our Suggested Submissions: https://docs.google.com/document/d/1iUXTa0nwcpSLQ6OvjiCJ9Lr_rpKEy7bIhB4c9gON34o/edit?usp=sharing
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
On this episode of Good Job New Mexico, Stacy and John sit down with Game Animator and Designer Quinn Steagall to explore the distinct worlds of AAA and indie game development. Quinn reflects on their career in high-budget movie environments, AAA game studios and finally their move into the indie gaming scene. They emphasize how the entire team's collective vision shapes projects in both arenas—shedding light on differences in creative direction, production scope, collaboration, and storytelling across AAA studios and indie teams. For details on Dark Machine Games game visit: https://store.steampowered.com/app/3195790/White_Knuckle/ For program funding visit https://www.dws.state.nm.us/funding AAA game development, indie game development, Quinn Steagll, game animator interview, game designer podcast, indie vs AAA game dev, game industry careers, creative direction in games, game production pipeline, storytelling in video games
On this week's Barrel-Aged Classic, Richard Kelly joins Andy to discuss what it takes to write and kick start your own tabletop RPG, different styles of running games, and how to explain "What the heck is role-playing games anyway" Intro Music is "String Anticipation" by Cory Gray.
Das Arbeitsleben von Stefan Sewenig war bisher bemerkenswert bunt und kurvenreich: als Teenager (!) wurde er dank eines glücklichen Zufalls zum QA-Tester von Empire Earth, als junger Erwachsener arbeitete er neben dem Studium als Praktikant an Sacred. Mit dem Jahren folgten immer verantwortungsvollere Positionen: Als Game Designer wirkte er bei Projekten wie Anstoß 2007, Anno 1701, Anno 2070 und Anno 1404 mit, bevor er die Welt der Monetarisierung kennenlernte / kennenlernen musste und schließlich als Lead Designer am niemals erschienenen Die Siedler 8 ins Herzen der Spielebranche zurückkehrte. Heute, viele Jahre nach diesem vorerst letzten Kapitel in der Spielewelt, sieht die Arbeitswelt von Stefan Sewenig ganz anders aus: Er unterrichtet als Studienrat Deutsch und Geschichte in der Oberstufe, engagiert sich aber auch an seiner Schule für den Einsatz von digitalen Spielen im Unterricht. Viele Stationen, viele Fragen: Wie kam es zum Sprung aus der Spielebranche an die Schule? Wie blickt er auf seine Arbeit als Entwickler in einer wilden Phase der Spielewelt zurück? Und wird er jemals wieder die Mütze des Game Designers aufsetzen und seine vielen Erfahrungen in ein Projekt einbringen wollen? All das und mehr erzählt er im Gespräch bei OK COOL und Gastgeber Dom Schott.
Today, Zach and Dwight Moore talk to the game designer of Genius Game, Alex McMillian.
Tech Feature: Careers beyond coding Relebogile Mabotja speaks to Thabo Tsolo the CEO and Game Designer at SpaceSalad Studios about careers beyond coding. 702 Afternoons with Relebogile Mabotja is broadcast live on Johannesburg based talk radio station 702 every weekday afternoon. Relebogile brings a lighter touch to some of the issues of the day as well as a mix of lifestyle topics and a peak into the worlds of entertainment and leisure. Thank you for listening to a 702 Afternoons with Relebogile Mabotja podcast. Listen live on Primedia+ weekdays from 13:00 to 15:00 (SA Time) to Afternoons with Relebogile Mabotja broadcast on 702 https://buff.ly/gk3y0Kj For more from the show go to https://buff.ly/2qKsEfu or find all the catch-up podcasts here https://buff.ly/DTykncj Subscribe to the 702 Daily and Weekly Newsletters https://buff.ly/v5mfetc Follow us on social media: 702 on Facebook https://www.facebook.com/TalkRadio702 702 on TikTok: https://www.tiktok.com/@talkradio702 702 on Instagram: https://www.instagram.com/talkradio702/ 702 on X: https://x.com/Radio702 702 on YouTube: https://www.youtube.com/@radio702See omnystudio.com/listener for privacy information.
Matías is part of a successful Kickstarter campaign, and I've written myself into a seven-year long term of service with the residents of Minnesota. We get into the financial weeds a little bit, discussing a few different ways to get funding for small projects. More Twin Portals video content (including this episode) will be up on YouTube very shortly! --- "Twin Portals" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. --- The title song, "Avernum," used with permission, and thanks to Leeland Campana of Star Wolf. --- Join the SWOJ crew on Discord here! --- Scott Hebert is a fiscal year 2025 recipient of a Creative Individuals grant from the Minnesota State Arts Board. This activity is made possible by the voters of Minnesota through a grant from the Minnesota State Arts Board, thanks to a legislative appropriation by the Minnesota State Legislature; and by a grant from the National Endowment for the Arts. --- Content Inquiries: twinportalsgame@gmail.com Business Inquiries: scootalongproductions@gmail.com From Scott: D&D and Politics with Brennan Lee Mulligan - The 90 minute conversation we reference at the start. Arrowhead Regional Arts Council | Artist and Arts Organization Grants - The arts council serving northeast Minnesota. Minnesota State Arts Board - The arts board serving all of Minnesota. Springboard For The Arts - A Minnesota non-profit dedicated to improving the lives of artists. ExcaliburCon 2025 - August 16th-17th --- From Matías: here it is, in the form of a large-ish text dump: Resources for people interested in crowdfunding: Kicktraq - https://kicktraq.com/ - Look up every crowdfunding campaign ever and its stats/progress: The Crowdfunding Nerds podcast: https://crowdfundingnerds.com/episodes/ The Game Design Roundtable podcast: https://thegamedesignroundtable.com/ The Think Like a Game Designer podcast: https://www.thinklikeagamedesigner.com/podcast Reddit! Some subreddits in particular: r/DestroyMyGame r/gameassets r/gamedev r/INAT r/IndieDev Many social media groups, small and large, across all of the platform, dedicated to networking and sharing your work. Free and inexpensive/useful tools: Canva, GIMP, Free Stock/Creative Commons image websites, DaVinci Resolve, OBS, Tabletop Simulator Outsourcing for small tasks: Fiverr, Upwork, r/INAT Free assets and resource packs for creators: Lots of them on itch.io. OpenGameArt.org. DMs Guild. The Custom Commands discord bot, for supplementing a community server - easy and flexible scripting. Essentially, identify where your target backers might hang out, and announce your project in any acceptable forum where those people would hang out. Leading up to and during a crowdfunding campaign, look for other upcoming/active campaigns with a similar vibe or audience, and contact their people directly to see if they're interested in cross-promotion. We met many friendly fellow developers this way. Build up an email mailing list as soon as possible, along with your community server.
Dyer Rose (@BasiliskOnline on most online places) is a professional GM, Map Maker, and Game Designer! I first started noticing his work when we were having similar ideas for games, and then I started following him for the great work he does. He has found his space as a professional GM and talks about his weird experiences with that, and more, on the show!Check out Dyer's Links below!Map Patreon: https://www.patreon.com/c/BasiliskOnlinePro GMing: https://startplaying.games/gm/basiliskonlineItch: https://basiliskonline.itch.io/Bluesky: https://bsky.app/profile/basiliskonline.bsky.socialThank you for listening to Weird Games & Weirder People!Please subscribe to the show to keep up with new episodes!SUPPORT THE SHOW!If you would like to support the show, leave a review and/or join the Weirdos' Cool Club! It will help keep the podcast going! It will help me pay collaborators! It will help me do this work more often and better! I will really help! https://buttondown.com/old_skull/archive/join-the-weirdos-cool-club/You can also support me buy buying one of my games!Kosmosaursgot released in print, and it is my RPG inspired by Saturday morning cartoons about Space Dinosaur Rangers defending the galaxy from evildoers! Get your copy right here: https://www.exaltedfuneral.com/products/kosmosaurs-pdfGet other games of mine on Exalted Funeral: https://www.exaltedfuneral.com/search?q=Diogo+nogueiraOr buy anything at DriveThruRPG using this link: https://www.drivethrurpg.com/?affiliate_id=338514Or buy something from my itch store: https://diogo-old-skull.itch.ioSUBSCRIBE TO WEIRD TALES FROM THE OLD SKULL!The place where I share ideas, discoveries, weirdness, and the things I am developing, like new TTRPG books, zines, illustrations and a lot more. Lets get weird!Check out our latest post: https://buttondown.com/old_skull
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
Join Jedi News' James Burns with Steve Galloway and Mark Alders as they share all the Star Wars news from UK Games Expo including interviews with Atomic Mass Games' Ross Thompson, Director of Marketing, and Will Shick, Vice President of Product Development and Game Designer. Mark then shares his thoughts on the recent AndMore convention in the UK, that saw over a dozen creatives behind the series share their experiences and behind-the-scenes secrets from the critically acclaimed Disney+ show. Email us at podcast@jedinews.com with your comments, views and opinions to be a part of the show. Recorded on June 11th, 2025, and put out later than expected due to James contracting Covid… again! Show Notes: - Stream Andor on Disney+ now.
Send us a textMeet Caleb Zane Hewitt, the creative force behind Triangle Agency, a groundbreaking tabletop role-playing game that's redefining how we think about narrative control and power dynamics at the gaming table. In this wide-ranging conversation, Caleb shares how his unexpected journey from theater kid to professional game master to acclaimed game designer has shaped his unique creative perspective.Caleb Zane Huett is a game designer and author of several books including TRIANGLE AGENCY, TOP ELF, BUSTER, and the IRONSWORD ACADEMY series. He is also the creative director for Haunted Table, publisher of Triangle Agency and other tabletop role-playing games.
Bennett Foddy is a game designer, moral philosopher, and musician best known for creating challenging games that explore frustration, perseverance, and the nature of play. Originally from Australia, he played bass for the electronic group Cut Copy, then in 2008 came to global recognition with QWOP, a slapstick track-and-field simulation that became an internet sensation. He followed that success with the equally maddening Getting Over It with Bennett Foddy, which sparked viral streaming moments and intense discussions about game difficulty, patience, and our relationship with failure. He taught game design at NYU , and now works full-time as a designer, preparing for the release of an indie open world game, Baby Steps.Become a My Perfect Console supporter and receive a range of benefits at www.patreon.com/myperfectconsole Hosted on Acast. See acast.com/privacy for more information.
Laura Dean-Griego is a former Blizzard quest designer who, after becoming a victim of the rampant layoffs that have become so commonplace in the video games industry, has turned her sights to YouTube. She shares behind-the-scenes insights on the reality of AAA game development, a firsthand account of life at Blizzard post-lawsuit, and how getting laid off led her to build a new life online.https://www.youtube.com/@UCPtsL262Ue29rT7XUQnTOOA https://x.com/vasookiCatch new episodes of the CayVin Universe every week on YouTube and all audio apps! |The Squanchy Show & Bonus contenthttps://www.patreon.com/cayvin |Merch (CayVin.com)https://cayvinuniverse.square.site/
Tomm Hulett is a game designer and director who has spent his career championing bold, narrative-driven experiences. While at Konami, he worked on multiple Silent Hill titles, including Book of Memories, a critically acclaimed reimagining of the franchise. On the internet, however, his name became linked with the struggles of later Silent Hill games. This made him the target of intense online harassment—even though many of the series' creative decisions were out of his hands. Since he left Konami, more than a decade ago, he has worked on beloved cult titles like Contra: Operation Galuga and Bloodstained: Ritual of the Night. Today he continues to push storytelling in games in new and unexpected directions as a direct at the California-based studio WayForward Technologies. Mythri GBC SoundtrackMythri GBC Demo RomBecome a My Perfect Console supporter and receive a range of benefits at www.patreon.com/myperfectconsole Be attitude for gains. https://plus.acast.com/s/my-perfect-console. Hosted on Acast. See acast.com/privacy for more information.
James Wootton of Moth Quantum is our podcast guest
Ever wonder why some gacha systems print money, while others crash in weeks?In this special solo deep-dive, Jakub from 2.5 Gamers breaks down everything you need to know about gacha system design, from token economies to deck-building, duplicate handling, meta shifts, and the subtle art of collection drivers.If you're building a game with gacha mechanics — or just want to understand why Genshin, AFK Arena, and Clash Royale all work so differently — this episode is essential viewing.What You'll Learn:The 3 core gacha models: Solid Token, Shard, and Merge GachaWhy deck size and collection drivers are make-or-breakThe truth behind duplicate value, token pacing, and gacha depthHow games like Monster Strike, Puzzle & Dragons, and Survivor.io manage their meta and scale contentThe trade-offs between luck, grind, and progression frictionWhy Asia and the West design gacha systems so differentlyThis is a GDC-level masterclass packed into one podcast.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---------------------------------------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 Introduction to Gacha Systems02:21 Understanding Gacha and Loot Boxes04:10 Core Components of Gacha Systems15:17 Exploring Solid Token Gacha27:39 Understanding Shard Token Gacha40:53 Exploring Merge Token Gacha48:21 Future of Gacha Systems---------------------------------------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
The discourse in this episode embarks upon an incisive examination of the recent box office performance of "Sinners," a film that has garnered significant acclaim and is projected to elicit notable accolades. We delve into the contributions of Kaleb Parham and KaPa ENT, reflecting on their innovative approaches within the realm of mobile gaming, particularly with the launch of "Panic Gem Odyssey." Furthermore, we navigate the intricate narrative developments within the first three episodes of "Andor" Season 2, scrutinizing its thematic depth and character arcs. Additionally, we explore the implications of Ryan Coogler's monumental deal, positing its potential to reshape the landscape of cinematic storytelling. Join us as we offer a comprehensive breakdown of "Sinners," elucidating its cultural significance and broader impact within the entertainment industry.New Episode Alert!We're going full GOD MODE this week with special guest Kaleb Parham @kalebpdev , Game Designer and CEO of KaPa ENT! He's joining us to break down what it really takes to build epic experiences for mobile and console gaming, from indie grind to industry impact.What makes a great game?• Immersive storytelling• Fluid mechanics• Balanced gameplay• Replay value• AND—respecting the player's timeKaleb shares how KaPa ENT is leveling up the game world with innovation, representation, and passion for the culture.PLUS the latest in nerdy and entertainment news:• First look at Alien: Earth teaser has fans buzzing with terror!• Sinners holds strong at the box office in its second weekend!• Andor Season 2 drops episodes 1-3 all at once — the rebellion grows stronger!• Star Wars: Revenge of the Sith returns to theaters for a limited epic re-release!Catch us LIVE and in full Blerd Mode!Don't miss this one — it's a side quest you WANT to take.#BlerdsAssemble #BlerdsEyeview #KalebParham #KaPaENT #GameDevLife #MobileGaming #ConsoleGaming #BlackGameDevelopers #IndieGamesMatter #NerdCulture #GamerTalk #AlienEarth #SinnersMovie #AndorSeason2 #StarWars #RevengeOfTheSith #GeekNews #LevelUpWithBlerds #PressStartWithKaPa #seiTwitch: / blerdseyeview1 Youtube: / @blerdseyeview>> The podcast episode delves into a multitude of engaging topics, predominantly focusing on the impressive box office performance of "Sinners" during its second week, highlighting the trajectory of the film as it continues to garner acclaim. The discussion encompasses insights from industry insiders, such as Kaleb Parham of KaPa ENT, who provides a unique perspective on the burgeoning mobile gaming sector, particularly in relation to emerging titles and their market presence. Moreover, the hosts examine the recent episodes of "Andor" Season 2, exploring the narrative developments and character arcs that unfold throughout the series. The conversation shifts to the broader implications of the Indie Primetime Initiative, emphasizing the importance of independent content creation and its impact on the entertainment industry. Additionally, the episode features a detailed breakdown of the film "Sinners," contemplating the accolades it might receive, while also reflecting on Ryan Coogler's monumental deal, which underscores the evolving landscape of film production and distribution. The hosts adeptly weave these themes together, creating a rich tapestry of commentary that resonates with both casual listeners and avid fans alike, reaffirming the podcast's commitment to celebrating diverse and inclusive storytelling in contemporary media. >> The discourse in this episode is vibrant and multifaceted, as it navigates through the recent triumphs of "Sinners" at the box office, particularly in its second week, which sets the stage for a discussion on the potential for future accolades. The
Visit our Substack for bonus content and more: https://designbetterpodcast.com/p/jordan-mechner 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. Book & links mentioned Journals: Steven Soderbergh, Michael Palin, Brian Eno Hobonichi Techo John August The World of Yesterday, Stefan Zweig Bio Jordan Mechner is an American author, game designer, comic book artist, and screenwriter, best known for creating the iconic video game Prince of Persia in 1989. He relaunched the series with Ubisoft in 2003 and wrote the original screenplay for the film adaptation produced by Disney in 2010, Prince of Persia: The Sands of Time. This work is considered a timeless classic and has spawned a global transmedia franchise, with over 20 million games sold to date. Since 2017, Jordan has been living in France, where he made his debut as a full author with his autobiographical graphic novel Replay. Among the albums he has written are Monte-Cristo (with Mario Alberti), Liberté! (with Étienne Le Roux and Loïc Chevallier), and Templiers (with LeUyen Pham and Alex Puvilland), which appeared on the New York Times bestsellers list. His latest works were first published in French, with English editions following in 2024. Jordan's video games, such as Karateka (1984) and The Last Express (1997), are recognized for their cinematic storytelling and innovative use of rotoscoping. In 2017, he received the Pioneer Award from the International Game Developers Association. Jordan also wrote and directed Chavez Ravine: A Los Angeles Story, an award-winning documentary broadcast on PBS. He has published his development journals, The Making of Karateka and The Making of Prince of Persia, as well as an adaptation of the Persian tales Samak the Ayyar. A passionate artist, he keeps a sketchbook journal, regularly sharing his thoughts and drawings, a testament to his love for art and storytelling. *** Premium Episodes on Design Better This is a premium episode on Design Better. We release two premium episodes per month, along with two free episodes for everyone. Premium subscribers also get access to the documentary Design Disruptors and our growing library of books, as well as 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. Upgrade to paid ***
John "Tuff" Labella and his co-host, Lead Designer of Draconis 8 Carl "CVO" Van Ostrand take another stab at a WWYD, pose some fun questions to the community and then get into the nitty gritty of what it is to be a Game Designer. If that wasn't enough we go on a flurry of tangents so buckle up for this 3 hour extended edition-like episode where Tuff finally remembers we had a Shard Giveaway! WWYD: 4:08Questions to the Discord: 19:04Chat about the Campaign: 50:17Game Designer chat with Carl: 1:00:30Draconis Roadmap Update: 2:41:12Tournament Update: 3:00:38Shard Giveaway!: 3:06:45Taps & Scraps: 3:07:20 Hero Realms is a fantasy-themed expandable deckbuilding game from Wise Wizard Games.Hosts: John "Tuff" Labella, Car Van Ostrand,Producer: John LabellaTuff's Draconis 8 Deckbuilding Guide: https://www.realmsrising.com/draconis-8/tuffs-draconis-deck-construction-selection-guide/Hero Helper: https://hero-helper.com/Realms Rising: https://www.realmsrising.comPatreon: https://patreon.com/sparksandrecAnvroser's Twitch Channel: https://www.twitch.tv/anvroserRealms Rising Discord: https://discord.gg/8pTxKqzFDcSupport Sparks & Rec: https://hero-helper.com/support-usSparks & Recreation Website: https://www.realmsrising.com/sparks-and-recreation/Thank you so much to all of our amazing Patrons and community members!Specific songs used in this episode were:Intro/Outro Music: "Uplifting Orchestra Pack" by GoodBunny. (Under the Music Standard License)Licensed under Creative Commons BY Attribution 4.0 License Hosted on Acast. See acast.com/privacy for more information.
Welcome to another episode of Reckless A-Talk, our TTRPG interview show where we sit down with some of our favorite writers, players, GMs, and streamers to get to know a little bit more about what makes them who they are.I am as always your host GM Nathan I use he/him pronouns, and this week we got to talk to the amazing game designer and artistic person in general Viditya Voleti.He is a game design educator who has been releasing games for several years now as both a prolific indie designer and freelancer for places like Paizo, Possum Creek Games, Evil Hat Productions, and tons more.He is also a very fun, funny, and thoughtful former art student whose preferred genre of game appears to be “all of them.”All this wrapped up into a really fascinating and inspirational and aspirational conversation about learning to fail, knowing who you are making games for, the concept of artistic studies in game design, and I think most crucially the attitude that when you make something, you're always taking a step forward.His latest game, A Land Once Magic, is a worldbuilding deck and conversation piece that is crowdfunding right now.We have links to the crowdfunder and all the other things Viditya and I talk about in the show notes. As always if you enjoy this episode please go check out some of our other Reckless A-Talk interviews and maybe even our actual play episodes.With that - thanks for listening!———Edited by Nathan Lurz and Jonathan Zhang—Viditya on BlueSky: https://bsky.app/profile/vidityavoleti.bsky.social Viditya on Instagram: https://www.instagram.com/vidityavoleti/ Viditya on Itch (including A Land Once Magic!): https://vidityavoleti.itch.io/ A Land Once Magic: https://www.backerkit.com/c/projects/moreblueberries/a-land-once-magic?ref=reckless—Elliot Davis Reckless A-Talk: https://www.recklessattack.com/interviews/reckless-a-talk-elliot-davis/I'm Sorry Did You Say Street Magic: https://seaexcursion.itch.io/street-magicGrasping Nettles: https://adambell.itch.io/grasping-nettlesCrescent Moon sound from Fire Force: https://www.youtube.com/watch?v=tTUEM9KdxfQ
Today's guest is an award-nominated game designer and writer with an impressive portfolio. They've worked with industry giants like Paizo and Green Ronin and contributed to renowned franchises such as Cyberpunk, Fallout, Star Trek, Dishonored, and more! In this episode, we dive into their journey into the gaming world, how they broke into the industry, and their experiences crafting adventures. We also discuss the challenges and rewards of freelancing for some of the biggest names in tabletop games as well as talk about some of their works as an author.
Intangible AI, now backed by $4 million in seed funding, offers an AI-powered creative tool that allows users to create 3D world concepts with text prompts to aid creative professionals across a variety of industries. Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Jason chats with Julio Nazario
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! Thanks to our MYTHIC Supporters: Redletter, Ol' Jake, Disratory and Gaius Connect with the show: Support us on Patreon: patreon.com/videogamerspod Join our Gaming Discord: https://discord.gg/Dsx2rgEEbz Follow us on Instagram: https://www.instagram.com/videogamerspod/ Follow us on Twitter: https://twitter.com/VideoGamersPod Subscribe to us on YouTube: https://www.youtube.com/channel/UCU12YOMnAQwqFZEdfXv9c3Q Visit us on the web: https://videogamerspod.com/ Learn more about your ad choices. Visit megaphone.fm/adchoices
Carlos Cabrera is an ENNIE-winning game designer, writer, and voice actor with a passion for storytelling and world-building. As the founder of Something Clever Games, he has contributed to Pathfinder RPG, Dungeons & Dragons 5E, and numerous other TTRPG projects. He is the lead designer for the upcoming Welcome to Night Vale Roleplaying Game, bringing the surreal world of the beloved podcast to tabletop. In addition to game design, Carlos has worked as a voice actor and industry event contributor. Join us as we dive into his journey, insights, and what's next for him in the world of gaming! Carlos Cabrera's Site https://somethingclevergames.com/ Welcome to Night Vale RPG link https://renegadegamestudios.com/welcome-to-night-vale-roleplaying-game/
Welcome to Trilith Institute Talks! In this episode of Trilith Institute Talks, host Hunter Barcroft sits down with comic book writer and game narrative designer Paul Jenkins, renowned for his work on Teenage Mutant Ninja Turtles, Marvel Comics, and the God of War video game series. Joined by film students Davis and Austin, they explore new mediums for storytelling and the significance of creative adaptability. Paul shares his unique career experiences across various media, the impact of his upbringing on his work, and his contributions to iconic comic book characters such as Spider-Man, Wolverine and The Sentry. The conversation delves into the essence of storytelling, the challenges of the creative industry, and the potential of Georgia as a hub for film and television production. Episode Timestamps 00:00 Introduction to Talent and Hard Work 00:14 Meet Paul Jenkins: Comic Book Writer and Game Designer 00:50 Paul Jenkins' Journey in the Entertainment Industry 02:17 Student Introductions and Creative Discussions 03:21 Paul Jenkins' Early Life and Creative Beginnings 13:23 The Importance of Creative Confidence 24:31 Exploring New Mediums: Video Games and Storytelling 32:41 Winning the Eisner and the Sentry Project 33:10 On Set Experiences and Red Carpet Events 33:50 Creative Motivations and Personal Anecdotes 36:07 The Move to Atlanta and Overcoming Adversity 15:54 Dragon Con and Building a Creative Community 38:44 Advocating for Georgia's Creative Industry 54:28 The Role of a Storyteller 01:03:21 Conclusion and Final Thoughts About Trilith Institute Support The Next Generation of Storytellers Take A Professional Education Course Get Involved With Trilith Institute Contact Us Follow Us On Social Media! Trilith Institute Talks Instagram Trilith Institute Instagram Trilith Institute Facebook Trilith Institute LinkedIn
*SPOILER WARNING* ahead of the HOTLY anticipated Rockstar Games release of "Grand Theft Auto VI", AOAOAOA got the TOP SECRET scoop on just how these genius developers are updating this iconic franchise. From new NPC lingo to surprising literary influences, get ready to load that weapon and punch that old lady, because this conversation shifts into first gear and doesn't stop. This podcast is sponsored by HUEL! Go to huel.com and use the code "artistsx4" for 15 percent off plus a free gift! Our guest today is Conner McCabe! We particularly love him because he's also our EDITOR! Thank him a million times over for figuring out all the dumb stuff we cannot and helping us bring this show to you. And go check out his video game podcast, "Call Me By Your Game"! This episode was filmed in the beautiful Dynasty Typewriter Theater, and tech-produced by Samuel Curtis. For live shows and events you can find more about them at dynastytypewriter.com . To learn more about the BTS of this episode and to find a world of challenges, games, inside scoop, and the Artists being themselves, subscribe to our Patreon! You won't be disappointed with what you find. patreon.com/aoaoaoapod Artists on Artists on Artists on Artists is an improvised Hollywood roundtable podcast by Kylie Brakeman, Jeremy Culhane, Angela Giarratana, and Patrick McDonald. Music by Gabriel Ponton. Edited by Conner McCabe. Thumbnail art by Grant Moore. Hollywood's talking. Make sure you're listening. Subscribe to us on Apple Podcasts, Spotify, and Youtube! Please rate us five stars!
Red Markets is back! Caleb has spent over a year playtesting and revising Red Markets, improving negotiation, combat, and other core mechanics for the game. He'll be posting an open beta of the game on the Hebanon Games Patreon so you can download and play it yourself. We talk about
Author Katie Hallahan drops by for a conversation with Craig about her experience going from game designer to author. What does she value in fiction and storytelling, and how did that impact both areas of her professional life? Visit Katie and check out her books here: https://www.katiehal.com/ Support the show on Patreon: https://www.patreon.com/legendarium Check out the archives at https://www.thelegendarium.com/ Join the Discord community: https://discord.com/invite/FnCSsxx
Joel Burgess, co-founder of Soft Rains, and Dan Vader, Creative Director at Capybara Games, are the minds behind Grindstone, one of the most acclaimed indie puzzle games in recent years. Joel has worked on iconic titles like Watch Dogs: Legion and Skyrim. Dan, a long-time creative force at Capybara, has shaped the studio's reputation with beloved games like Superbrothers: Sword & Sworcery EP. Together, Joel and Dan bring a fresh perspective on game design, combining narrative depth with challenging gameplay mechanics to engage players at a deeper level. In this episode, we explore: Which types of game mechanics drive retention What game designers know about onboarding users What game designers have learned about leaderboards How pricing influences user behavior Tips on simplifying complex experiences (and when to make them more complex) Loaded with actionable insights, this episode is a must-listen for growth and design teams looking to build lasting engagement through intrinsic motivation and thoughtfully designed user experiences. Enjoy this episode? Rate it and leave a review. It really helps others find the podcast.Learn more about Kristen and Irrational Labs here.
Julius Carter - Lead Game Designer - U.S. Army Veteran and Iraqi Combat Veteran Sponsor The Jason Cavness Experience is sponsored by CavnessHR. CavnessHR provides HR to companies with 49 or fewer people. CavnessHR provides a tech platform that automates HR while providing access to a dedicated HR Business Partner. www.CavnessHR.com Go to www.thejasoncavnessexperience.com for the podcast on your favorite platforms Powered By Earth VC is on a mission to unf@#k the earth. They are doing this by supporting breakthrough scientific research, empowering outlier founders to build enduring climate businesses and investing in high-growth startups that decarbonize the world. Earth VC empowers founders who are Ambitious, Breakthrough and are Committed Earth VC invests in the pre seed to Series A round. If you think you might be a match reach out to them at rebuild@earth.vc Julius' Bio Julius Carter grew up in Poughkeepsie, NY, until the age of 12. At 13, he lived in Florida with his father, where he experienced virtual reality (VR) for the first time. At 14, he returned to live with his mother in Red Hook, NY, earning his GED at 17 to join the U.S. Army. Military Service Timeline: (19Kilo) Armored Crewman (M1A1 Abrams) E5(P) • 2001–2002: Stationed in South Korea • 2002–2004: Stationed in Kansas (Ft. Riley) with an Iraq tour • 2004–2005: Stationed in South Korea • 2005–2008: Stationed in Germany with an Iraq tour After exiting the Army, Julius remained in Germany, enrolling in business school at Schiller University in Heidelberg. In 2009, he moved to Texas, attending Brazosport Community College and later the Art Institute of Houston to study Game Development. During this time, he also worked as a car salesperson for Honda. In 2012, Julius left the U.S. to return to Germany, where he began his professional game development career at Crytek. While at Crytek, he also pursued stand-up comedy, hosting a bi-monthly show that gained early success. Career Progression: • Crytek, Germany: Transitioned into professional game development and stand-up comedy. • CI Games, Poland: Advanced his career in game development. • Playmagic, Malta: Continued his journey in game design, freelancing for the company after moving to Thailand for a year. • Ubisoft Singapore: Contributed to large-scale game projects while launching his own gamification business. His largest client had over 20 million users. • Virtuos Sparx, Vietnam: Worked as a Lead Game Designer, further honing his expertise. • Bootloader, Vietnam: Joined as a consultant and transitioned to a full-time role. Throughout his career, Julius has excelled in game design, gamification, and immersive technologies such as AR and VR. His global experiences and entrepreneurial spirit have shaped his innovative approach to creating engaging user experiences and developing groundbreaking digital products. Present: Julius continues to push boundaries in game development and consulting while exploring new ventures and opportunities. We talked about the following and other items Journey to Game Development Transition to Military Service Military Experience and Transition Challenges Game Development Journey Game Development Process and Market Trends Challenges and Opportunities in the Gaming Industry Personal Experiences and Cultural Differences Future Plans and Career Goals Advice for Aspiring Game Developers Current Job and Future Plans Remote Work and Management Day in the Life of a Game Designer Favorite Games and Influences Lead Designer Role and Industry Challenges Living in Ho Chi Minh City, Vietnam Favorite Districts and Local Culture Family Visits and Local Experiences Mentorship and Career Advice Future of Gaming AI Concerns Space Travel and Future Inventions Game Development and Privacy Future of Gaming and Compliance Climate Responsibility and Energy Efficiency Julius' Social Media Julius' LinkedIn: https://www.linkedin.com/in/juliusdesigner/ Julius' Advice Treat each other better. Have respect for the common man. You might be a grumpy dude, but if you go outside and you see somebody struggling. Sometimes it's just that simple hello that gets them from doing or being what they plan on being because of their life status. Everybody has low points, and sometimes it's you. You got to just be kind to people. Have respect for one another.
This week on the pod, Clarence Simpson (@stoichamster) of The Wolves, Merchants of Magick, and more, discusses the growth of his design career--and the design group, mentorship, and design competitions that have helped him along the way. If you're curious about how game designers get started, or interested in trying it yourself, this is the episode for you.Keep the Faith: https://www.backerkit.com/call_to_action/ffdefab3-adb6-48aa-8335-797e720c58a1/landing Beyond Solitaire is proudly sponsored by Central Michigan University's Center for Learning Through Games and Simulations, where learning can be both playful and compelling. Check them out here: https://www.cmich.edu/academics/colleges/liberal-arts-social-sciences/centers-institutes/center-for-learning-through-games-and-simulationsCheck out CMU's game offerings here: https://cmichpress.com/shop/Sign up for an online game design class here: https://www.cmich.edu/academics/colleges/liberal-arts-social-sciences/centers-institutes/center-for-learning-through-games-and-simulations/certificate-in-applied-game-designAll episodes of my podcast are available here: https://beyondsolitaire.buzzsprout.com/Beyond Solitaire Merch: https://sirmeeple.com/collections/beyond-solitaireEnjoy my work? Consider supporting me on Patreon at https://www.patreon.com/beyondsolitaire or getting me a "coffee" on Ko-fi! https://ko-fi.com/beyondsolitaireContact Me: Email: beyondsolitaire at gmail.comTwitter: @beyondsolitaireInstagram: @beyondsolitaireFacebook: www.facebook.com/beyondsolitaireWebsite: www.beyondsolitaire.net
“You gotta throw a little spice into whatever it is that you're doing, regardless of whether everybody's got the same idea.” – Dilgilio Rodriguez Today's featured author is a US Navy veteran, black belt mixed martial artist, defensive tactic instructor, and The Last City Cowboy, Dilgilio Rodriguez. Dilgilio and I had a fun on a bun chat about his books, how his rich life experience shapes his creative work, and more!!Key Things You'll Learn:How Dilgilio ended up in the Navy and made the transition to civilian livingHow he got the name, “The Last City Cowboy”What inspired him to become a musician and dive deeper into his craft as an authorHow he remains positive in massively negative environmentsWhat major life lesson he learned from all his years practicing martial artsDilgilio's Site: https://www.thelastcitycowboy.com/ Dilgilio's Books: https://www.amazon.com/dp/B0CFV7ZC49?binding=paperback&qid=1719447775&sr=1-1&ref=dbs_dp_rwt_sb_pc_tpbk The opening track is titled, “Set Sail” by Sparks Dynamite. To listen to the full track and download it, click the following link. https://planetastroproductions.bandcamp.com/track/set-sail-intro Please 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. 877 – Full of Heart with J.R. Martinez (@iamjrmartinez): https://www.goingnorthpodcast.com/ep-877-full-of-heart-with-jr-martinez-iamjrmartinez/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. 791 – The Motivational Gospel of Fire with Eliot Marshall (@FireMarshall205): https://www.goingnorthpodcast.com/ep-791-the-motivational-gospel-of-fire-with-eliot-marshall-firemarshall205/ #GNPYear1 Bonus Episode 2 - "Building An Economic Legacy" with Antonio T. Smith Jr. (@TheATSJr): https://www.goingnorthpodcast.com/gnpyear1-bonus-episode-2-building-an-economic-legacy-with-antonio-t-smith-jr-theatsjr/47 - "Black Belt Wealth" with Damion Lupo (@damionlupo): https://www.goingnorthpodcast.com/47-black-belt-wealth-with-damion-lupo-damionlupo/#Bonus Host2Host Ep.– “Success Happens When You Learn & Act” with Shaahin Cheyene (@shaahincheyene): https://www.goingnorthpodcast.com/bonus-host2host-ep-success-happens-when-you-learn-act-with-shaahin-cheyene-shaahincheyene/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/Ep. 573 – “From US Veteran to Sci-Fi Novelist” with Pat Daily (@patdailyauthor): https://www.goingnorthpodcast.com/ep-573-from-us-veteran-to-sci-fi-novelist-with-pat-daily-patdailyauthor/#Bonus Ep. – “Between the Devil and the Deep Blue Sea” with Andre Lewis Carter: https://www.goingnorthpodcast.com/bonus-ep-between-the-devil-and-the-deep-blue-sea-with-andre-lewis-carter/#HolidayBonus Ep. – “Little Man's Big Day” with Lonnie Lesane (@LesaneLonnie): https://www.goingnorthpodcast.com/holidaybonus-ep-little-mans-big-day-with-lonnie-lesane-lesanelonnie/Ep. 319 – “The Hunter” with Jim Christina: https://www.goingnorthpodcast.com/ep-319-the-hunter-with-jim-christina/Ep. 707 – “Leadership Insights From a Former FBI Master Spy Recruiter” with Robin Dreeke (@rdreeke): https://www.goingnorthpodcast.com/ep-707-leadership-insights-from-a-former-fbi-master-spy-recruiter-with-robin-dreeke-rdreeke/
Hoje é dia de falar de games! Neste episódio, conversamos sobre o mercado de desenvolvimento de jogos e, em especial, sobre a carreira e as possibilidades de quem trabalha na cena indie. Vem ver quem participou desse papo: Paulo Silveira, o host que jogou Paperboy no Master System André David, o cohost que se conectou com os tempos de criança Izza Silva, Artista 2D na Dopamin Games Davi Baptixta, Game Designer e Cofundador da Nano Knight Studio