The Panic Mode Podcast

The Panic Mode Podcast

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The Panic Mode Podcast episodes

  • 44 - Roguelikes
    This week we get into the pointlessly perplexing taxonomy behind roguelikes (with a ‘k’), roguelites (with a ‘t’), and all of the useless criteria associated with each. Seriously. Some people think ASCII graphics are a part of it. It’s ridiculous.
    Website: panicmode.net
    Twitter: @panicmodedotnet
    Facebook: fb.me/panicmodedotnet
    Medium: medium.com/panicmode
    Show Notes:
    Berlin Interpretation:
    https://bit.ly/2UoK9OU
    Design Doc - The Evolution of Roguelike Design:
    https://bit.ly/3asIBZJ
    Mark Brown - Roguelikes, Persistency, and Progression:
    https://bit.ly/33UwORq
    35 min
  • 43 - Designing Metagames
    Metagames: gamers hate ‘em, competitors love ‘em, and in some ways it feels like game designers only discovered them in the past ten years. This week we breakdown all you need to know about metagaming.
    Website: panicmode.net
    Twitter: @panicmodedotnet
    Facebook: fb.me/panicmodedotnet
    Medium: medium.com/panicmode
    Show Notes:
    Five important realisations about game balance:
    bit.ly/33kWHd5
    Joost van Dongen:
    witter.com/JoostDevBlog
    22 min
  • 42 - Team Communication with Chris Wood
    Communication in team environments is crucial to any big project, even more so in game development. This week we speak with Chris Wood, the COO of Pixelmatic, on how to cultivate a healthy team environment and being an effective communicator in the games industry.
    Website: panicmode.net
    Twitter: @panicmodedotnet
    Facebook: fb.me/panicmodedotnet
    Medium: medium.com/panicmode
    Show Notes:
    Chris Wood:
    twitter.com/ChrisWood1821
    DOOM Design Doc:
    bit.ly/2vvAkoD
    Hofstede's Cultural Dimensions Theory:
    bit.ly/2x1nvD8
    Infinite Fleet:
    infinitefleet.com
    36 min
  • 41 - Game Feel
    As a belated Valentine’s Day nod, this week we’re focusing on *feelings* in games. Or as it is more colloquially known: “game feel,” or less colloquially known as: “how much screen shake can you force into this animation?”
    Website: panicmode.net
    Twitter: @panicmodedotnet
    Facebook: fb.me/panicmodedotnet
    Medium: medium.com/panicmode
    Show Notes:
    Steve Swink - Game Feel: The Secret Ingredient
    https://bit.ly/2Sz1eVH
    Mark Brown - Secrets of Game Feel and Juice:
    https://bit.ly/2SvfKgX
    35 min
  • 40 - Applied Game Design Theory Vol. 2
    We’re back with more applied game design theory! This week we’re looking at Fortnite, Stardew Valley, and Mario Kart and try to get a sense of what makes them tick from a game design perspective.
    Website: panicmode.net
    Twitter: @panicmodedotnet
    Facebook: fb.me/panicmodedotnet
    Medium: medium.com/panicmode
    No show notes this week!
    25 min
  • 39 - Making Your First Game
    Making your first game is the first baby step towards becoming a game designer. So why do so many aspiring designers struggle to take it?
    Website: panicmode.net
    Twitter: @panicmodedotnet
    Facebook: fb.me/panicmodedotnet
    Medium: medium.com/panicmode
    Show Notes:
    Extra Credits - How To Start Your Game Development:
    https://bit.ly/2Rw0S0f
    GameDev.tv Unity Courses (not sponsored):
    https://bit.ly/30AD67j
    GameMaker:
    https://bit.ly/2G3z7Xr
    RPGMaker:
    https://bit.ly/2TDYDus
    Twine:
    https://bit.ly/3arQlvG
    30 min
  • 38 - Unified Board Game Design Theory
    This week we discuss Dan Ackerman’s article “Towards a grand unified theory of board game rules,” AKA our diatribe on why lengthy board game rulebooks SUCK.
    Website: panicmode.net
    Twitter: @panicmodedotnet
    Facebook: fb.me/panicmodedotnet
    Medium: medium.com/panicmode
    Show Notes:
    Towards a grand unified theory of board game rules:
    https://bit.ly/2QJ8yM8
    30 min
  • 37 - 2019 in Review
    This week we pause to reflect on what 2019 meant for games and game design, as well as recapping The 2019 Game Awards!
    Website: panicmode.net
    Twitter: @panicmodedotnet
    Facebook: fb.me/panicmodedotnet
    Medium: medium.com/panicmode
    Show Notes:
    https://www.panicmode.net/articles
    26 min
  • 36 - Gameplay Loops
    This week we take a look at a core concept of game design: gameplay loops. Are they different from feedback loops? Yes. Or are they…? No, they are the same. Unless they aren’t. They are different. Probably?
    Website: panicmode.net
    Twitter: @panicmodedotnet
    Facebook: fb.me/panicmodedotnet
    Medium: medium.com/panicmode
    Show Notes:
    How to Perfect your Game’s Core Loop
    https://bit.ly/2P2JCQh
    How Game’s use Feedback Loops (a refresher on feedback loops)
    https://bit.ly/2Pr8HDl
    How to Keep Players Engaged (Without Being Evi)
    https://bit.ly/2DXdAi3
    28 min
  • 35 - Hopepunk & Grimdark
    In this episode, we discuss the emergence of the grimdark and hopepunk subgenre, and their potential to influence game design. And for the record, it’s pronounced “hope-punk” not “hopunk”. Just saying.
    Website: panicmode.net
    Twitter: @panicmodedotnet
    Facebook: fb.me/panicmodedotnet
    Medium: medium.com/panicmode
    Show Notes:
    What is Hopepunk
    https://bit.ly/2ODTIWh
    What is Grimdark
    https://bit.ly/2XFZWJl
    22 min

About The Panic Mode Podcast

From the publisher's feed

An insiders’ take on games and game design.