Designer Notes

Designer Notes

By Idle ThumbsVideo Games
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    19th

    on Games & Hobbies

  • Favorites

    26

    Followers

  • Typical duration

    107 min

    per episode

Based on Podcast App listening data

Designer Notes episodes

  • Designer Notes 10: Nina Freeman
    In this episode, Adam Saltsman interviews indie game developer Nina Freeman, who is best known for her personal vignette games How Do You Do It?, Freshman Year, and the upcoming Cibele. She is currently working at Fullbright as a level designer on the upcoming game Tacoma. They discuss why all VR games are about sitting in chairs, how a background in poetry influences her work, and how to write about your own personal flaws in a game.
    1 hr 13 min
  • Designer Notes 9: Bruce Shelley
    In this episode, Soren interviews veteran game designer Bruce Shelley, who is best known for his work on Railroad Tycoon, Civilization, and the Age of Empires series. He is currently working at Bonus XP on Servo, a new RTS. They discuss what the two Sids have in common, why they took disasters out of Railroad Tycoon, what game got shoved out the door to make way for Civilization, why Ensemble games always look so bright, and why he always does his research in the children's section of the library.
    2 hr 4 min
  • Designer Notes 8: Daniel Benmergui
    In this episode, Adam Saltsman interviews independent game developer Daniel Benmergui, who is best known for experimental story games like Today I Die, I Wish I Were The Moon, and the IGF-winning Storyteller. He is currently working on the Indie Fund-backed puzzle game Ernesto. They discuss why games should not be designed backwards, how to recover from the burden of success, why players have difficulty committing a murder of jealousy in Storyteller, and whether Chris Hecker hates Ernesto.
    1 hr 46 min
  • Designer Notes 7: Brad Muir
    In this episode, Soren interviews Brad Muir, who is a designer/programmer at Double Fine. He was a programmer on Psychonauts, the lead designer of Brutal Legend, and the project leader on Iron Brigade. Brad is currently leading the development of Massive Chalice, a tactical strategy game now available on Steam Early Access. They discuss trying to make peace with narrative-based games, why consoles (and not tablets) are the future of MOBAs, what it's like pitching ideas to publishers, and why Brad worked at Raven for 89 days.
    2 hr 56 min
  • Designer Notes 6: Chelsea Howe
    In this episode, Adam Saltsman interviews Chelsea Howe, who is a Creative Director at EA Mobile. She is best known for her work at TinyCo, where she led the design of Family Guy: The Quest for Stuff, and for her community efforts organizing the Queerness and Games Conference, the Global Game Jam in San Francisco, student workshops, and more. They discuss how DAU's and LTV's compare to Quarterback Ratings, why F2P games end up as conservative as AAA games, why mobile devs have to pay people to play their games, and if a game is worthwhile if the player isn't learning something.
    1 hr 40 min
  • Designer Notes 5: Daniel Cook
    In this episode, Soren interviews Daniel Cook, who is the Chief Creative Officer at Spry Fox. He is best known for his design work on games such as Triple Town, Realm of the Mad God, and Steambirds as well as for his writing on game design at lostgarden.com. They discuss the joy of making tile sets, why Lost Garden was originally an anonymous blog, whether Triple Town should be free-to-play, and why we wish we had been neighbors.
    2 hr 15 min
  • Designer Notes 4: Henrik Fahraeus
    In this episode, Soren interviews Henrik Fahraeus, who is a Game Director at Paradox Interactive, where he has worked on the Crusader Kings, Europa Universalis, and Hearts of Iron series. Also sitting in on the interview is Jon Shafer, lead designer of Civilization 5 and currently at work on his independent strategy game At the Gates. They discuss whether the Civ and EU games live in alternate dimension, whether provinces are better than hexes, and why it's bad to have too many sons.
    1 hr 37 min
  • Designer Notes 3: Frank Lantz
    In this episode, Soren interviews Frank Lantz, currently Director of the NYU Game Center. Frantz was also the co-founder of Area/Code where he led the design of Drop7. We discuss how to make sure your game gets written up in Boing Boing, why most people who like ARGs have never played one, and how to take advantage of your friend's trip to the hospital in Parking Wars.
    1 hr 42 min
  • Designer Notes 2: Rob Pardo - Part 2
    Soren is not done with Rob yet! In the second half of the interview, they discuss the MMO that shocked everyone (including Blizzard), how to hire game designers, why they didn't make DOTA2, removing the auction house from Diablo 3, and what might come next from Rob.
    2 hr 7 min
  • Designer Notes 1: Rob Pardo - Part 1
    Welcome to Designer Notes, a podcast about why we make games, hosted by Soren Johnson of Mohawk Games. In our first episode, Soren sits down with Rob Pardo, formerly the Chief Creative Officer at Blizzard Entertainment, to discuss his game design career, or at least as much as could fit into this first of two parts! Rob is best known for his design work on StarCraft 1 & 2, Warcraft 3, and World of Warcraft.
    2 hr 5 min

About Designer Notes

From the publisher's feed

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…

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