Designer Notes

Informações:

Sinopse

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.

Episódios

  • Designer Notes 61: Chet Faliszek

    20/11/2021 Duração: 02h50min

    In this episode, Soren interviews veteran game developer Chet Faliszek, who co-founded Stray Bombay and is best known for his work at Valve on games such as Left 4 Dead and Portal 2. They discuss what shampoo sales have to do with Old Man Murray, why he tests his games in a foreign language, and why game design is easier for co-op games. This episode was recorded August 17, 2021.

  • Designer Notes 60: Andy Schatz - Part 2

    20/10/2021 Duração: 01h45min

    In this episode, Soren interviews independent game developer Andy Schatz, who founded Pocketwatch Games and is best known for his work on Monaco and Tooth and Tail. This episode was recorded March 23, 2018. They discuss what Monaco and Rashomon have in common, how familiarity with your best players can be more valuable than metrics, and why the flag bearer in Tooth and Tail can’t attack.

  • Designer Notes 59: Andy Schatz - Part 1

    16/09/2021 Duração: 01h47min

    In this episode, Soren interviews independent game developer Andy Schatz, who founded Pocketwatch Games and is best known for his work on Monaco and Tooth and Tail. This episode was recorded March 23, 2018. They discuss how he tried to live out Ultima’s virtues, why no one was ever able to rip-off The Sims, and why we both hate click-the-stick.

  • Designer Notes 58: Rob Daviau - Part 2

    15/07/2021 Duração: 01h13min

    In this episode, Soren interviews board game designer Rob Daviau, best known for his work on Risk: Legacy and Pandemic: Legacy. They discuss the criteria for a good Legacy game, how to put just a little PvP in a game without overdoing it, and why he removed his phone number from his website.

  • Designer Notes 57: Rob Daviau - Part 1

    25/04/2021 Duração: 01h25min

    In this episode, Soren interviews board game designer Rob Daviau, best known for his work on Risk Legacy and Pandemic Legacy. They discuss bluffing his way through his first game job interview, how he designed Betrayal at House on the Hill without either starting or finishing it, and why Risk Legacy bombed in Germany.

  • Designer Notes 56: David Dunham

    25/02/2021 Duração: 01h54min

    In this episode, Soren interviews independent game designer David Dunham, best known for his work on the narrative strategy games King of Dragon Pass and Six Ages. They are joined by writer and designer Meg Jayanth, best known for her work on 80 Days. The three discuss whether the advisors in Dragon Pass lie to the player, what Six Ages and 80 Days have in common, and whether the anthropomorphic ducks are ducks with human-level intelligence or humans who have been turned into ducks.

  • Designer Notes 55: Meg Jayanth

    21/08/2020 Duração: 03h03min

    In this episode, Soren interviews independent game developer Meg Jayanth, the writer on 80 Days. They discuss how fan fiction is similar to modding, if 80 Days is a criticism of the Bioware companion system, and why it’s important to do your work.

  • Designer Notes 54: Jon Ingold - Part 2

    27/07/2020 Duração: 01h51min

    In this episode, Soren interviews veteran game developer Jon Ingold, who co-founded inkle and is best known for his work in interactive fiction, including All Roads, 80 Days, and the Sorcery! series. They discuss how to get the player to trust the designer, why pursuing fairness can take away what is special about a game, and whether packing should be done in real-time.

  • Designer Notes 53: Jon Ingold - Part 1

    18/06/2020 Duração: 01h28min

    In this episode, Soren interviews veteran game developer Jon Ingold, who co-founded inkle and is best known for his work in interactive fiction, including All Roads, 80 Days, and the Sorcery! series. They discuss why Plundered Hearts is his favorite Infocom game, how being a maths teacher is like being a level designer, and when he realized that parsers were a commercial dead-end.

  • Designer Notes 52: Roger Keating

    26/05/2020 Duração: 02h23min

    In this episode, Bruce Geryk interviews veteran game developer Roger Keating, co-founder of Strategic Studies Group (SSG). Roger is best known for his work on the Warlord series as well as many digital wargames. They discuss what it was like to do pathfinding before A*, how SSG worked from home before it was cool, and how to determine who is a game designer.

  • Designer Notes 51: Michał Drozdowski and Przemysław Marszał

    14/02/2020 Duração: 02h26min

    In this episode, Soren and Leyla Johnson interview Creative Director Michał Drozdowski and Art Director Przemysław Marszał of 11 Bit Studios, best known for their work on This War Of Mine and Frostpunk. They discuss why This War of Mine does not judge the player and why Frostpunk does.

  • Designer Notes 50: Designer Notes 50: Alex Hutchinson

    18/12/2019 Duração: 02h24min

    In this episode, Soren interviews game designer Alex Hutchinson, Creative Director at Typhoon Studios and best known for his work on Spore, Assassin’s Creed 3, and Far Cry 4. They discuss how they both would have screwed up SimCity, how working at Ubisoft is like Brewster’s Millions, and what happened with Spore.

  • Designer Notes 49: Adam Saltsman - Part 2

    01/11/2019 Duração: 02h29min

    In this episode, Soren interviews game developer Adam Saltsman, who co-founded indie publisher Finji and is best known for his work on Gravity Hook, Canabalt, Hundreds, Capsule, and Overland. They discuss how Mario speed runs are the original infinite runners, why Canabalt is in 6 shades of grey, and when does Permadeath make sense for a game Games discussed: Canabalt, Captain Forever, Jetpack Joyride, Alone, Hundreds, Portico, Overland, 868-HACK, XCOM: Enemy Unknown, XCOM 2

  • Designer Notes 48: Adam Saltsman - Part 1

    15/10/2019 Duração: 01h55min

    In this episode, Soren interviews game developer Adam Saltsman, who co-founded indie publisher Finji and is best known for his work on Gravity Hook, Canabalt, Hundreds, Capsule, and Overland. They discuss how Cave Story showed him that he could make games on his own, why he thought he worked with the guy who invented Boggle, and his many failed attempts to join the video games industry.

  • Designer Notes 47: Brendon Chung - Part 2

    05/08/2019 Duração: 01h27min

    In this episode, Soren interviews independent game developer Brendon Chung, best known for his work on Atom Zombie Smasher, Thirty Flights of Loving, and Quadrilateral Cowboy. They discuss why Xbox Live Indie Games didn’t take off, what exactly happens at the end of Atom Zombie Smasher, and how streaming game development made him work harder than ever before.

  • Designer Notes 46: Brendon Chung - Part 1

    29/06/2019 Duração: 01h34min

    In this episode, Soren interviews independent game developer Brendon Chung, best known for his work on Atom Zombie Smasher, Thirty Flights of Loving, and Quadrilateral Cowboy. They discuss how to make an adventure game inside of Doom, why he won’t read text popups but will read the back of cereal boxes, and what does the ending of Gravity Bone mean.

  • Designer Notes 45: Rami Ismail

    05/06/2019 Duração: 02h26min

    In this episode, Soren and Leyla Johnson interview independent game developer Rami Ismail of Vlambeer, best known for his work on Super Crate Box, Ridiculous Fishing, Luftrausers, and Nuclear Throne. They discuss why he started a company with someone he couldn’t stand, how to make games in a place without electricity, and why the world “inclusivity” can still be exclusionary.

  • Designer Notes 44: Clint Hocking - Part 2

    31/12/2018 Duração: 01h41min

    In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss why games always need three months at the end, how he feels about his crunch on Chaos Theory, and how they choose Africa for Far Cry 2.

  • Designer Notes 43: Clint Hocking - Part 1

    24/11/2018 Duração: 01h53min

    In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss how his early time as a Dungeon Master informs his design work, how he took a huge pay cut to join the games industry, and how the Splinter Cell team was conflicted over dynamic gameplay vs. set piece content.

  • Designer Notes 42: David Sirlin - Part 2

    06/10/2018 Duração: 01h46min

    In this episode, Soren Johnson interviews veteran game designer David Sirlin, best known for his work on Super Street Fighter II Turbo HD Remix, Yomi, and Puzzle Strike. They discuss how many hit points are too many hit points, whether his work is post-modernist, and how to make the first move in Yomi. Also, listen to see if Soren can successfully pronounce iconoclast.

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