
Sign up to save your podcasts
Or


Jordan interviews Gordon Bellamy, a game industry veteran with over two decades of experience. Gordon is currently a Professor of the Practice of Cinematic Arts at USC and faculty advisor for USC Esports, where he leads DEI&B efforts and career development. He has worked at top companies like EA, Tencent, and THQ, and served as the Executive Director of the International Game Developers Association (IGDA) from August 2010 until July 2012. In this interview, he shares his journey from starting in QA to becoming a leader in business development, advising startups, and teaching at USC. He also offers key insights into networking, managing your reputation, and building a career in the gaming industry.
Topics covered:[02:44] Gordon’s early career: From Harvard to EA
[07:00] Transitioning from development to business development at MicroProse
[10:00] Shifting into executive roles at EA and THQ
[12:30] The "I Like, I Wish, What If" feedback framework
[15:20] The role of diversity and inclusion in shaping future game developers
[19:10] Navigating career changes and building long-term success
[23:40] Partnering with developers and maintaining trust
[28:10] Gordon’s mentorship efforts at IGDA and giving back to the industry
[34:20] Building a professional network and reputation in gaming
Resources & media mentioned in this episode:Learn more and Connect with Gordon Bellamy:
Games & companies mentioned:
Jordan interviews Brian Allgeier, a veteran game designer and creative director at Insomniac Games, renowned for his work on classic titles such as Ratchet & Clank, Spyro the Dragon, and the VR game Edge of Nowhere. Brian shares his journey in the AAA game industry, lessons on creative direction, working with large teams, and how to maintain a cohesive creative vision across complex projects. He also highlights some leadership tips from his book, Directing Video Games: 101 Tips for Creative Leaders, which offers practical guidance for both aspiring and seasoned game directors.
Topics covered:[02:44] Brian’s early career: From Spyro to Ratchet & Clank
[06:00] Maximizing game mechanics and designing with economy in mind
[10:23] Transitioning from artist to creative director at Insomniac Games
[12:30] Guiding players' attention and creating focus in level design
[16:50] Techniques for managing large teams of specialists
[21:00] Working with Mark Cerny and learning about production efficiency
[26:00] Balancing creativity and budget in AAA game development
[30:30] Directing video games: Lessons from Ratchet & Clank and Edge of Nowhere
[34:20] Brian’s advice for aspiring creative leaders in game design
Resources & media mentioned in this episode:Learn more and Connect with Marc Mencher:
Games & companies mentioned:
Jordan interviews Dave Rohrl, a veteran game designer with 30 years of experience designing and producing online games. Dave has held senior positions at leading companies like Pogo, PopCap (he’s actually Crazy Dave in Plants vs. Zombies), Zynga, and Playdom, overseeing the design of more than 50 games and consulting on countless others. In 2014, Dave founded Mobile Game Doctor, a global network of dozens of experts that helps game developers worldwide improve their free-to-play games and game businesses. Dave shares his insights into the game design process, emphasizing how to achieve 'fun' early in development, the importance of rapid prototyping, and why using rough code and art early on helps reduce design risks.
Topics covered:[03:02] Dave’s background: From non-profits to game design
[07:00] Early career at The Learning Company and Pogo
[10:25] Lessons from PopCap and Zynga: The rise of free-to-play gaming
[12:12] Rapid prototyping and the "fail fast" approach
[16:50] Balancing creativity with risk management in game design
[21:20] Working with small, focused teams during pre-production
[22:55] The five fun factors: Building engaging game mechanics
[29:43] Balancing creativity and budget in mobile game development
[34:12] Dave’s advice for designers: Focus on gameplay, not flashy assets
[37:00] Prototype-driven development: Managing design risks and early testing
[41:00] The challenges of "polishing the turd" and when to abandon a game project
[47:40] The role of external feedback: Being the "emperor’s new clothes" guy
[51:50] Working with teams to improve games during different development phases
[54:30] Dave’s thoughts on the evolution of mobile and casual gaming
Resources & media mentioned in this episode:Learn more and Connect with Dave Rohrl:
Games & companies mentioned:
Jordan interviews Alfonzo Burton, a top-tier designer in UI/UX, and has worked as the Director of UI/UX at Glu and Pocket Gems. He is now the Chief Creative Director at UX Magicians Inc., a San Francisco-based user experience design agency. His expertise has been used in some of the top-grossing mobile games, with several hitting the 100-million-dollar mark. Alfonzo shares his insights on creating effective UX that drives retention and monetization, the importance of testing, why early UX planning can help avoid costly pivots later in development, and more.
Topics covered:[03:04] Transitioning from web design to mobile and console game UX
[05:25] Misconceptions about UX and why it’s a process, not just about visuals
[07:56] The three pillars of a hit game: fun, deep economy, and great UI/UX
[10:27] Balancing creativity with risk management and best practices in UX
[12:08] The iterative process of designing a UI and why multiple prototypes matter
[15:23] The importance of involving UX early in the development process
[19:13] Why successful games often struggle to change UI after launch
[22:18] Scalable UX systems: Why some designs work long-term and others fail
[25:14] The importance of testing for UX: Best practices versus innovation
[30:05] Transitioning UX design from mobile to console games
[31:03] Alfonzo’s thoughts and advice on the future of UI/UX
Resources & media mentioned in this episode:Learn more and Connect with Alfonzo Burton:
Games & companies mentioned:
Jordan interviews Robin Hunicke, an innovative video game artist. Robin was a professor of game design at UC Santa Cruz and also the co-founder of Funomena, a studio focused on creating emotionally engaging and experimental games. She is known for her contributions to games like The Sims and Journey, and is recognized in the industry for her support of independent game development, experimentation in game design, research in dynamic difficulty adjustment, and the advocacy of women within the games industry. Robin shares her unique takes on games as art, approach to game design, emphasizing how games can be used as a medium to evoke emotion, foster empathy, and more.
Topics covered:[03:02] Robin’s early inspirations: from Legos to video games
[07:04] The first Game Jam and being a pioneer for experimental gameplay
[12:00] Early mentors and influences in the game industry
[16:40] Exploring emotion and empathy in game design: Journey and Luna
[20:50] Designing games from the feeling backward: Mechanics, Dynamics, and Aesthetics (MDA)
[25:00] Mistakes, learning, and transformation as central themes in game development
[30:40] Robin’s work on Luna and the emotional depth behind the game's concept
[35:10] The importance of relaxation in game mechanics
[39:00] Lessons from Journey: Creating trust and connection between players
[41:00] Designing games with a focus on community and empathy
[45:00] Robin’s thoughts on the future of games and the importance of diversity in the industry
[48:20] Robin’s productivity tips and how she balances multiple creative projects
[52:00] Final thoughts: Building a fulfilling career in game design and being a leader in the industry
Resources & media mentioned in this episode:Learn more and Connect with Robin Hunicke:
Games & companies mentioned:
Jordan interviews Eric Zimmerman, a veteran game designer, educator, and co-founder of Gamelab, the studio that created the iconic Diner Dash. Eric is currently a professor at the NYU Game Center and has written extensively on game design, including co-authoring the book “Rules of Play” (2004) with Katie Salen. Eric shares his unique perspective on game design as a way of life, emphasizing the importance of flexibility, the use of different frameworks, and the role of creativity in game creation.
Topics covered:[03:04] Eric’s background: From painter to game designer
[07:00] The origins of Gamelab and the early days of independent game development
[12:00] Teaching game design; Early days at NYU and working with Frank Lantz
[16:00] The value of frameworks in game design
[21:30] Creating a company culture at Gamelab that fosters ownership and creativity
[25:20] The importance of constraints in fostering creativity
[30:00] The role of experimentation and collaboration in game design
[34:00] Eric’s advice to young designers: Embracing mistakes and the learning process
[37:00] Eric’s thoughts on the future of game design
Resources & media mentioned in this episode:Learn more and Connect with Eric Zimmerman:
Games & companies mentioned:
Jordan interviews Ed Kuehnel, a screenwriter (Lumberjack Man) and game writer who has worked on over fifty video games for publishers such as Disney Interactive, Paramount Digital, Vivendi/Universal, Twisted Pixel Games, Uber Entertainment and Telltale Games, and Ubisoft. Ed shares his experience crafting stories for video games, including Valiant Hearts (which won Best Narrative at the 2014 Game Awards). Ed also shares the powerful frameworks that he finds consistently useful in crafting great in-game tales. He also dives into character development, the challenges of game writing, and lessons from the industry's top studios.
Topics covered:01:43 Ed’s journey into game writing
04:52 Ed's early challenges and breakthrough in game writing
07:36 Working on Hunter: The Reckoning and Leisure Suit Larry
11:17 Collaborating with Dave Grossman and learning the "secret sauce"
13:05 Games that influenced Ed's storytelling approach
16:14 The Last of Us and lessons in character development
20:22 Crafting Valiant Hearts and its episodic structure
28:20 Using the "seven easy steps" from Invisible Ink for storytelling
33:05 Narrative design and aligning gameplay with story
37:13 Pitfalls in game writing and character development.
44:44 Common mistakes like “mission-itis” in game stories.
48:40 Ed’s advice for game writers
Resources & media mentioned in this episode:Learn more and Connect with Ed Kuehnel:
Invisible Ink: A Practical Guide to Building Stories that Resonate by Brian McDonald
Games & companies mentioned:
Jordan continues his insightful conversation with Lorne Lanning, co-founder of Oddworld Inhabitants and creator of the Oddworld series. Lorne dives deeper into Kickstarter campaigns and the realities of crowdfunding for games. He shares practical advice on gaining visibility, leveraging celebrity influence, and understanding the challenges of raising funds through platforms like Kickstarter. If you're an indie developer or considering crowdfunding for your game, this episode offers essential takeaways on strategy and execution.
Topics covered:00:00 Lorne’s experience with Kickstarter successes and failures
04:12 How to stand out and gain visibility on Kickstarter
09:10 The importance of leveraging a social media following for Kickstarter campaigns
13:36 The Kickstarter success of Exploding Kittens
16:56 Advice for game developers building unique game mechanics
22:00 Lorne's thoughts on AR and VR's future in gaming
24:07 Challenges developers face with publishing platforms
30:46 Nintendo's historical publishing policies and their impact
35:04 Final thoughts on maintaining quality and building a long-term fanbase
Resources & media mentioned in this episode:Jordan sits down with legendary game designer Lorne Lanning, co-founder of Oddworld Inhabitants and is best known for creating the Oddworld series, including Abe's Oddysee, Abe's Exoddus, Munch's Oddysee, Stranger's Wrath, and New 'n' Tasty!. In this first part of a two-part interview, Lorne discusses how he weaves artistic messages into his games. He also shares the secrets behind creating fan cultures that last for decades and dives into the philosophical and artistic influences driving his work.
Jordan reflects on how Lorne's approach has personally inspired him to reconnect with his passion for creating meaningful entertainment. This episode will challenge listeners to make great entertainment that is also great art!
04:03 How Lorne transitioned from visual effects supervisor to game creator
05:36 Lorne’s early experiences and intellectual influences
07:20 The importance of artistic messages in entertainment
10:38 Using pop culture as a "Trojan Horse" for deeper messages
17:16 Creating games that foster empathy and hope
22:36 Balancing art and business in the game industry
27:13 The challenge of ethical capitalism in the gaming industry
30:05 Why fan culture helps games stand the test of time
35:28 The role of morality plays in shaping enduring game worlds
39:02 Lorne’s thoughts on corporate power, individualism, and modern media
46:43 Entertainment as the campfire
From the publisher's feed