Game development process of designing the content and rules of a game
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We break down Epic Plane Evolution – Voodoo's hypercasual throwback hit that's pulling in ~$150K/day in ad revenue with over 100K daily downloads.Key insights:Gameplay: Players start with a broken cardboard plane and unlock wings, tails, and rockets through upgrades. Controls are intentionally clunky — planes crash often, driving engagement and retries.Monetization: Heavy use of rewarded ads (“convert or die” mechanic) and interstitial spam. iOS users see gems + VIP purchases, while Android has no gems at all, leading to 80–85% of revenue coming from iOS.Retention: Despite frustration, average playtime is ~13 minutes/day across 3 sessions, powered by the addictive slingshot mechanic.Revenue Mix: Estimated $150K/day, 80–84% ads, minimal IAP. VIP subscriptions and gem bundles exist only on iOS.Creative Strategy: Basic hypercasual creatives (gates + plane gameplay). Some gameplay ads actually teach players how to steer — a sign of design flaws.Market Context: Falls under “Arcade Driving” genre, sitting alongside Hill Climb Racing & Traffic Rider. Current run rate ~$10M annually, but easily cloneable. Vietnam devs likely to copy/expand with IAP depth.Future Potential: If Voodoo adds events/meta (e.g. Legend of Slime style), this could evolve from hypercasual into hybrid-casual. But for now, it's a hypercasual money-printing surprise hit.Takeaway: Epic Plane Evolution proves hypercasual isn't dead — it just needs the right loop, frustration, and ads.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricPodcast: Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction to Epic Plane Evolution04:08 Gameplay Mechanics and Challenges11:39 Monetization Strategies and Ad Revenue14:10 Unexpected Success and Future Improvements18:15 The Decline of Banner Ads21:13 Analyzing Competitor Strategies24:14 User Acquisition and Monetization Trends28:24 Creative Strategies in Mobile Gaming32:16 Future of Mobile Gaming and Audience Engagement---------------------------------------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
In my podcast on Igniting the Spark (the new Magic documentary), I talked about doing a podcast that covered something the documentary didn't. How did Magic grow from a one hundred million-dollar game to a billion-dollar game?
In this podcast, I talk about a key component of design: set structure.
Our Creative Trends episode dives into the wildest UA creative trends of July 2025. We dissect the latest ad formats, AI breakthroughs, and genre crossovers reshaping mobile game marketing.Key highlights:Golden Goblins still dominating: Physics + slicing + gem/gold mechanics continue to scale across genres.AI everywhere: From fully AI-generated creatives to lip-synced fake influencers and medieval AI drama ads, VEO3 and other tools are powering cheap, fast, and diverse iterations.Clash Royale's bizarre UA: Gameplay with random AI gorillas and corpses – questionable hooks, but they still scale.Celebrity & influencer hooks: Jonas Brothers cameo in Travel Town ads, Kevin Hart still pushing, street interview actors turning into professional creative talent.Rising stars: Vita Mayong scaling with bizarre money-plinko-style creatives, Carnival Tycoon adopting 4XUA funnels, Dark War Survival flooding with pixel-art AI creatives.Legal risks ignored: LEGO blocks, Gucci logos, celebrity likenesses - Chinese publishers are pushing boundaries regardless.Creative of the year contender: AI-powered medieval skits with bad dialogue, compared to Viva La Dirt League, hailed as the funniest + most viral format so far.Takeaway 2025 creatives = AI hooks + genre mashups + zero morality. The only rule: “Does it scale?”Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction to Creative Trends03:52 Analyzing Current Creative Trends17:44 The Ethics of Creative Production in Gaming26:48 Ad Creatives and Performance Insights30:48 Game Concepts and Genre Adaptation31:48 Scaling Strategies in Game Development32:49 Emerging Game Creatives and Market Competition33:51 The Impact of AI on Game Creatives40:48 Trends in Game Design and User Engagement41:54 The Evolution of Game Creatives42:49 Legal Challenges in Game Development47:01 Innovations in Game Marketing Strategies---------------------------------------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
In Folge 121 von „Podcast ist echt nicht einfach!“ begrüße ich Uke Bosse – Schauspieler, Medienmacher und Professor für Game Design. Gemeinsam sprechen wir über die spannende Frage, wie Theater ein größeres Publikum erreichen kann und welche Rolle Gaming dabei spielt.Ausgehend von Pen & Paper-Rollenspielen diskutieren wir, wie interaktives Theater aussehen könnte und warum Escape Rooms eine faszinierende Brücke zwischen Gaming und Bühne schlagen. Uke gibt Einblicke in seine eigenen Projekte, die genau darauf abzielen: Erlebnisse schaffen, die Menschen aktiv einbinden und das klassische Theatererlebnis neu denken.Natürlich geht es auch um die Zukunft der Medien: Welche Möglichkeiten eröffnet Künstliche Intelligenz im Fernsehen? Wie verändert sie Storytelling, Produktion und Zuschauererfahrung? Und: Welche Spielmechaniken funktionieren – und welche verderben das Erlebnis?Ein inspirierendes Gespräch über Kreativität, Innovation und die Schnittstellen von Games, Theater und KI. Perfekt für alle, die Gaming lieben, Medien neu denken wollen oder einfach neugierig sind, wie Unterhaltung der Zukunft aussehen könnte.NSTAGRAM DAAN ► https://www.instagram.com/daan_mackel/ FACEBOOK DAAN ► https://www.facebook.com/daan.mackel HOMEPAGE DAAN ► https://www.jongleurdaan.de PAYPAL DAAN ► paypal.me/daanmackel PATREON DAAN: ► https://www.patreon.com/daanmackel Guestbox UKE BOSSE HOMEPAGE UKE BOSSE ► http://www.ukebosse.de----------------------------------------------Wenn ihr mich gerne bei meinem Projekt unterstützen wollt könnt ihr das gerne tun. Besucht mich auf https://www.patreon.com/daanmackel wer direkt spenden möchte kann das auch : paypal.me/daanmackelDanke an alle supporter, ihr seid der Hammer
Send us a textI waved goodbye to Mike and Christina and made my way through the throngs of people getting their last chance to shop in the exhibit hall. By 1pm on Sunday of GenCon 2025 I was tapping out.I was exhausted, hungry, and my capacity for patience was at an all-time low.By the time I got back to my car and put Indianapolis in the rearview mirror I started to settle down and even though GenCon was only an hour behind me I realized I was already starting to miss it.For those gamers out there not familiar with GenCon, shame on you. For the rest, here is a quick rundown.GenCon is the largest and longest running tabletop gaming convention in North America. It was started by Gary Gygax and friends in 1968 and was originally called the Lake Geneva Wargames Convention. The name was quickly shortened to GenCon and in the early years the convention bounced around from location to location, but in 1985 it landed in Milwaukee Wisconsin. GenCon called Milwaukee home until 2003 when the convention moved to Indianapolis, Indiana, and that's when it really blew up. If it is even close to the tabletop gaming space, it's at GenCon.Fast Forward to 2025 where the convention once again broke previous attendance records with over 72,000 people, 595 unique vendors, and nearly 30,000 events. Our friends at the Finding Attoria Podcast described it aptly as “Butts to Nuts” But GenCon just uses the tagline “The Best 4 Days of Gaming” and for once, they're underselling it.In this episode Mike, Christina and I are going to do a little wrap-up of GenCon 2025. We'll throw out some observations, complaints, kudo's and maybe even chat about what's planned for next year.Christina, let's start with you. Give me your big takeaway from GenCon.Kick to ChristinaMike, what about you. What's your big takeaway from the con.
In this solo episode of Two and a Half Gamers, Felix dives into the Sensor Tower data that proves Vietnam is becoming one of the biggest forces in global mobile gaming.
In dieser Folge sprechen Christina und Florian über Tall Trails, I Am Jesus Christ, Static Dread: The Lighthouse und Vile: Exhumed.
In episode 122 of Game Design Unboxed: Inspiration to Publication, we talk with owner of MaKa Games and designer of License to Krill, Matthew Kambic, about how a pun inspired his debut game — and how he brought it to life with a custom plushie component. Matthew shares how his engineering background, early love of […]
In this episode, we suffer (literally) through Wool Craze, a yarn-peeling 3D puzzler that's taking the charts by storm. The crew dissects why this painful yet brilliant game is generating ~$100-120K daily on a DAU of just ~140K — all while flooding the market with AI-generated creatives.Key highlights:Gameplay & Pain: Long, punishing levels (20–30 minutes each), fat-finger frustration, endless rewarded ads. A grind that monetizes sunk-cost fallacy.Monetization: Aggressive rewarded ads, interstitial spam, “Fail Packs” as top IAP. Smart combo of bundles + F2P pain points.Scale: ~$60K/day from IAP, $30–40K/day from ads = ~$100K/day total.Creative Strategy: Wild diversity (20+ different concepts). Heavy use of AI for characters, interviews, and banners. Street interview trend, talking AIs, even knitted dwarfs.UA Lessons: Chinese devs (HeroLinkage / SparkWish) pushing huge creative volume. AI lowers production cost, drives constant testing.Prediction: Could follow Screwdom's trajectory ($400K/day). With retention benchmarks and UA firepower, scaling is inevitable.Takeaway: Pain + AI + aggressive monetization = money machine.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricYoutube: https://youtu.be/0ONl8Bj4jR4Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction and Game Overview02:18 Game Mechanics and Design05:16 Monetization Strategies07:28 User Experience and Retention10:31 AI in Game Development13:27 Comparative Analysis with Other Games16:03 Market Performance and Revenue Insights18:41 Creative Strategies and Advertising21:23 Conclusion and Future Prospects---------------------------------------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
A documentary about how Magic debuted at Gen Con. I had the pleasure of participating in it, and this podcast talks all about that.
This is another podcast in my ongoing quest to record a podcast about every expansion. This episode is all about Prophecy, the third set in the Mercadian Masques block.
In this week's episode we interview Joe Hout, the designer of 3 Chapters.01:33 - Joe Hout's Love for Gen Con02:29 - Joe Hout's Gaming Origin Story03:36 - Twin City Games and Game Design Journey05:03 - The Concept Behind 'Animal Espionage'06:34 - The Transition to Game Design08:35 - Balancing Game Design with a Full-Time Job09:53 - The Art of the Pitch at Gen Con12:45 - The Journey of 'Three Chapters'14:36 - Self-Publishing vs. Working with a Publisher20:13 - Pitching 'Three Chapters'22:11 - Understanding the Game Mechanics of Three Chapters24:06 - Future Projects and Game Design Aspirations25:54 - The Appeal of Lighter Games29:44 - The Importance of Accessibility in Gaming32:58 - The Joy of Game Design and Community35:07 - The Unique Value of Tabletop Gaming36:25 - Celebrating Community and Librarians in Gaming
John Harper, the designer behind Blades in the Dark, Agon, and several other RPGs, joins Joe and Jared to discuss the design process, the crafting of the Blades in the Dark setting, and the business of developing RPGs with other creators in the space. Plus, John Harper's list of the best crime fiction movies of all time! Watch the video here: https://youtu.be/dvCoy2CkpDk Access exclusive podcasts, ad-free episodes, and livestreams with a 30-day free trial with code "GCN30" at jointhenaish.com. Join Troy Lavallee, Joe O'Brien, Skid Maher, Matthew Capodicasa, Sydney Amanuel, and Kate Stamas as they tour the country. Get your tickets today at https://hubs.li/Q03cn8wr0. For more podcasts and livestreams, visit https://hubs.li/Q03cmY380. Learn more about your ad choices. Visit megaphone.fm/adchoices
Grand Games is back with another puzzler and it's a monster. Car Match has hit $120K/day, combining bench mechanics, Pixar-style cars, and a polished Royal Match meta. On paper, it's a textbook case of how to scale a puzzle game.Product, amazing. UA? Not so much.Here's why:The product is a 9/10. Meta depth, endless events, and a proven template.Monetization is efficient. ~30% of revenue comes from ads, bundles are cleverly layered in, and interstitials start at different levels for different players.But the UA machine is broken. Grand Games has only 5-7 creatives live. For a game printing $2M in 30 days, that's a scaling disaster waiting to happen.Jakub nailed it: “If they stop producing new creatives, they die immediately.”Felix added: “It's an easy fix — upscale creative production.”But Matej countered: “Not that easy. You need concepts, not spaghetti on the wall.”$5M/month with Magic Sword + Car Match combinedThe takeaway: Car Match proves that you can copy, paste, and polish your way to $120K/day. But without a creative firehose, momentum will stall.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction to Car Match and Hosts02:16 Overview of Game Mechanics and Comparisons04:12 Gameplay Experience and Difficulty Levels07:11 Meta Mechanics and Game Events10:16 Monetization Strategies and Player Engagement13:25 Discussion on Customization and Player Preferences16:13 Game Performance and Market Insights20:34 The Financial Landscape of Game Development22:08 Understanding User Acquisition Challenges24:59 Creative Strategies for Game Marketing27:13 The Importance of Scaling Creative Production31:19 Analyzing Revenue and User Acquisition Costs36:08 The Role of Data in Game Marketing Success---------------------------------------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
Send us a texthttps://www.msn.com/en-us/news/technology/godzilla-franchise-enters-new-era-with-multiple-sequels-in-the-works/ar-AA1ISBUfOh No, there Goes Tokyo, Go Go Godzilla.No, this story isn't about Blue Oyster Cult, but we could do a full episode on the Long Island Psychedelic Rock Band that gave us Don't Fear the Reaper and of course Godzilla. No, this story is about Godzilla himself. There are 33 Japanese movies about Godzilla with another 5 English language films.Currently a sequel to the fantastic Godzilla Minus One is in development along with a sequel to 2016's Shin Godzilla. There is also collaboration with Legendary Pictures upcoming Godzilla x Kong Supernova and Monarch: legacy of Monsters Season 2 on Apple TV.With that much Godzilla out there I can actually hear Chrsitina smile. We will start with you Christina, what do you make of all the Godzilla love?Kick to ChristinaMike, why do you think Godzilla is back dominating the box office again?Kick to MikeNext, we have a major announcement from Critical Role. Matt Mercer will be stepping aside as the GM for the 4th campaign and Brennan Lee Mulligan will be stepping in.https://www.enworld.org/threads/brennan-lee-mulligan-to-gm-critical-role-campaign-4.714671/This was announced right before Critical Role's live show in Indianapolis during GenCon.Matt Mercer has been the only GM behind the first 3 campaigns of Critical Role so this is a big departure for the series, but Brennan Lee Mulligan is no stranger to Critical Role and the Live Action Play space himself. Mulligan is a writer, actor and comedian who has been featured as the gamemaster on Dimension 20 and has also run several short spin-off adventures for Critical Role in the past.Mike, what are your thoughts on this. Good, Bad, Indifferent?Kick to MikeChristina, I believe you've been a fan of Mulligan for a while, what do you think this move means for him and critical role.Kick to ChristinaAnd there you have it, all the news you've already heard.
Building great Riskgaming scenarios is far more of an art than science. The designer needs to understand the players — what they know and what they don't — and then carefully construct a landscape of decisions that has fidelity to the real world while not being overwhelming. Parsimony is key, and that means a designer really has to grok the fundamentals of the issue under hand to be able to offer the best experience.That's where Randy Lubin shines. Through his studio Leveraged Play, he has designed a whole suite of fun and profound policy simulations, focusing on the intricacies between tech and culture. Now, he's also designing a new Riskgaming scenario for Lux, focused on AI, automation and the future of cities, exploring policy issues like employment and housing.With host Danny Crichton, Randy talks about his design process, what's going on with his upcoming scenario, how AI is changing the future of game design, and a bit about his game design community Foresight Games.
This solo Two & a Half Gamers episode dives deep into Clash Royale's shocking revenue revival in 2025. Once seen as a declining nine-year-old title, Supercell's classic has quadrupled revenue, hitting its best month since 2017 with ~$57M in July 2025.Jakub unpacks the timeline of monetization and economy tweaks that fueled this comeback:2018–2022: Decline after failed battle pass integration.2023: Introduction of Evolutions (new progression layer).2024: Lucky Drops introduced (gacha system, adapted from Brawl Stars).Late 2024: Cosmetics added to deepen gacha.March 2025: Game-changing update – chest timers removed, season shop killed, all progression funneled into Lucky Drops.June 2025: Merge Tactics mode added (fun engagement feature, but not a revenue driver).The real driver: tightening the economy and pushing players toward monetized progression. Despite community backlash, revenue skyrocketed. Clash Royale is now Supercell's biggest earner again, overtaking Brawl Stars.Jakub stresses the core lesson: “Fixing your economy makes your game make much more money.”Get our MERCH NOW: 25gamers.com/shop---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 The Resurgence of Clash Royale06:12 Economic Changes and Revenue Growth11:39 The Impact of Lucky Drops16:12 Merge Tactics and Game Integration21:04 Community Reactions and Future Outlook---------------------------------------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
Matt and Jack team up without resident "Glue Guy" Dave to discuss "Nine Sols" and other games with parry mechanics. Recorded 8/4/2025AI Generated Chapter ListChapters00:00 Introduction and Gaming Updates03:24 Project Zomboid: Survival and Hilarious Deaths06:59 Exploring New Games: The Alters and Doom Dark Ages10:00 Doom Dark Ages: A Grizzly Bear Experience12:44 Xbox vs PlayStation: The Next Generation Debate16:41 Vacation Gaming: Vampire Survivors and Deus Ex24:11 Nine Souls: A Deep Dive into Gameplay and Mechanics33:47 Mastering Combat Mechanics36:21 Navigating Game Design Challenges39:55 The Thrill of Boss Fights45:47 Exploring the Story and Characters51:52 Thematic Depth and Political Undertones55:07 Counter Mechanics and Gameplay Dynamics59:29 Favorite Parry Systems in Gaming01:06:21 The Evolution of Combat Mechanics01:12:02 Exploring Unique Gameplay Experiences01:17:15 The Impact of Parry Mechanics in Gaming01:23:34 Honorable Mentions and Personal Favorites01:26:03 The Pinnacle of Parry Systems: Sekiro01:39:19 Nostalgia for Retro Games01:40:05 Boss Fights in Nine Souls01:42:32 Final Boss Dynamics01:43:32 Game Design and Replay Value01:44:51 Village Rescue Mission Experience01:46:35 Platinum Trophy Aspirations01:47:09 Frustrations with Game Mechanics01:48:43 Studio's Future and Game Recognition01:50:40 Parrying Mechanics in Gaming01:51:35 Closing Thoughts and Future Games
This episode of Two and a Half Gamers dives deep into UA financing with Jeff Cohen from PVX Partners, unpacking how mobile game studios can scale without giving up equity. Jeff breaks down the mechanics of non-dilutive funding, explains why not all financing partners are created equal, and reveals the traps founders fall into when choosing a lender.Founders' guide: How to choose the right UA financing partnerhttps://pvxpartners.com/blog/how-to-choose-the-right-ua-financing-partner-a-founders-guideKey insights include:UA financing ≠ publishing — best for post-product market fit games with proven ROAS curves.Funding scale: PVX clients receive between $500K and $2M/month, with the largest hitting $4M/month.Market potential: UA financing is projected to hit $2.5B by 2027.Flexibility matters — some lenders force you to take capital every month, even when you don't need it, which burns cash.Hidden costs: setup fees, legal fees, bundled SaaS tools you don't need.Risk management: Understand secured vs unsecured loans. With PVX, the risk is on them if funded cohorts don't pay back.Alignment is key — avoid lenders whose primary business isn't lending (publishers, VCs, SaaS providers with side financing).Scalability: Choose a partner who can grow your facility with you so you don't stall at scale.Main takeaway: Treat UA financing like raising equity — vet the partner's reputation, structure, and incentives as if your studio's future depends on it… because it does.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 LancaricSpecial Guest: Jeff Cohen https://www.linkedin.com/in/jeff-cohen-29930455/Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction to UA Financing04:09 Understanding UA Financing06:57 The Need for UA Financing09:53 Choosing the Right UA Financing Partner12:30 The Business Model of UA Financing15:29 Pricing and Interest Rates in UA Financing18:36 Flexibility and Facility Size in UA Financing22:58 Understanding Risk Management in Lending25:32 The Importance of Counterparty Risk29:10 Aligning Incentives Between Lenders and Borrowers32:46 Navigating Secured vs Unsecured Loans39:06 Evaluating Lenders: Key Considerations and Red Flags---------------------------------------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
What can LARP teach us about pedagogy, community, and collective world-making? artist, researcher, curator and mentor in Game Design, Carina Erdmann joins Miguel Prado & Mattin to talk games as art, hacking everyday platforms, the politics of play, and why we might need to train our social muscles for futures that don't yet exist. This conversation moves through conspiracy as collective thinking, the limits of empathy, and the careful work of attunement in collaborative play. Along the way, we touch on opacity and prefigurative practices, communal living experiments like the ones exercised at PAF, and what it means to rehearse for a revolution in these bleak conditions.
In today's episode we continue our series of Let's Make A One Shot. The game we make a one shot for comes from the prompt Grave Peril. We describe all the details you would need to consider to pull this one shot off. Enjoy this episode as we make a one shot using the tools we talk about.Leave us an email for feedback, questions, or thoughts at levelupyourgamingpodcast@gmail.comor Follow us on Facebook and engage with us at https://www.facebook.com/LevelUpYourGamingPlease leave us a review or a five star rating wherever you get your podcast.
This is another podcast in my ongoing quest to record a podcast about every expansion. This podcast is all about Nemesis, the second set in the Mercadian Masques block.
Every year, I write a "State of Design" column where I talk about how I feel the last year of Magic design went. This year's column starts with Bloomburrow and goes through Magic: The Gathering®—FINAL FANTASY™. With six sets to talk about, I ended up having a pretty lengthy article, so I made a supplementary podcast where I walk through every new mechanic to give my thoughts on how they went.
We explore the evolving landscape of interactive storytelling with Elliot Wolf, executive producer of Prime Video's On Call and co-founder of Wolf Games. With a strong background in television and a deep appreciation for narrative craft, Elliot shares how he's bringing storytelling into new territory with Public Eye, an upcoming AI-assisted daily murder mystery game. Designed to offer players a fresh case every day, Public Eye blends traditional storytelling with new technology, allowing users to step into the role of detective and work through immersive investigations.Elliot walks us through the creative and technical process behind the game's development, including how AI tools help generate dynamic content while preserving story structure and character consistency. He explains how Public Eye maintains a balance between player choice and narrative coherence, and how personalization can make interactive experiences more engaging.The conversation also highlights how generative AI is influencing creative workflows, especially in areas like writing, design, and game development. Rather than replacing human input, Elliot emphasizes how AI can support creators by enhancing productivity and enabling new formats. He also shares his thoughts on how these developments could complement more traditional media, potentially offering new ways for audiences to engage with stories and characters between major content releases.Whether you're interested in gaming, storytelling, or the future of entertainment, this is an episode you wouldn't want to miss.About WrapbookWrapbook is a smart, intuitive platform that makes production payroll and accounting easier, faster, and more secure. We provide a unified payroll platform that seamlessly connects your entire team—production, accounting, cast, and crew—all in one place.Wrapbook empowers production teams to manage projects, pay cast and crew, track expenses, and generate data-driven insights, while enabling workers to manage timecards, track pay, and onboard to new projects from any device. Wrapbook brings clarity and dependability to production payroll, while increasing the productivity of your whole team.For crew: The Wrapbook app eliminates the headaches of production payroll by providing a fast, transparent, and secure solution for workers to complete startwork, submit timecards, and track pay.Trusted by companies of all sizes, Wrapbook powers payroll for some of the industry's top production companies, including SMUGGLER, Tuff, and GhostRobot. Our growing team of 250+ people includes entertainment and technology experts from SAG-AFTRA, DGA, IATSE, Teamsters, Amazon, Microsoft, Facebook, and more.Wrapbook is backed by top-tier investors, including Jeffrey Katzenberg's WndrCo, Andreessen Horowitz, and A* Capital.Get started at https://www.wrapbook.com/
Chip Thurston, Head of Gaming at FastSpring, returns to Two and a Half Gamers with explosive updates on the Apple and Google rulings that are blowing open the direct-to-consumer (D2C) floodgates. Since Apple's April ruling unlocked steering — legally directing players from your game to an off-platform payment page — publishers have shifted millions in revenue from Apple and Google to their own web shops, keeping the 30% cut and boosting player value.Key insights from the episode:Steering Levels: From conservative in-game banners to aggressive side-by-side pricing and direct-to-checkout flows, publishers are experimenting with how far they can push players to web shops.Impact Numbers: Playtika reports 25% of revenue now comes from D2C, equating to $667M/year not tracked by Sensor Tower or AppMagic.Friction Is Dead: New checkout flows get players from game to web payment and back in under 10 seconds.Global Domino Effect: US first, Japan's ruling hits Dec 18, 2025, with Brazil, Spain, and Korea exploring similar laws.Google Twist: Upcoming ruling could allow in-app third-party payments, not just web-based — potentially game-changing.Why Not Everyone Jumps: 43% of studios still have no web shop — mostly due to fear of Apple/Google retaliation (with zero confirmed cases).Optimization Endgame: Big publishers now mediate between multiple payment providers, routing by region, payment method, or even pricing for maximum margin.Bottom line: The payments landscape is shifting fast. Studios that delay web shop adoption are literally leaving money on the table — and their competitors are scooping it upGet our MERCH NOW: 25gamers.com/shop---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Jakub Remiar, Felix Braberg, Matej LancaricSpecial guest: Chip Thurstonhttps://www.linkedin.com/in/thurstonchip/ Join our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction and Context of Payment Rulings04:18 Shifts in Payment Strategies Post-Ruling07:05 Exploring Steering Techniques in Mobile Games09:39 Direct-to-Consumer Revenue Insights12:35 Examples of Successful Web Store Implementations15:25 Incentivizing Players to Use Web Stores18:27 The Impact of Unaccounted Revenue21:12 Future of Payment Regulations Globally23:58 The Role of Multiple Payment Providers26:47 The Evolution of Direct-to-Consumer Strategies29:38 Anticipating Future Rulings and Changes32:12 Conclusion and Future Outlook---------------------------------------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're looking for a fun and engaging way to teach your curriculum, gamification may be the answer. Merrell Stewart has been using gamification with his students for years and is sharing his advice with you. Merrell is an 11-year veteran educator of animation, computer science, and game design in Houston, Texas. He has served more than a thousand students, specializing in the fundamentals of digital animation. His students learn composition, 2D and 3D animation, programming, game design, effective project management, and business creation. Merrell has a master's in education in curriculum and instruction with a specialization in educational multimedia and online teaching and learning from the University of Houston. He also holds a bachelor's degree in arts, technology, and emerging communications from the University of Texas at Dallas. Merrell has various certifications in Adobe and Autodesk programs, and in the education and computer science fields. He has worked in the visual arts industry for over 15 years, creating medical, technical, and educational animation. In this episode, Merrell defines gamification and shares why it's important for his students. We talk all about game mechanics and how you use different game elements in your projects and coursework. Plus, he shares his favorite websites and apps that help him gamify his course without too much additional effort. Now, are you ready to play? Here are some of Merrell's favorite resources: If you're looking for simulation-based activities, Merrell recommends Gimkit and Blooket. Ready to create a leader board to keep students competitive and engaged? Check out keepthescore.com. If you want students to be able to show off their success in your classroom, why not start with digital badges? Start with badge.design. For cooperative and competitive activities, Merrell loves using Jeopardy Labs and Factile. Connect with educators like Merrell in our CERTIFIED Educator Community here: https://www.linkedin.com/groups/8958289/. Don't miss your chance to register for our annual CERTIFIED Educator's Conference here.
Send us a textI have a thing for Kickstarter. I find myself backing a lot of roleplaying games so it's not unusual for me to browsing the new Kickstarters looking for something that might spark my imagination.And that's when I saw it. Singularity.A brand-new massive adventure for Mongoose Traveller.Longtime listeners know our love of Traveller on this show and you might have even listened to our three part “Anatomy of a Campaign” series where we talked you through our Pirates of Drinax campaign.The idea of another massive campaign intrigued me and the more I read through the description the more I was hooked.I backed it.I then brought it to the podcast. Mike, Christina and I talked briefly about Singularity in S3E11 on You Heard it Here Last, but that didn't quite scratch the itch enough. So I reached out to Mongoose Publishing and spoke to Mathew Sprange the Managing Director who put me in touch with the author of Singularity Chris Griffen.Chris was nice enough to take the time to sit down and talk with me about this new campaign setting.
In this solo episode of Two and a Half Gamers, Matej Lancaric reveals his full Soft Launch Framework: the exact 40-page playbook he uses to validate retention, monetize effectively, and decide whether to scale or shut down a game before global launch.From three critical stages — Tech Test, Retention, Monetization — to precise KPIs, country targeting, creative iteration, and UA channel sequencing, Matej walks through the step-by-step process he's used across dozens of successful launches. This isn't theory, it's built from real campaign data, retention curves, LTV models, and monetization funnels from midcore, puzzle, and RPG hits.Key insights from the episode:Why a soft launch should run 3–6 months (not one) to capture real LTV and retention curves.The 3-stage framework: Tech stability, Retention validation, Monetization scaling.Exact geo picks for each stage (Philippines, Mexico → Poland, Brazil, Netherlands → UK, Germany, Canada).UA sequencing: Facebook → Google → TikTok/Unity, shifting from MAI to event-optimized to purchase campaigns.Retention benchmarks (ideal 40/20/10) and what “healthy” ratios actually look like.Creative strategy: 10–15 videos per month, 3–5 playables, gameplay-first to avoid misleading retention data.How to kill a game quickly if it can't meet KPIs — and save your studio in the process.Get our MERCH NOW: 25gamers.com/shop--------------------------------------PVX Partners offers non-dilutive funding for game developers.Go to: https://pvxpartners.com/They can help you access the most effective form of growth capital once you have the metrics to back it.- Scale fast- Keep your shares- Drawdown only as needed- Have PvX take downside risk alongside you+ Work with a team entirely made up of ex-gaming operators and investors---------------------------------------For an ever-growing number of game developers, this means that now is the perfect time to invest in monetizing direct-to-consumer at scale.Our sponsor FastSpring:Has delivered D2C at scale for over 20 yearsThey power top mobile publishers around the worldLaunch a new webstore, replace an existing D2C vendor, or add a redundant D2C vendor at fastspring.gg.---------------------------------------This is no BS gaming podcast 2.5 gamers session. Sharing actionable insights, dropping knowledge from our day-to-day User Acquisition, Game Design, and Ad monetization jobs. We are definitely not discussing the latest industry news, but having so much fun! Let's not forget this is a 4 a.m. conference discussion vibe, so let's not take it too seriously.Panelists: Matej LancaricJoin our slack channel here: https://join.slack.com/t/two-and-half-gamers/shared_invite/zt-2um8eguhf-c~H9idcxM271mnPzdWbipgChapters00:00 Introduction to Soft Launch Framework04:06 Key Performance Indicators for Soft Launch07:17 Stages of Soft Launch Testing09:55 Retention and Monetization Strategies12:21 Understanding Game Metrics and KPIs14:48 Technical Testing and Data Evaluation18:54 Retention Strategies and User Acquisition21:36 Pre-Launch Strategies and Market Selection25:07 Monetization Strategies and Campaign Optimization27:58 Creative Approaches and User Engagement37:34 Preparing for Global Launch and Final ThoughtsMatej LancaricUser Acquisition & Creatives Consultanthttps://lancaric.mePlease 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
Jake Martin and Landry Smith dive into their review of Donkey Kong Bananza for the Switch 2, sharing their honest thoughts and critiques. Don't miss Skill Tree Triviai!! Timestamps:00:00 Intro00:53 COVID Experiences and Parenting Challenges03:02 Book Discussion: East of Eden05:24 Gaming Disconnection and Industry Trends12:08 Housekeeping and Podcast Overview12:47 Donkey Kong Bonanza Review14:25 Gameplay Mechanics and Design Critique24:35 Exploration and Level Design Issues36:53 Critique of Game Design and Levels37:27 Challenge Rooms and Puzzles38:32 Character and Enemy Design Flaws40:21 Music and Soundtrack Disappointments42:23 Suggestions for Improvement45:58 Boss Fights and Mechanics53:18 Comparing to Mario Odyssey58:32 Skill Tree Trivia01:06:58 Podcast Conclusion and Future Plans
In episode 121 of Game Design Unboxed: Inspiration to Publication, J. Evan Raitt shares how an infamously frustrating game first sparked his interest in design, which eventually led to a make-your-own-game elective in college and most recently to the creation of Shifting Stones. We talk about the theme being inspired by his fascination with traditional Mayan glyphs, how other […]
Game designer, entrepreneur, visionary: Dominic's guide to purpose-fueled growth Dominic Crapuchettes founded North Star Games in 2003 after several near death experiences as the captain of an Alaskan boat. His designs, which include Evolution, Oceans, Say Anything, and Wits & Wagers, have sold nearly 5 million copies and won countless awards. For the past five years, Dominic has been working on an enormous project: a modular game system called Nature that makes Evolution more accessible and easily expandable. We sat down to talk about his unique definition of courage and how it has helped him rebuild a beloved company. Creative leadership hits home in this conversation. The Nature Game Box Cover Connect with North Star Games NorthStarGames.com https://www.instagram.com/northstargames/ Facebook.com/northstargames Solve the Mysteries in History. Get the introduction to my brand new series, The Gemma Blackthorne Mysteries in History True Crime Podcaster series. You can read it before anyone else has the chance. You'll get the short story that introduces Gemma and Earth-shattering mystery at the center of her world and ours. Here's the cover. Connect with Izolda Website: https://IzoldaT.com BlueSky: https://bsky.app/profile/izoldat.bsky.social. Book Your Discovery Call: https://calendly.com/izoldat/discovery-call New Play Exchange: https://newplayexchange.org/users/90481/izolda-trakhtenberg Submit a Play to the Your Creative Table Read Podcast Series Flip Your Inner Script to Stop Negative Thoughts From Ruining Your Day. This episode is brought to you by Brain.fm. I love and use brain.fm! It combines music and neuroscience to help me focus, meditate, and even sleep! Because you listen to this show, you can get a free trial and 20% off with this exclusive coupon code: innovativemindset. (affiliate link) URL: https://brain.fm/innovativemindset It's also brought to you by my podcast host, Podbean! I love how simple Podbean is to use. If you've been thinking of starting your own podcast, Podbean is the way to go!** Are you enjoying the show? I'd love it if you would buy me a coffee. Listen on These Channels Apple Podcasts | Spotify | Stitcher | Podbean | MyTuner | iHeart Radio | TuneIn | Deezer | Overcast | PodChaser | Listen Notes | Player FM | Podcast Addict | Podcast Republic |
On this episode of On Board Games, Erik talks with Bruce about games (and other things) they've played including: Brass Lancashire Moonga Invaders Big Time Boxing Superskill Pinball A little about Jackbox You can get a discount on Zencastr.com using this link. (23:56) Then, they talk about the end part of various games and the impact it has on game play and the players. ---------------------------------------------------------------- Inverse Genius: http://www.inversegenius.com/ Patreon account: http://www.patreon.com/obg Twitter: @onboardgames RSS Feed: http://onboardgames.libsyn.com/rss Email us: onboardgamesmailbag@gmail.com On Board Games Guild at Board Game Geek
Magic is made not by a single designer but by a large group of people. In this podcast, I talk about how that affects game design.
This is another podcast in my ongoing quest to record a podcast about every expansion. This podcast is all about Mercadian Masques.
Interview with Vlad Prelovac, CEO of Kagi OpenAI Just Released Its First Open-Weight Models Since GPT-2 Genie 3: A New Frontier for World Models Kitten TTS: The 25MB AI Voice Model That's About to Change EVERYTHING (Runs on a Potato!
Interview with Vlad Prelovac, CEO of Kagi OpenAI Just Released Its First Open-Weight Models Since GPT-2 Genie 3: A New Frontier for World Models Kitten TTS: The 25MB AI Voice Model That's About to Change EVERYTHING (Runs on a Potato!
Interview with Vlad Prelovac, CEO of Kagi OpenAI Just Released Its First Open-Weight Models Since GPT-2 Genie 3: A New Frontier for World Models Kitten TTS: The 25MB AI Voice Model That's About to Change EVERYTHING (Runs on a Potato!
Interview with Vlad Prelovac, CEO of Kagi OpenAI Just Released Its First Open-Weight Models Since GPT-2 Genie 3: A New Frontier for World Models Kitten TTS: The 25MB AI Voice Model That's About to Change EVERYTHING (Runs on a Potato!
As is tradition, a couple of episodes after a hundredth we invite one or more of our pals the Korths into the clubhouse. This time we were lucky enough to have all of the family Korths (coming soon), and a bonus interview with Andy Korth! We talk with him about his recent work updating Verdant Skies.Revisiting Your GamesGame DesignProductionUI / UXVerdant Skies - Howling Moon SoftwarePreviously we had Beth Korth on to talk about Narrative Design, in general and related to Verdant Skies.Narrative Design We had the whole Korth family on in this episode.Families in GamesAndy and Beth were both on in a deep dive into the code of Verdant Skies in this video episode.Code Comment: "Verdant Skies"And here's the episode that started the tradition!Steam GreenlightGamers using game controllers for PC gaming has tripled since 2018 — Steam surv… - Christopher Harper, Tom's Hardware
Interview with Vlad Prelovac, CEO of Kagi OpenAI Just Released Its First Open-Weight Models Since GPT-2 Genie 3: A New Frontier for World Models Kitten TTS: The 25MB AI Voice Model That's About to Change EVERYTHING (Runs on a Potato!
In today's episode we talk about How To Write A Character Arc. What makes a good character arc? How do you make them meaningful? How do you mix them into the other players at the table to keep everyone engaged? We give you our thoughts and answer all these questions and more in today's episode.Leave us an email for feedback, questions, or thoughts at levelupyourgamingpodcast@gmail.comor Follow us on Facebook and engage with us at https://www.facebook.com/LevelUpYourGamingPlease leave us a review or a five star rating wherever you get your podcast.
Send us a textLet's start with something different.https://www.humanbrainproject.eu/en/follow-hbp/news/2023/09/04/learning-brain-make-ai-more-energy-efficient/This article from the Human Brain Project outlines the power requirements for the human brain and the results are staggering. The human brain uses only 20 watts of power to work. That's the equivalent of a computer monitor…on sleep mode.In contrast an AI requires 2.7 billion watts just to simulate even basic cognitive functions.This is the kind of article that just blows my mind and gets the creative juices flowing. So many sci-fi ideas, and it kinda flips The Matrix on its head.Christina, thoughts?[Kick to Christina]Game ideas?EN World has an article about the May 2025 Kickstarter for Deathstalker the TTRPG. You all remember 1983's Deathstalker right.Deathstalker…Conan with more boobsIt was a Roger Corman rip of Conan and it has a bit of a cult following. Now I was never a big fan of Deathstalker. I felt it was one of Corman's less interesting and very un-original films. But somebody at EN World loves Deathstalker because the wrote not 1, but 2 articles about the movies (yes, they made a sequel) and the game.https://www.enworld.org/threads/where%E2%80%99s-the-deathstalker-rpg-part-1.713549/https://www.enworld.org/threads/where%E2%80%99s-the-deathstalker-rpg-part-2.713550/Does everything deserve a TTRPG? I mean just looking at Corman's filmography and we can find several ideas that would likely make cool and interesting games. Death Race 2000, Deathsport, Rock and Roll High School, and even Frankenstein Unbound are all ripe for a little TTRPG fun.But Deathstalker?Christina, I know you love the B-Movie as much as I do, what's your thoughts on this one?[Kick to Christina]And there you have it, all the news, you've already heard.
Fancy setting us a gaming challenge? Get in touch here!Scott's back and this week it's time for Open World, Permadeath, City Building Shenanigans. I bet you can't wait for it! Thanks for listening and please leave us a review and subscribe if you enjoyed it. It really helps us out. https://podcasts.apple.com/us/podcast/the-gaming-blender/id1597738101Also please get in touch with us at @gamingblendpod or thegamingblenderpod@gmail.com with your ideas for new games and challenges.Keep blending!
The very nature of a trading card game is that it's always evolving. In today's podcast, I talk about what that means for Magic design.
In this podcast, I talk all about my trip to this year's San Diego Comic-Con.
In an impromptu recording, we decided to take turns setting a 6-minute timer and sharing whatever topics came to mind. The result was a series of compressed design conversations and a snapshot of our current ambitions and troubles. 1 - Sandbox exploration (chicken) 2 - Questlandia audio drama (cow) 3 - Traits & Conditions accounting (duck) 4 - Making the bed (whale) 5 - Null result (seagull) 6 - Mud gallery (horse) Links: Join the Turtlebun Discord: https://discord.gg/XD4WVDjvbz Support our work on Patreon: https://www.patreon.com/turtlebun Buy our games: https://turtlebun.com/ Credits: Design Doc intro/outro theme by ipaghost: https://www.ipaghost.com/ This episode edited by Hannah Shaffer. Episode editing usually by Rob Abrazado: https://robabrazado.com/ Get in touch: Designdocpod (at) gmail (dot) com Instagram: instagram.com/turtleandbun Bluesky: https://bsky.app/profile/turtlebun.com
In this podcast, I sit down with Andrew Brown, the set lead designer of Edge of Eternities, to talk about the making of the set.
In this podcast, I see if I can talk for 30 minutes about the Magic card back. (Hint: I did it.)