Designer Notes

Why do we make games? Every designer has a different and very personal answer to that question. Soren Johnson, founder of Mohawk Games, sits down with noted designers to find out by examining their careers as a whole.

http://idlethumbs.net/designernotes

Eine durchschnittliche Folge dieses Podcasts dauert 1h48m. Bisher sind 54 Folge(n) erschienen. Dieser Podcast erscheint alle 5 Wochen
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Designer Notes 40: Brian Reynolds - Part 3


In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best known for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss why Big Huge made Rise of Legends instead of Rise of Nations 2, why


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 22 June 2018  1h38m
 
 

Designer Notes 39: Brian Reynolds - Part 2


In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best known for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss when Brian discovered Twilight Struggle, how Alpha Centauri influenc


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 16 May 2018  2h28m
 
 

Designer Notes 38: Brian Reynolds - Part 1


In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best know for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss how his original dream job was to write compilers, all the bad decisi


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 24 April 2018  1h42m
 
 

Designer Notes 37: Chris Hecker - Part 2


In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss accessibility versus depth, when SpyParty suddenly became fun, and why Chris Hecker ruined Spore.


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 12 March 2018  1h56m
 
 

Designer Notes 36: Chris Hecker - Part 1


In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss why game jams are no longer necessary, why the first triangle is always the hardest, and whether Powers of Ten w


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 21 February 2018  2h5m
 
 

Designer Notes 35: Manveer Heir


In this episode, Adam Saltsman interviews independent game developer Manveer Heir, best known for his work on the Mass Effect franchise. They discuss the sunken cost fallacy and game development, why Mass Effect 3 would be a bad first game for a new devel


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 17 January 2018  1h20m
 
 

Designer Notes 34: Tyler Sigman - Part 2


In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how whether it makes sense to hide game data in the age of wikis, if Darkest Dungeon is too punishing or too f


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 07 December 2017  2h5m
 
 

Designer Notes 33: Tyler Sigman - Part 1


In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how his game design career was almost derailed by staplers, how a weird aeronautical engineer is a normal game


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 13 November 2017  2h18m
 
 

Designer Notes 32: Asher Vollmer


In this episode, Soren interviews independent game developer Asher Vollmer, best known as the designer of Puzzlejuice and Threes. They discuss why paper prototypes don’t always translate well into video games, whether a game should take up 100% of your


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 05 October 2017  1h23m
 
 

Designer Notes 31: Margaret Robertson


In this episode, Adam Saltsman interviews Margaret Robertson, Game Director at PlayDots. Margaret is known for her pioneering work at Hide & Seek and as editor-in-chief at EDGE magazine. They discuss how to make a game about death, whether a game should m


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 01 September 2017  1h32m