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On Who, What, Why? I discuss game design with those who make games and try to learn more about the game design process. Each episode I interview a designer, publisher, developer, artist, etc. of tabletop games such as card, board, or role playing. Some episodes discuss big ideas in design rather than individual games. I have both mainstream and independent developers as guests.
 
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Knox Game Design

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Knox Game Design

Knox Game Design

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Knox Game Design is a monthly discussion by game creators in the Knoxville, Tennessee area. We share our ideas, show off projects, and discuss current topics related to video game development. Our group explores the many facets of the game design process, such as coding, graphics, modeling, animation, story, and promotion. You can find out more information on the group including future meeting dates at knoxgamedesign.org
 
The Dicing with Design podcast is all about games design: how they're created, designed and played. We talk everything games design, from role playing games, to wargaming, to collectible card games, to board games, to video games. We'll dissect what makes a good game, and what makes a system terrible to play. We're planning to create out own game over the course of the podcast, designing live on-air, and alongside the games design chat, we'll be talking general gaming news and views. We play ...
 
GDDT offers deep analysis of game design techniques and their applications in the industry from industry professionals. Featuring game dissections, broad design technique discussions, and industry guests - offering the layman a glimpse into the often mysterious art of making games. Hosted by JM8 - An experienced Sound Designer, University Professor and Content Creator for the Escapist Magazine and Psy - A Professional Developer, Game Analyst and Indie Hobbyist
 
As part of the industry and in love with games, best buds Sam and Sven explore both sides of relevant game design topics in not-too-thick German accents. It’s laid-back, an hour-long, has valuable game development insight (banter) and there are guests from AAA and Indie. See industryidiots.com/about for more!
 
I'm Richard Pullman, and I want to talk to you about your game. Whether you're a total amateur hobbyist who's never released a product or a professional making the big bucks I want know what game design means to you. Nothing is more interesting to me. One of the best things about the podcast? I've been helping designers break through challenges in live time while discussing! It keeps happening! Helping creators is my joy.
 
GDT Brasil é um grupo de discussão e criação de conhecimento sobre a arte de Game Design. Semanalmente, recebemos convidados de diversas áreas do desenvolvimento de jogos para discutir ao vivo pelo Discord sobre temas variados ligados à produção desta mídia que tanto amamos. Você pode acompanhar as conversas ao vivo, mas elas também são gravadas e distribuídas aqui, em formato de podcast. Então vem com a gente debater sobre Game Design, Jogos, Desenvolvimento e tudo mais! https://discord.gg/ ...
 
In Think Like a Game Designer, award-winning designer and Stone Blade Entertainment CEO Justin Gary speaks with world class game designers to deconstruct the step-by-step process for creating games and working in the gaming industry. In each episode, we distill the process of creativity into actionable advice that anyone can use all while giving listeners an opportunity to learn more about their favorite games and designers.
 
La création de jeux vidéo indépendants est composée de 2 grandes parties : - La conception - La vente Devinez laquelle est extrêmement négligée ? ;) Ce podcast, sans prétention, est un support d'échange sur la création de jeux dont l'objectif est d'en vivre. On va donc parler de game design mais aussi de cette fameuse partie qui peut paraître beaucoup moins glamour et probablement intimidante pour les développeurs que nous sommes : le marketing, la monétisation, les stratégies... en somme, l ...
 
The Game Designers of North Carolina is a guild of tabletop game designers who, shockingly, reside in North Carolina. We’ve been meeting regularly since April 2013 and when we started most of us did not have a lot of exposure or experience in tabletop game design. We’ve learned a lot as a group since we started and this podcast is a way to share some of that knowledge. Our goal for the podcast is to present a lot of information pertinent for new designers but hopefully also offer content tha ...
 
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show series
 
Nick Accardi, co-designer and artistic director for The Boys: This Is Going to Hurt, joined me to talk about this game from Dynamite Entertainment. We discussed the intricacies of adapting a licensed property into a board game. Nick talked about how the game doesn't follow the comics exactly, but instead crafts its own plausible story, so players c…
 
How to create a simple space shooter web game using Javascript and HTML Canvas, as well as drawing the Tennessee state flag. Demo code – https://github.com/levidsmith/KnoxGameDesign/tree/master/javascript Links and Notes Javascript reference at Mozilla – https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference Canvas API at Mozilla – https…
 
O ano de 2022 foi um ano que trouxe muitos questionamentos sobre a industria de jogos, e por isso trouxemos Carlos Pereira (Fundador da Game & Market) para realizarmos uma retrospectiva do que foi este ano para o mercado. Conversamos sobre a crise econômica, debatemos sobre o mercado de NFT, falamos de casos de sucesso e também quais jogos chamaram…
 
In this clip from our Patreon episode we discuss many of the elements that make up mystery plots, how they work on a gameplay and not just a narrative level, as well as the effect these elements have on creating compelling characters. Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidashi Twitter: https://t…
 
Cole Wehrle has designed Pax Pamir, John Company and Infamous Traffic as well as fan favorites Root, Oath and (most recently) Arcs. We chat primarily about his historical designs, discussing Kevin Zucker's Napoleon's Last Battles, second editions, model-driven history versus polemics, and much more.Dan Bullock
 
Fertessa Allyse joins Dirk and David to talk about her path in the tabletop industry. She talks about the relatively quick progress she made by iterating over and over on her core idea for Book of Villainy. Then the group discusses her other design projects, Wicked and Wise as well as Mansplaining, before moving on to her current role at Funko Game…
 
Gonzalo and Will joined me to talk about their game called Nawalli. It's a head-to-head card battling game with some incredible artwork inspired by the Aztecs. It's an easy game to learn and play because of its relative language independence (once you know it all). I was drawn to this game because of its artwork and knew I had to find out more. Wha…
 
In this episode Lauryn and Nicholas discuss the 2022 game Pentiment from Obsidian Entertainment. We look at how the game functions as a form of productive historical revisionism and how attention to historical circumstances works itself out in terms of game mechanics and systems. We also discuss the mystery plot structure and the many ways in which…
 
A look at various approaches for keyboard input and graphics display in QBasic. Demo code – https://github.com/levidsmith/QBasicShooter Links and Notes QBasic.net – https://www.qbasic.net/ ASCII character chart – https://www.qbasic.net/en/reference/general/ascii-table.htm Keyboard scan codes – https://www.qbasic.net/en/reference/general/scan-codes.…
 
In this episode, I chat with filmmaker and game designer Robert DeLeskie about his designs The Wars of Marcus Aurelius, Stilicho, and the recently released Fire & Stone: Siege of Vienna. We discuss the role of narrative and some of the unique considerations that go into designing a siege game.Dan Bullock
 
Criar o seu primeiro jogo comercial não é fácil. Mas é inteligente se você faz isso baseado em benchmarks e inova sobre eles. Alinhe seu planejamento a um entendimento de mercado e estruturar seu jogo para receber investimento e suas chances são grandes. E esse é o segredo do Astrea: Six-Sided Oracles, um bom entendimento do mercado e uma evolução …
 
For this episode, I chat with Betsy Joslyn, a Research Associate for the Joint Advanced Wargaming Division at the Institute for Defense Analysis. Her recent design TURNING TIDES is a microgame demonstrating competing interests between nations to reduce global greenhouse gases at a geopolitical level. We discuss her design approach to great power co…
 
James Cole, designer of the upcoming game Thrown Under the Bus, joined me to talk about his game about corporate intrigue and power positioning. The game is a lighthearted look at the kind of stuff that may happen in a corporate office between people who want to be in the best position they can be. We talked about a lot of different things about th…
 
Producer, PM, PO, Agilista, afinal qual a palavra certa? É a pessoa que toma a decisão final das features do jogo? O que é preciso saber para se tornar producer? Conversamos com Mayara Fortin (Product Lead na MAG Interactive) para falar da posição de producer. Entendemos sobre o dia-a-dia da área, sua interface com as outras partes da equipe, as fe…
 
Lauryn and Nicholas dive into their not game of the year, because that concept is silly, but rather the game they both feel really pushed for the possibilities for narrative and narrative systems design: Half Mermaid's Immortality. Also on the docket: why it's good sometimes for a game to make you queasy. Patreon: https://www.patreon.com/furidashi …
 
Ashwin Kamath (@BoardGameGhee) and Clarence Simpson (@stoichamster) join Mark McGee (@mmark40) to talk about their journey designing their game The Wolves. 1:02 – Getting to know Ashwin 8:15 – Main topic: Talking About The Wolves Discuss this episode in our guild at podcast.gdofnc.com. Follow us on Twitter at @GDofNC.…
 
Fazer um jogo não é necessário ter ideias de gêneros novos, mas sim novas ideias dentro de um gênero. Conversamos com Fifo Lazarini e Guto Novelli da Fkn Electric sobre o seu recém lançado jogo, Hook & Loop. Exploramos todo o desenvolvimento do jogo, que traz uma nova mecânica para puzzle games, debatemos sobre o processo de produção e como é lança…
 
Our gift to our Patreon subscribers this holiday season: a chill playthrough of the first book in the Choose Your Own Adventure series! Join Lauryn and Nicholas as they make bad choices and critique the game's UI design! Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/fur…
 
I chat with 3 first-time designers that I met at San Diego HistoCon. We spoke with Taylor Shuss, designer of Stonewall Uprising(Catastrophe Games), Justin Fassino, designer of Seljuk: Byzantium Besieged (GMT) and with Non-Breaking Space, designer of Cross Bronx Expressway (GMT).Dan Bullock
 
Growth é sinônimo de Marketing? Essa equipe causa algum impacto nos jogos hoje em dia? Eles precisam estar próximos a equipe de produção? Karina Dauch, Head de Growth da Afterverse, nos ajuda a entender o que uma equipe de Growth faz. Conversamos sobre aquisição de usuário, monetização, das keys performance indicators e a relação dessa equipe com o…
 
Designer Nikki Valens joins Dirk and David once again to talk about a couple of Nikki’s projects since they were last on the show. The discussion focuses on Artisans of Splendent Vale, a co-op narrative and tactical game coming out this December. The trio also talk about Quirky Circuits, a co-op programming game that came out a few years ago. Other…
 
Lauryn and Nicholas discuss gamedev industry trends from the past year and try to explain why endless series of sequels and remakes may not necessarily be a bad thing. Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lauryn: https://twitter.com/thelaurynash Nicholas: https://twitter.com/academicality…
 
Overview of number systems, including decimal base 10, binary base 2, hexadecimal base 16. How to convert between the number systems. Explanation of addition and subtraction in binary. Links and Notes Podcast theme music – Ride by PocketmasterKnox Game Design
 
Last year Lauryn and Nicholas went through a year in Furidashi and as part of that recorded a behind the scenes for their Patreon subscribers. We're unlocking that episode now for all to enjoy! Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lauryn: https://twitter.com/thelaurynash Nicholas: https://twitter.com/…
 
Jonny Pac, co-designer of Unconscious Mind, joined me to talk about the design of this big game. We focused on the way this game keeps players involved thematically and helps keep these various mechanisms flowing intuitively between one another. If you are interested in this game, check it out on Kickstarter.…
 
O que é acessibilidade? Devemos nos preocupar com ela na produção de um jogo? Fazer um modo easy, é acessibilidade? Convidamos Christian Bernauer (Presidente AbleGamers Brasil) e Fabricio SDW (Criador de conteúdo de jogos no YouTube/Twitch e cadeirante) para falar sobre acessibilidade em jogos. Buscamos entender a necessidade de se pensar acessibil…
 
Nicholas tries to help Lauryn exorcise all those academic demons that still haunt her brain, as they look back on her thesis project re: ludonarrative harmony and try to reconceptualize it based on what they've learned over Furidashi's two years of existence. Clint Hocking on "Ludonarrative Dissonance" Unlock the full episode (and more!) for $5 a m…
 
Lauryn and Nicholas dive into why virtual reality gaming seems to keep tripping over itself, how the body does and does not function as a "controller," and why we need to look more broadly to understand the efficacy of simulated experiences. Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lauryn: https://twitter…
 
Joe Slack joins me yet again! It's a second threepeat! In this episode, Joe and I discuss when to pitch your game vs. when to self-publish. There are a lot of things to consider with both avenues. First, you've got to have a game worth publishing at all. Then you have to decide to either give your creation to someone else where you may lose some cr…
 
Qual a utilidade de data no processo de Design? Como se lê e entende os gráficos? Eu preciso realmente usar isso? Conversamos com Gabriel Coqueiro (Team Leader - Data & Analytics da Shopee) e Téo Calvo (Head of Data do Gamer's Club) sobre a função de Data na criação e desenvolvimento de um jogo. Falamos de como usar data, sobre ser data driven e da…
 
Fabricio Leotti, designer of Hyperwars (now on KS), joined me to talk about the genre of real-time games. We explore what the term means to us, what games embody it, and where it falls flat. We also weave in discussion of how Fabricio's latest game, Hyperwars, attempts to capture the feel of real-time action. If you'd like to learn more about Hyper…
 
Lauryn and Nicholas take a page out of their current book project--quite literally--and discuss how you as a player develop through gameplay both in response to but also independent of the particular game in question. Also: Lauryn is a crow? Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidashi Twitter: ht…
 
Joe Slack joined me (again!) to talk about when he shelves a design and when he returns to one on that shelf. This was a good conversation where I get to wax lyrical about some of my own lost designs. Remember, designers, it's okay to put something away for a little while to give yourself some clarity on it. Check out Joe's Kickstarter for 14 Frant…
 
Matilda Simonsson is a brilliant designer from Sweden that incorporates handmade components into some incredibly clever games about historical subjects that fuse the intimate with the abstract. I chat with her about her recent release Turncoats, upcoming projects and her collaboration for the second CONSIM Game Jam. Milda Matilda Games – I make the…
 
Fazer jogos indie não é uma tarefa fácil, quando você é a única pessoa no time, isso se torna um desafio diferente. Conversamos com Yugo Anzai sobre o jogo Welcome Back e sua empresa de jogos indie, Slider Games. Ele conta como é o processo de fazer um jogo de uma pessoa só e como isso tem ajudado ele no dia-a-dia do trabalho. Debatemos os desafios…
 
Riffing on Sakurai Masahiro's recent video on the origins of Super Smash Bros., Lauryn and Nicholas discuss fighting games, accessibility, and how to innovate by responding and adapting to genre conventions rather than trying to wholly reinvent them. Sakurai on Super Smash Bros. Furidashi Ep. 11 on controls and accessibility Patreon: https://www.pa…
 
Joe Slack, designer of Relics of Rajavihara and the forthcoming 14 Frantic Minutes, joined me for another threepeat of episodes. The first one explores the idea of a game being "done." How does one know when to call their design done and move on to the next phase of its life? Joe and I attempt to provide some insight into this quesiton. Joe also ha…
 
1 ANO DE GD DE BOLSO! Comemorando essa data, nossos hosts convidaram várias pessoas que já passaram por aqui para apresentar dicas que eles acreditam ser as mais essenciais para quem quer entrar ou já está no mercado de jogos. Além disso, John e Pietro, trazem informações de dados desse ano que passou e algumas curiosidades da criação e produção do…
 
Following up on previous discussions concerning the relationship between subjectivity and gameplay, Lauryn and Nicholas look at combat not from the perspective of mechanics and systems but more holistically, through the encounter. Episode 53: Character and Social Class in Dishonored Unlock the full episode (and more!) for $5 a month on Patreon: htt…
 
Aaron Trammel, Shelley Jones, Edmond Y. Chang, and Evan Tormer are four of the members of the editorial board at Analog Games Studies. This group of smart folk joined me to talk about the journal itself and about the importance of treating games from an academic lens. This episode involved a lot of smart discussion from these four about some deeper…
 
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