Nice Games Club - a gamedev podcast!

Nice Games Club - a gamedev podcast!

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Nice Games Club - a gamedev podcast! episodes

  • Researching Inspiration (with Bernie Mattson)

    Bernie Mattson enters the Clubhouse to talk about researching inspiration as part of the game development process and along the way the Nice Hosts learn a whole lot about Dada. Do you like show notes? Well, Nice Listener, is this the episode for you!

    Researching InspirationArtGame DesignProduction

    Doo-Daa

    You can buy Doo-Daa right now on itch.io... - itch.io...or wishlist it on Steam - SteamProcess Book for Doo-Daa - Bernie Mattson, itch.ioSpace Funeral, a big inspiration for Doo-Daa - itch.io

    Dada, a starting point

    Europe After The Rain, 1970 - YouTubeDadA, 1967 - Greta Deses, YouTube1918 Dada Manifesto - Tristan TzaraInternational Dada ArchivesThe Dada Cyborg Visions of the New Human in Weimar Berlin - Matthew BiroThe Bride Stripped Bare by Her Bachelors, Even - WikipediaDuchamp Research Portal - Duchamp ArchivesSophie Taeuber-Arp - Wikipedia
    48 min
  • "More soda thoughts." Pitch Decks; Rotating Leadership

    In this episode, Mark has some general notes on Europe, and walks though how he assembled the pitch deck that he brought with him to Gamescom. Meanwhile, Lydia wonders what it would be like to share responsibility on a schedule, and Stephen's clock is 10 minutes fast so we're not going to be as late to the screening of Star Trek III: The Search for Spock as he thinks.

    • Mark on a bike in Dublin.
    • Mark on a bike in Amsterdam.
    • Mark on a bike in Cologne.
    • Mark on a bike in Zurich.
    • Mark on a bike in Paris.
    • Mark feeding the birds underneath the Eiffel Tower.
    0:20:56Pitch Decks

    Slides in Mark's pitch deck:

    • Title (with links to contact, build, video, etc)
    • Table of Contents
    • Fact Sheet
    • Concept summary
    • Team
    • Embedded video
    • Slides covering each main topic from summary slide
    • 1-3 slides after each topic slide
    • Concept conclusion
    • Inspiration sources
    • Timeline
    • Budget
    • Why support this team?
    • What we want from a publisher
    • Title (again)
    1:10:13Rotating Leadership
    1 hr 32 min
  • Escape Rooms 101

    Mark returns with gifts from Europe! Then Lydia teaches her nice boys how to make a puzzle room: the ins and outs, the dos and don'ts, it’s an escape room special!

    • The Sega coin that Mark stood in multiple very long lines to get.
    • Junction Jam (Midwest US 2026) - itch.io
    • Saprolige - LydiaSymchych, HeadlessKhan, Ally, Ice Husky, Martin_Gazelle, itch.io
    Escape Rooms 101Lydia's first episode on the program was as a guest, where she talked about:Digital Escape RoomsYears earlier, we spoke with another Escape Room designer, for:Puzzle/Escape Rooms
    1 hr 5 min
  • Chance Mechanics (with Heather Flowers)

    In this episode, your nice hosts welcome Heather Flowers into the clubhouse to talk about math and probability, while Heather insists they should be on Evil Games Club instead. The group reflects on art and the interpretation of art.

    Chance MechanicsGame Design

    Heather Flowers Games

    Unfair Flips - Heather Flowers, Steam500 Finger Fillet - Heather Flowers, SteamUnderstanding Systems Suspense - Cat Manning, Jason Grinblat, Max Kreminski, Graeme Lennon, Alexsei Pepers, Lauren Scott, Polaris Game Design Retreat

    Other mentions

    Buckshot Roulette - WikipediaArchane Kids Manife$toNumber Gotcha - itch.io
    57 min
  • "Praise be to the bureaucrats." Player Investment; Crunch Culture

    Two of your nice hosts are prepping to go to Junction Jam (which already happened, you'll hear about it soon!), but before then the discussion goes over the why players can and should be invested in your game, and how to push back against crunch in the workplace.

    • Junction Jam - Global Game Jam
    0:06:57Player Investment'Cauldron of bats' and other great collective nounsEmma CownleyJot Jot Boom0:38:05Crunch CultureOccupational Burnout in Games 2024: Causes, Impact, and SolutionsLis Moberly, Tim StoboGame Developer Conference
    0 min
  • Nice Games Jam: "The Great Floral Heist"

    From a floral prompt, a daring caper blossoms. This week your Nice Hosts answer the question: How many flowers to you have to eat to pull off a heist?

    • Clank!: A Deck-Building Adventure - Board Game Geek
    • Clue: The Great Museum Caper - Board Game Geek
    • The game board for Clue: The Great Museum Caper
    • Our spreadsheet of Flowers, Powers, and Barriers.
    PromptCreate a game about flowers. The flowers may give you powers (regular or super) or may become animated when they are in full bloom. An example of a regular power is power of attorney or a driver's license and example of a superpower is invisibility.Game typeTabletop gameMaterials

    Game board

    Thief meeples

    Barrier cards

    Flower tokens

    Flower combination legend

    Flower box containers

    Ability tracker

    "a one-to-one scale replica of a particularly rare flower completely made of precious metals and gems"

    Setup

    Lay out the board

    Place the "one-to-one scale replica of a particularly rare flower completely made of precious metals and gems" in the center chamber

    Distribute flower tokens

    • Shuffle flower tokens in a bag
    • Add flower tokens to flower boxes without looking at them 
    • Place the boxes on the marked spaces on the board
    • Distribute the remaining flower tokens around the flower patches marked on the board

    Place barriers

    • Shuffle barrier cards
    • For each marked space on the board, draw a barrier card and place it on the space

    Player setup

    • Choose a thief meeple
    • Take a flower combination legend
    • Take an ability tracker
    Rules
    • Players are thieves after the same jeweled flower in the center of the board 
    • Players must gather different flowers to give them the ability to get through the board/maze
    • Goal is to get through to the center of the maze-like building first
  • Players navigate to get the different flowers
    • Combinations of flowers give you new abilities (either mundane or super-powered)
    • Players may only have 3 active abilities at a time (if you get a new one, the first one gets pushed out)
    • Could be places or a power that allows you to remove all of your powers
  • Players need to get these powers to get through barriers in the game
    • Barriers can be gotten through by various means (2 or 3, minimum 1)
  • On the board there are places where flowers grow (distributed fairly) (tokens of a color/image)
    • Some places have flower boxes, and they’d give you a random flower
    • More of the flower boxes in the center of the board
  • If someone gets to the center, they win, but the others now want to try and get them caught (so they can now win)
    • Players create new barriers for the winning one to keep them from being able to get out
    1 hr 6 min
  • Narrative-Driven Puzzles (with Brian Crick)

    Brian Crick is in the clubhouse to talk about how he intertwines narrative and puzzles in his game Tinselfly. We talk about character motivation, player buy-in, and where you even start with a project like this. And if you also are late to playing Myst, you'll learn you are not alone. Just... don't bring Mark the red pages...

    Narrative-Driven PuzzlesGame DesignNarrativeTinselfly - SteamGorogoa - SteamThe Longest Journey - Steam
    1 hr 5 min
  • “That’s not how Lutherans work” Geology In Games; Shipping Updates

    Stephen is still away so Ian Peters uses that as an excuse to talk about rocks and how that relates to storytelling. Also in this episode, Mark is preparing for an exciting trip and Lydia is hype about trains for a good reason.

    • Junction Jam
    • gamescom
    0:15:35Geology In GamesNicolas StenoWikipediaThe potential for using video games to teach geoscience: learning about the geo…Edward G. McGowan and Lewis J. AlcottEuropean Geosciences Union0:36:00Shipping Updates
    1 hr 6 min

About Nice Games Club - a gamedev podcast!

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The podcast where nice gamedevs talk gaming and game development. Nice!

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