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Insert Credit reports directly from GDC 2023. Brandon Sheffield relives past GDC memories with new and familiar faces, while Liz Ryerson and Ty Underwood dive into the dark underbelly of Web3 Cryptopits and explore the show floor. Segments: Brandon picks up his badge (00:00) Liz and Ty wait in line (02:33) Brandon interviews Greg Miller about GDC memories (08:10) Ty and Liz interview Evan Balster and Tammy Duplantis about why GDC is bad this year, lines, and lunch (14:46) Brandon hangs out with Ash Parrish in a bar watching baseball (19:13) Liz and Ty cover Web3 and the Trauma Trough with Emily Rose (23:43) Brandon and Vincent Diamante cover planes in hurricanes, cranky old men, and meeting IRC friends (28:28) Liz updates after emceeing the main stage (35:00) Liz and Ty walk the expo hall and talk to Issac Io Schankler (37:30) Brandon talks GDC memories in a bar with Kat Bailey, Wesley Fenlon, Jeremy Parish, and JJSignal (45:07) Liz recovers after a difficult day (54:25) Brandon shares his reason for coming to GDC (and DICE) and shares shoe repair tricks (56:26) Liz tests positive for covid (01:03:50) Ty reports for the Experimental Game Workshop and asks the hard questions (01:05:52) Brandon settles on an Italian restaurant with Frank Cifaldi, Chris Charla, and Kelsey Lewin and share stories (01:10:09) Brandon and Jenn Sandercock have a serendipitous meeting (01:29:02) Ty scours Yerba Buena to get final thoughts on the conference (01:30:09) Brandon gets Jim Stormdancer's GDC memories (01:32:28) Brandon and Ash Parrish discuss preconceptions, Kirby, Iran, and the giving nature of people at GDC (01:35:25) Ty unwinds with Eva Khoury to get the vibe of the show (01:51:22) Brandon runs into Mimsy and talks parties and Oakland (01:52:04) Ty shares their final thoughts on GDC 2023 (01:55:11) Brandon wraps up the show (01:55:50) Discuss this episode in the Insert Credit Forums Support on Patreon Subscribe: RSS, Apple Podcasts, Google Podcasts, Spotify, and more!
Insert Credit reports directly from GDC 2023. Brandon Sheffield relives past GDC memories with new and familiar faces, while Liz Ryerson and Ty Underwood dive into the dark underbelly of Web3 Cryptopits and explore the show floor. Segments: Brandon picks up his badge (00:00) Liz and Ty wait in line (02:33) Brandon interviews Greg Miller about GDC memories (08:10) Ty and Liz interview Evan Balster and Tammy Duplantis about why GDC is bad this year, lines, and lunch (14:46) Brandon hangs out with Ash Parrish in a bar watching baseball (19:13) Liz and Ty cover Web3 and the Trauma Trough with Emily Rose (23:43) Brandon and Vincent Diamante cover planes in hurricanes, cranky old men, and meeting IRC friends (28:28) Liz updates after emceeing the main stage (35:00) Liz and Ty walk the expo hall and talk to Issac Io Schankler (37:30) Brandon talks GDC memories in a bar with Kat Bailey, Wesley Fenlon, Jeremy Parish, and JJSignal (45:07) Liz recovers after a difficult day (54:25) Brandon shares his reason for coming to GDC (and DICE) and shares shoe repair tricks (56:26) Liz tests positive for covid (01:03:50) Ty reports for the Experimental Game Workshop and asks the hard questions (01:05:52) Brandon settles on an Italian restaurant with Frank Cifaldi, Chris Charla, and Kelsey Lewin and share stories (01:10:09) Brandon and Jenn Sandercock have a serendipitous meeting (01:29:02) Ty scours Yerba Buena to get final thoughts on the conference (01:30:09) Brandon gets Jim Stormdancer's GDC memories (01:32:28) Brandon and Ash Parrish discuss preconceptions, Kirby, Iran, and the giving nature of people at GDC (01:35:25) Ty unwinds with Eva Khoury to get the vibe of the show (01:51:22) Brandon runs into Mimsy and talks parties and Oakland (01:52:04) Ty shares their final thoughts on GDC 2023 (01:55:11) Brandon wraps up the show (01:55:50) Discuss this episode in the Insert Credit Forums Support on Patreon Subscribe: RSS, Apple Podcasts, Google Podcasts, Spotify, and more!
Erica and Scott welcome graphic designer, production superhero, and prototype craft wizard Lindsay Daviau to the show. We talk about her experience at Hasbro making (among many other things) fake games for fake stores. We also bring up her favorite games that she worked on, and her job at Restoration Games (with her husband Rob, who you may have heard of), where she works on games like Unmatched, Fireball Island, Stop Thief, and the soon-to-come Return to Dark Tower. SHOW NOTES 04m10s: This is Don Norman's legendary book, Design of Everyday Things. It frequently comes up in this show, although despite what Scott says, we have never done a dedicated episode on it. We did discuss it a lot with game designer and graphic designer Daniel Solis on Ludology 204 - The Eyes Have It. 05m09s: The prestigious Rhode Island School of Design (RISD, pronounced "RIHS-dee"). 12m57s: For those of you outside the US, the functional metric equivalent to 11"x17" paper is A3. 16m12s: The most recent Pandemic Legacy game is Pandemic Legacy: Season 0. 16m56s: Laser cutters emit toxic fumes; please only ever use them with proper ventilation! 17m48s: The Brother ScanNCut. 18m34s: Gil's tip for making quick tokens: get a bunch of circle labels, and a bunch of poker chips! 1" diameter labels work well for standard poker chips, 0.5" diameter labels work well for mini poker chips. Once you set up to print to the circle template, you can make a bunch of tokens very quickly. And to replace them, simply print new labels and stick them above the old labels. It's great for early prototypes where the shape of the token is not hugely important! 21m08s: Heroscape 42m09s: The web suggestion form Lindsay mentions is right on Restoration's front page! 45m24s: The Twilight Zone Tower of Terror 46m41s: Pillars of the Earth is both a well-known book by Ken Follett and a solid worker-placement board game with a polarizing turn order mechanism. 49m00s: This cake discussion actually came relatively early in the interview. It was a bit too much of a tangent to include in the main episode, but we've put it here as a bonus. Enjoy! 53m24s: For more on edible board games, check out Ludology 210 - The Way to a Gamer's Heart, in which we chat with Jenn Sandercock about her cookbook/rulebook where she gives recipes and instructions for several edible games.
Yes! Edible games are a thing and they are delicious. Cassandra discusses her experience with one of Jenn Sandercock's edible games The Order of the Oven Mitt, and how edible games can make us think differently about design and play.Games we played:Drone Home | Board Game | BoardGameGeekPARKS | Board Game | BoardGameGeekCurious Cargo | Board Game | BoardGameGeekEdible Game Links:The Order of the Oven Mitt (free sample recipe and game!)EdibleGamesCookbook_sample.pdfEdible Games Cookbook (hard copy or kindle options)Edible Games | Play with your food!Find us on Instagram @playdna_podcast or Facebook @playdnapodcast
Emma and Gil invite award-winning game designer, teacher, and not-scholar Sharang Biswas to the show to discuss verbs in games. What actions do we actually perform when we play a game, what actions do they represent, and how does that impact the game experience? You can find Sharang on Twitter or on the web. Here is his itch.io store. CONTENT WARNING: This episode contains references to sex and sexuality. Show Notes 2h31m: Sharang teaches at The International Center of Photography (Bard College), and at Fordham University. 3m05s: We had Dr. Mary Flanagan on the show for Ludology 226 - Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo 3m26s: Playcrafting is an organization that holds game design events, mainly for digital games, in New York City, San Francisco, and Boston. 5m04s: Anna Anthropy is an influential game designer, and current designer-in-residence at DePaul College in Chicago. 5m15s: Ian Bogost's Persuasive Games. 10m08s: Android: Netrunner 11m33s: We discussed ludonarrative dissonance, especially in board games, in Ludology 190 - Diabolus in Ludica. 12m05s: The uselessness of 1:1 scale maps came up in our conversation with Volko Ruhnke for Ludology 178 - COIN-Operated. 12m29s: If you haven't heard us discuss at length what a "game" is, check out Ludology 151 - High Definition. 12m35s: More information about the word autotelic, which is extremely useful when discussing games and play. 13m35s: Frank Lanz is a game designer and director of the NYU Game Center. 16m35s: Great Western Trail, Food Chain Magnate 17m10s: Ryan and Geoff discussed the magic circle with game designer and professor Eric Zimmerman in Ludology 79 - The Magic Circle. 17m29s: You can find more about Honey & Hot Wax, edited by Sharang and Lucian Kahn, here. 18m25s: The phrase "turtles all the way down" is one of Gil's favorites. 20m54s: Hungry Hungry Hippos, Mouse Trap, Pretty Pretty Princess, Electronic Dream Phone 21m30s: MegaCity Oceania 21m54s: Mountains of Madness 23m10s: Pandemic Legacy: Season One 24m11s: Sharang's game with Max Seidman, Mad Science Foundation 26m35s: The RPG Sign. 28m10s: More information about the larp Sarabande. 29m42s: Geoff and Gil discussed "soft incentives" in Ludology 185 - Soft Boiled. 30m38s: Jiangshi, an RPG about Chinese immigrants juggling running a haunted restaurant, by Banana Chan and Sen-Foong Lim. We had Banana on the show a few weeks ago, for Ludology 228 - The Roles We Play. 31m10s: Some of the discussion about "Press F To Pay Respects" in Call of Duty: Advanced Warfare. 31m31s: Untitled Goose Game 35m53s: Sharang compares Chaos in the Old World to Assault of the Giants. Chaos was designed by the incomparable Eric Lang, who we had on the show for Ludology 175 - Auld Lang Design. 37m13s: Sagrada 38m19s: DC Comics Deck-Building Game 40m00s: John Cage's 4'33", which instructs the performer to play no notes for the duration of the piece. 40m27s: Positive examples of ludonarrative dissonance: Typing of the Dead, Unspeakable Words 40m58s: Brenda Romero's well-known art game Train. 41m16s: Sharang's game Feast, inspired by Felix Gonzalez-Torres' original art piece Untitled (Portrait of Ross in L.A.). 41m45s: The RPG With Great Power… 42m31s: Team Fun's interview with Sharang, featuring the phrase "Jump, Decapitate, Kill." 43m44s: Journalist, larp designer, and game writer Lizzie Stark. 45m00s: The 2001 video game Black & White. 45m17s: French literary critic Roland Barthes proposed the idea of the Death of the Author in a 1967 essay, suggesting that critics don't need to understand an author to contextualize their work. 45m24s: The Effing Foundation for Sex Positivity. 47m16s: Thumb Wars (or thumb wrestling) 51m45s: The games A Guide to Casting Phantoms In The Revolution, and Can You Hear Me? 52m34s: Sharang's game Several Miles from Heaven. 53m36s: The Jenga-implementing RPGs Dread and Star Crossed, and the apocalyptic RPG Ten Candles. 54m45s: Metatopia is a game designer convention based in the northeastern US that specializes in tests of board games, TTRPG, and larp. 56m41s: Sharang's solo food-based RPG Verdure. 57m52s: We had Jenn Sandercock on in Ludology 210 - The Way to a Gamer's Heart to discuss her edible games. 58m41s: The 200-word RPG Stardust. 1h00m00s: The bizarre Hellcouch (taking the idea of the "couch co-op to the next level), amd Mattie Brice's empathy machine. 1h00m45s: Marina Abramović's seminal performance art piece Rhythm 0, in which she allowed visitors to do whatever they wanted to her body for 6 hours. Visitors were gentle at first, but became more cruel as the piece went on, several times aiming a loaded gun in her head. The most powerful part of the performance emerged at the end; once the 6 hours ended, Abramović stood up and approached the audience, who promptly left, unable to face her as a person who had regained her bodily autonomy. 1h06m08s: Alex Roberts' Pop! is part of Sharang's project Honey and Hot Wax, co-edited by Lucian Kahn. 1h06m37s: Emma's degree is in Product Design. 1h08m45s: Sharang has written a couple of articles for Killscreen. 1h10m38s: Wingspan. We had the pleasure of chatting with designer Elizabeth Hargrave for Ludology 203 - Winging It. 1h12m15s: The Triangle Shirtwaist Factory Fire was a horrifying tragedy in which 146 sweatshop workers in New York City were killed by a fire. The workers were locked into their working space, so they could not exit on foot; many leapt to their deaths. The fire resulted in legislation that improved factory safety standards and strengthened union powers. 1h14m42s: Clio Yun-Su Davis' RPG Pass the Sugar Please was run by theater company Intramersive. 1h16m44s: Sharang is referencing Kat Jones' game Glitzy Nails. 1h17m43s: The RPG Flatpack 1h19m34s: The productivity games Habitica, SuperBetter, Chore Wars, and Zombies Run. 1h20m58s: Sharang's game A Shroud for the Seneschal.
Gil and Emma are joined by game designer Jenn Sandercock to discuss her edible games. How do you design a game where the players eat the components? What design challenges does that bring up? And how do players react to being allowed to literally play with their food? Find out more about Jenn here: http://jennsand.com/ Find out more about Jenn's edible games here: https://ediblegames.com/
Game developer Jenn Sandercock talks experimentation, balance, collaboration, and edible games. Jenn’s Website, Jenn on Twitter, The Edible Games Cookbook, Making Games That Give Me Hugs, Alex on Patreon!
In this, the third and last of our special conversations recorded at XOXO in Portland, Anita talks to Jenn Sandercock, a games industry veteran who is also a pioneer in the field of edible games! Here, she and Anita talk about some of the delicious games Jenn has created, her background in artificial intelligence, and the particular issues around age that are prevalent in tech and gaming fields. Learn more about Jenn's games at ediblegames.com and follow her on Twitter at @JennSandercock.
At GDC 2018, Kirk and Jason tried something new: an edible game. Specifically "The Patisserie Code," designed by Thimbleweed Park programmer/designer Jenn Sandercock as part of her upcoming cookbook of edible games. Everyone had a delicious time eating cream puffs, thwarting Nazis, and learning to read old-fashioned cursive.You can find photos of the game on Kotaku: https://kotaku.com/we-played-a-delicious-edible-tabletop-game-1824083975
Jenn Sandercock - “It’s much better just to make, just to do. What you going to do is probably going to be wrong and need revisions. Don’t spend ages on a game design doc. Just make something, show it, iterate. ” Jenn Sandercock found the independent mobile games studio called Inquisiment with the goal of creating experiences that foster friendship, curiosity, and challenge. She is also in the process of creating a series of edible games which we definitely got to get into later in the show lol because I love food. Her works include Thimbleweek Park, aglimpse: friends, and L.A. Noire. We Discuss: Giving yourself constraints in game designJoin meetups to network and get constructive feedbackIf the players enjoy the game, it's a good game design, simpleGot an award for Edible Games at Indiecade where you eat!Working on a cookbook in KickstarterWas told that she was jeopardizing her career by bringing cakes to peersKnowing your scale and limitationDidn’t know there was an opportunity in the game industryAnd much more...Connect: GDC Talk: Friendship, Curiosity & Challenge: focusing your career as an Indie Dev Personal Website: http://jennsand.com/index.phpCompany Website: http://inquisiment.com/Twitter: @JennSandercockResources: Play a lot of other gamesTake influence from other median to use in your gamesBook: The Art of Game Design: A Book of Lenses by Jesse SchellRemember that knowledge is only Potential power, Execution is the game. I highly encourage you take what you learn and put it to good use. Don’t let it go to waste. Connect with my guests and ask them questions, they are willing to help. Comment below to share your thoughts and experience because I read every single message. Subscribe to the podcast to hear more inspiring professionals. Thank you for your time! www.gamedevloadout.com
We talk to indie dev and Thimbleweed Park game designer Jenn Sandercock about making games, both analog and digital. The analog ones involve cookies. We approve.