Sinopsis
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.
Episodios
-
Designer Notes 70: Justin Ma
09/10/2022 Duración: 01h59minIn this episode, Soren interviews independent game developer Justin Ma, co-founder of Subset Games and best known for his work on FTL and Into the Breach. They discuss how he bombed his first game industry interview, why the AI in FTL can’t behave like a human, and whether Into the Breach should have unlimited undo. This episode was recorded on March 24, 2022.
-
Designer Notes 69: Designer Notes 69: Chris Delay - Part 2
15/08/2022 Duración: 01h53minIn this episode, Soren and Leyla interview independent game developer Chris DeLay, co-founder of Introversion Software and best known for his work on Uplink, Darwinia, Defcon, and Prison Architect. They discuss how to play Prison Architect without a prison, why the game needed cutscenes, and how to design an economy when the world is ending. This episode was recorded on March 24, 2022.
-
Designer Notes 68: Chris DeLay - Part 1
27/06/2022 Duración: 02h53minIn this episode, Soren and Leyla interview independent game developer Chris DeLay, co-founder of Introversion Software and best known for his work on Uplink, Darwinia, Defcon, and Prison Architect. They discuss why they hid the credits screen for Uplink, who Darwinia’s Dr. Sepulveda is based on, and whether you can have too much fun playing Defcon. This episode was recorded on March 22, 2022.
-
Designer Notes 67: Old World
18/05/2022 Duración: 02h08minIn this episode, Tom Chick and Bruce Geryk interview Soren and Leyla Johnson about their new historical 4X, Old World. They discuss whether the Old World timeline really makes sense, how they approach Early Access differently, and why Soren didn’t want to give up on the name 10 Crowns.
-
Designer Notes 66: Luca Redwood
28/03/2022 Duración: 01h30minIn this episode, Soren interviews Luca Redwood, the developer of 10000000, You Must Build a Boat, and Photographs. They discuss why 10000000 has no commas, how he makes sure the player never gets unlucky, and why you need to build a boat. This episode was recorded March 18, 2019.
-
Designer Notes 65: Robin Hunicke - Part 2
19/02/2022 Duración: 02h01minIn this episode, Soren interviews veteran game developer Robin Hunicke, co-founder of Funomena and best known for her work on MySims, Boom Blox, and Journey. They discuss why developers overperform their authority in large companies, how they almost accidentally made Journey a competitive game, and why they decided to let thatgamecompany run out of money to ship the game. This episode was recorded December 1, 2021.
-
Designer Notes 64: Robin Hunicke - Part 1
03/02/2022 Duración: 02h07minIn this episode, Soren interviews veteran game developer Robin Hunicke, co-founder of Funomena and best known for her work on MySims, Boom Blox, and Journey. They discuss why HyperCard was so great, why AI development is game design, and how Steven Spielberg almost made Angry Birds for EA. This episode was recorded March 24, 2018.
-
Designer Notes 63: Josh Sawyer - Part 2
10/01/2022 Duración: 02h19minIn this episode, Soren interviews veteran RPG designer Josh Sawyer, best known for his work on Icewind Dale, Fallout: New Vegas, and Pillars of Eternity. They discuss the purpose of grinding, the difference between viable and optimal characters, and why RPG players don’t welcome rebalancing their games. This episode was recorded March 24, 2018.
-
Designer Notes 62: Josh Sawyer - Part 1
08/12/2021 Duración: 01h54minIn this episode, Soren interviews veteran RPG designer Josh Sawyer, best known for his work on Icewind Dale, Fallout: New Vegas, and Pillars of Eternity. They discuss how making a website for a tattoo parlor led to his game career, what is the purpose of traps in an RPG, and how much lore is too much lore. This episode was recorded March 24, 2018.
-
Designer Notes 61: Chet Faliszek
20/11/2021 Duración: 02h50minIn 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 Duración: 01h45minIn 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 Duración: 01h47minIn 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 Duración: 01h13minIn 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 Duración: 01h25minIn 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 Duración: 01h54minIn 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 Duración: 03h03minIn 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 Duración: 01h51minIn 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 Duración: 01h28minIn 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 Duración: 02h23minIn 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 Duración: 02h26minIn 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.