Designer Notes

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.

http://idlethumbs.net/designernotes

Eine durchschnittliche Folge dieses Podcasts dauert 1h58m. Bisher sind 86 Folge(n) erschienen. Alle 1 Monate erscheint eine Folge dieses Podcasts.

Gesamtlänge aller Episoden: 7 days 6 hours 50 minutes

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Designer Notes 22: Amy Hennig - Part 2


In this episode, Soren Johnson interviews veteran game designer Amy Hennig, best known for her work on the Legacy of Kain and Uncharted series. They discuss what elements from film can’t work in games, how many hours she averaged per week working on the


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 October 4, 2016  1h38m
 
 

Designer Notes 22: Amy Hennig - Part 2


In this episode, Soren Johnson interviews veteran game designer Amy Hennig, best known for her work on the Legacy of Kain and Uncharted series. They discuss what elements from film can’t work in games, how many hours she averaged per week working on the


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 October 4, 2016  1h38m
 
 

Designer Notes 21: Amy Hennig - Part 1


In this episode, Soren Johnson interviews veteran game designer Amy Hennig, best known for her work on the Legacy of Kain and Uncharted series. They discuss what happened in 1977, how to make a platformer about Michael Jordan, and whether women are now be


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 September 20, 2016  1h43m
 
 

Designer Notes 20: Liz Ryerson


In this episode, Adam Saltsman interviews independent game developer Liz Ryerson, known for experimental games like Problem Attic. They discuss whether we should ever make players uncomfortable, why horror games have more freedom to try unconventional des


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 August 4, 2016  1h21m
 
 

Designer Notes 19: Louis Castle


In this episode, Soren interviews Westwood Studio co-founder Louis Castle. They discuss why early video game artists were also great at Etch-a-Sketch, why Dune 2 was not Dune 1, how Boom Blox was almost Angry Birds, and why narrative games can’t end on


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 June 15, 2016  2h36m
 
 

Designer Notes 18: Offworld Trading Company


In this episode, Bruce Geryk interviews Soren Johnson about his new economic RTS, Offworld Trading Company. They discuss how exploring a black map is one of gaming’s greatest hits, why the hardest part of designing Offworld was ending the game, and why


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 May 6, 2016  1h27m
 
 

Designer Notes 17: Ananda Gupta


In this episode, Soren interviews game designer Ananda Gupta, best known as the co-designer of Twilight Struggle and the lead designer of XCOM: Enemy Within. They discuss why DC has no fort in For the People, whether Labyrinth's neocon design is intention


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 April 1, 2016  2h15m
 
 

Designer Notes 16: Tyriq Plummer


In this episode, Adam Saltsman interviews Tyriq Plummer, who is the artist, designer, and programmer behind the roguelike platformer Catacomb Kids. They discuss why a game should let you eat your severed arm, how items can be adjectives instead of verbs,


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 February 15, 2016  1h14m
 
 

Designer Notes 15: Nels Anderson


In this episode, Soren interviews Nels Anderson, who was the lead designer of the critically acclaimed Mark of the Ninja and is currently a designer/programmer at Campo Santo working on the upcoming game Firewatch. They discuss how he almost went into law


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 January 19, 2016  1h31m
 
 

Designer Notes 14: Mark Herman


In this episode, Bruce Geryk interviews veteran wargame designer Mark Herman, former CEO of Victory Games and best known for pioneering card-driven wargames with We The People. They discuss designing games for less than $100 per week, why he couldn't rele


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 December 21, 2015  2h12m