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 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.

  • Designer Notes 41: David Sirlin - Part 1

    08/08/2018 Duração: 01h59min

    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 why games with more mechanics are not deeper, whether fighting games should also include cake baking, and why he didn’t end up designing Street Fighter 4.

  • Designer Notes 40: Brian Reynolds - Part 3

    22/06/2018 Duração: 01h38min

    In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best known for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss why Big Huge made Rise of Legends instead of Rise of Nations 2, why you shouldn’t let a company provide you with a computer, and how he cost Zynga $800K from a spreadsheet error.

  • Designer Notes 39: Brian Reynolds - Part 2

    16/05/2018 Duração: 02h28min

    In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best known for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss when Brian discovered Twilight Struggle, how Alpha Centauri influenced BioShock, and whether he could have made Rise of Nations at Firaxis.

  • Designer Notes 38: Brian Reynolds - Part 1

    24/04/2018 Duração: 01h42min

    In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best know for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss how his original dream job was to write compilers, all the bad decisions he needed to make to end up as a game designer, and his true feelings about the philosophy department at UC Berkley in the state of California.

  • Designer Notes 37: Chris Hecker - Part 2

    12/03/2018 Duração: 01h56min

    In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss accessibility versus depth, when SpyParty suddenly became fun, and why Chris Hecker ruined Spore.

  • Designer Notes 36: Chris Hecker - Part 1

    21/02/2018 Duração: 02h05min

    In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss why game jams are no longer necessary, why the first triangle is always the hardest, and whether Powers of Ten was a good idea for a game.

  • Designer Notes 35: Manveer Heir

    17/01/2018 Duração: 01h20min

    In this episode, Adam Saltsman interviews independent game developer Manveer Heir, best known for his work on the Mass Effect franchise. They discuss the sunken cost fallacy and game development, why Mass Effect 3 would be a bad first game for a new developer, and when a game designer is like a baseball player and when it’s like a trauma surgeon.

  • Designer Notes 34: Tyler Sigman - Part 2

    07/12/2017 Duração: 02h05min

    In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how whether it makes sense to hide game data in the age of wikis, if Darkest Dungeon is too punishing or too forgiving, and what happened with the Corpse and Hound.

  • Designer Notes 33: Tyler Sigman - Part 1

    13/11/2017 Duração: 02h18min

    In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how his game design career was almost derailed by staplers, how a weird aeronautical engineer is a normal game designer, and why his finished air racing game was never released.

  • Designer Notes 32: Asher Vollmer

    05/10/2017 Duração: 01h23min

    In this episode, Soren interviews independent game developer Asher Vollmer, best known as the designer of Puzzlejuice and Threes. They discuss why paper prototypes don’t always translate well into video games, whether a game should take up 100% of your brain, and how he feels about the Threes clone 2048.

  • Designer Notes 31: Margaret Robertson

    01/09/2017 Duração: 01h32min

    In this episode, Adam Saltsman interviews Margaret Robertson, Game Director at PlayDots. Margaret is known for her pioneering work at Hide & Seek and as editor-in-chief at EDGE magazine. They discuss how to make a game about death, whether a game should make you good at lying, and why making a game about dots can be rewarding.

  • Designer Notes 30: Steve Gaynor - Part 2

    11/08/2017 Duração: 01h52min

    In this episode, Soren interviews Steve Gaynor, co-founder of The Fullbright Company and best known for his work on BioShock 2, Minerva’s Den, and Gone Home. They discuss whether audio diaries need to make sense, why the Gone Home family is made up of barefoot vampires who hate showers, and why Fullbright made Tacoma.

  • Designer Notes 29: Steve Gaynor - Part 1

    21/07/2017 Duração: 02h03min

    In this episode, Soren interviews Steve Gaynor, co-founder of The Fullbright Company and best known for his work on BioShock 2, Minerva’s Den, and Gone Home. They discuss how bad Sierra adventure design could be, why he decided to make video games instead of comics, and about that time he interviewed Ken Levine and Tim Schafer for his zine.

  • Designer Notes 28: George Fan

    16/06/2017 Duração: 02h52min

    In this episode, Soren interviews independent game designer George Fan, who is best known as the creator of Insaniquarium and Plants vs Zombies. They discuss why he learned to program instead of just focusing on art, how most Diablo monster design is a variation of kill-me-first, and why Plants vs. Zombies wasn’t Fish vs. Aliens.

  • Designer Notes 27: Lucas Pope

    21/05/2017 Duração: 01h04min

    In this episode, Adam Saltsman interviews independent game developer Lucas Pope, best known for the immigration officer simulation Papers Please. They discuss how Naughty Dog taught him to mercilessly cut features, why it might be a good thing if Obra Dinn is bad, and how Adam has time to do these interviews.

  • Designer Notes 26: Sid Meier - Part 4

    06/05/2017 Duração: 01h43min

    In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss what game Sid wishes he designed, how to determine if a prototype should be turned into a game, and why we need a Zombie civilization.

  • Designer Notes 25: Sid Meier - Part 3

    23/02/2017 Duração: 01h50min

    In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss why dinosaurs need to have ranged attacks, how deals go down on the SimGolf course, and if Civ games have an ideal length.

  • Designer Notes 24: Sid Meier - Part 2

    23/11/2016 Duração: 01h46min

    In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss how Sid’s stealth fighter was more interesting than the real one, whether XCOM violates the Covert Action rule, and when the world was ready for hexes.

  • Designer Notes 23: Sid Meier - Part 1

    25/10/2016 Duração: 01h24min

    In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss using the Ayatollah Khomeini as an enemy, how Strike Eagle differentiated itself from Flight Simulator, and why the torpedo doesn’t go where the player aims it in Silent Spring.

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