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Designer Notes

Idle Thumbs

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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.
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The Debug Log

thedebuglog.com

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Welcome to The Debug Log, a podcast about game development. Hosts Andrew, Obinna, and Ryan are all professional game developers. From games for health care to AAA mobile games, these guys have experienced it all and have the scars to prove it. That being said, this is not your typical developer podcast. The Debug Log balances in-depth discussions and interviews with a casual and wry sense of humor. Aiming to be both entertaining and informative, the show targets developers of all skill level ...
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Game Dev Unchained

Game Dev Unchained

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Our podcast breaks the mold of don't ask don't tell about the video game industry. We give everyone the real inside look at what its like to be a professional game developer, Every week we'll interview pro and indie developers, we'll talk jobs, studios, salaries and of course crunch horror stories. Tune in! Hosted by Brandon Pham
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In Think Like a Game Designer, award-winning designer and Stone Blade Entertainment CEO Justin Gary speaks with world-class game designers and creative experts from various industries. Each episode deconstructs the creative process, offering insights into the art of game design and the broader cultural, technological, and business influences shaping a myriad of creative mediums. Join us for actionable advice and unique perspectives that will enrich your understanding of what it means to be c ...
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Coffee with Butterscotch is the hilarity-filled official podcast of award-winning video game studio Butterscotch Shenanigans, best known for its smash hit Crashlands. Grab a drink and tune in every week to learn how video games are made and sold, our take on building a small company from scratch, and how to be an unstoppable problem-solving machine. Got a question you want answered on the podcast? Ask us at https://podcast.bscotch.net
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An intimate conversation with the creators of some of the world's most remarkable games, hosted by comedian and life-long gamer Adam Conover. This season I will talk with the developers of Portal, Assassin's Creed, Hyper Light Drifter and many more about what it’s like to make video games for a living, how they come up with their ideas, and their first memory of the medium.
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BACKSTORY

Alex Roberts

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BACKSTORY is an ongoing series of interviews with game designers and other notable members of the role-playing community, hosted by Alex Roberts. This show is all about the person behind the work: how did they get into gaming? Why did they start designing? What are they most excited about for the future? Alex loves getting to know people, and you'll love coming along for the ride.
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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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On the Zachtronics podcast we go behind the scenes of how indie games are made and interview independent game developers, asking them the questions that only another independent game developer would know to ask.
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This show's mission is to share the stories and views of people from a wide range of background experiences and experience levels, to help show a rich view of what's involved in making games (AAA, indies, game jammers, hobbyists, and more!), various sides of the game industry, and today's game communities and events. Intro and outro music is by Danny Baranowsky, used with permission.
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The Level Design Lobby, breaks down game and level design techniques, showing how they are used within games, as well as how we can improve upon them. It also shares reading material to its audience, while providing interviews with industry professionals. Please Subscribe ---- Twitter: https://twitter.com/Maxpears Website: http://www.maxpears.com/
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Designer Notes

Idle Thumbs

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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.
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Design Doc

Hannah Shaffer and Evan Rowland

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Come along with Hannah and Evan in a living documentation of the game design process, from the first spark of an idea, to every disastrous surprise. It’s not an instruction manual, but a travel guide, with lots of unexpected stops along the way.
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The Level Design Lobby, breaks down game and level design techniques, showing how they are used within games, as well as how we can improve upon them. It also shares reading material to its audience, while providing interviews with industry professionals. Please Subscribe ---- Twitter: https://twitter.com/Maxpears Website: http://www.maxpears.com/
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An intimate conversation with the creators of some of the world's most remarkable games, hosted by comedian and life-long gamer Adam Conover. This season I will talk with the developers of Portal, Assassin's Creed, Hyper Light Drifter and many more about what it’s like to make video games for a living, how they come up with their ideas, and their first memory of the medium.
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Indie Gaming Podcast

Aden Jones

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The podcast that focuses on Indie games and indie game developers. I spend every week talking about some great indie games out there and also talking to some great indie developers and about their stories about how they became game developers.
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Inside Indie Games

UK Games Fund

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The Game Development show for indie developers, Inside Indie Games’ explores what it is that inspires and motivates games developers make the games they do. Our community of independent games developers are among the brightest and best in UK games dev talent and, on this show, we're tapping into their expertise and experience, to find out how you can build your own successful games company. Learn from the experts what challenges, successes and opportunities are typical for independent games ...
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Someone Should Make This

Daanish Syed Matt Pierson Jeff Larkin

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They do the hard part of coming up with great video game ideas, so someone can make it. Daanish, Matt, Jeff, and Dan are veteran game developers with dozens of shipped games and decades of industry experience between them. Each week, they will conceive of, develop, and scrutinize the very best game ideas. New Episodes Every Tuesday. [email protected] @MakeThisPod Disclaimer: Dan Weiland and Matt Pierson are employees of Warner Brothers Entertainment Group ("WBE"), Daanis ...
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Bruno Dias, Pedro Falcão and Gus Lanzetta are writers that work with video games and they wanna talk about them. This is a podcast about playing and making video games in Brazil, bringing a different point of view and cultural baggage to the international conversation about games. Also there's so much food talk, man.
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All My Ideas Are Bad

Sythana Winterthorn & Orion Canning

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This podcast explores Storygame & Indie RPG design. We record 5 hours of gameplay & interview, both with the game developer, and then boil it down to a little over 30 minutes, presented in an wavplay format with sound effects and music. Best with headphones.
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Game Overtime

Ben and James

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Two hapless employees in a game studio are tasked by their boss to create a game based on a very vague concept every two weeks. They're given one hour to talk out different concepts, eventually deciding on something they can showcase to their boss at the end of the session.
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This week, we talk about soundtracks, review scores, and mysterious absences. Reviews don’t just highlight flaws; they can reveal the gap between expectations and reality. Even the smallest systems can leave a large impact. Support Crashlands 2! Official Website: https://www.bscotch.net/games/crashlands-2/ Trailer: https://www.youtube.com/watch?v=i…
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We’re introducing a new dynamic to our latest roleplaying game! You all came to this amusement park as friends, but one of you started serving the park’s demonic forces. And things are about to get mean. How can characters become enemies while players remain friends? When the rules ask you to clash with you peers, care and consideration needs to be…
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Ellie Dix is joined by Mandela Grandon, designer of Glasgow, Overstocked, and The Shakespeare Game. They talk about the benefits and process of co-design, the difficulties in working with another person, and how to even get a co-designer. They also discuss the finer points, like how to address experience gaps, outline goals and partnership structur…
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Ellie Dix is joined by Mandela Grandon, designer of Glasgow, Overstocked, and The Shakespeare Game. They talk about the benefits and process of co-design, the difficulties in working with another person, and how to even get a co-designer. They also discuss the finer points, like how to address experience gaps, outline goals and partnership structur…
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Trent Kusters chats with Johan Pilestedt, the Game Director on Arrowhead Game Studios' smash-hit, HELLDIVERS™ 2. Together they discuss his path in games that led to the founding of Arrowhead alongside his classmates in Sweden; the development and release of their first title, Magicka; the original ideas around that laid the foundation for the Helld…
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This week we have a special Room 404 as we pit listeners Zach and Jessie against our very own Chris in a battle of terrible things about games we want to see fight to the death! Are we mixing up our analogies here? Either way, something is going in the Room 404 bin forever! Do you have a gaming gripe you want to see banished to Room 404 forever? Or…
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In this episode, Soren interviews veteran game designer Caroline Marchal, best known for her work on Heavy Rain, Beyond Two Souls, and As Dusk Falls. They discuss whether narrative games should show all paths to players, should we care if characters walk up stairs correctly, and how Heavy Rain was built for non-gamers but enjoyed the most by gamers…
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In this episode, Soren interviews veteran game designer Caroline Marchal, best known for her work on Heavy Rain, Beyond Two Souls, and As Dusk Falls. They discuss whether narrative games should show all paths to players, should we care if characters walk up stairs correctly, and how Heavy Rain was built for non-gamers but enjoyed the most by gamers…
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In this episode, we discuss launch stats, slippery servers, and squishy plushies. Crashlands 2 hit the ground running with five times the sales of the original and a tidal wave of new players! Steam charts lit up, bugs stayed quiet, and the community showed up in force. This one’s for you, Shenanites — thanks for showing up and making the launch un…
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The season of RPGs starts off with flare! Dirk and David are joined once more by Andrew Fischer, here to discuss his experience designing the Cosmere RPG. They discuss the difficulties in adapting the expansive work of Brandon Sanderson, the unique mechanics developed for the system, and the difficulty in bridging the gap between readers new to RPG…
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The season of RPGs starts off with flare! Dirk and David are joined once more by Andrew Fischer, here to discuss his experience designing the Cosmere RPG. They discuss the difficulties in adapting the expansive work of Brandon Sanderson, the unique mechanics developed for the system, and the difficulty in bridging the gap between readers new to RPG…
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Hey All, It is not just me on today's episode! We have an incredible guest joining us with Tom Huges Lead Narrative Designer (Great Ape Studios) I really enjoyed this ep as we take a dive into his career and how he has developed from Game Design into that of Narrative Design. For more LD Info join the Mailing List: https://bit.ly/4eNPm8X ----------…
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Hey All, It is not just me on today's episode! We have an incredible guest joining us with Tom Huges Lead Narrative Designer (Great Ape Studios) I really enjoyed this ep as we take a dive into his career and how he has developed from Game Design into that of Narrative Design. For more LD Info join the Mailing List: https://bit.ly/4eNPm8X ----------…
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Alexa Ray Corriea chats with actor Troy Baker. Together they discuss his award winning performance as Indiana Jones in MachineGames's Indiana Jones and the Great Circle; his biggest challenges in playing an iconic character; lessons he learned from his past projects that informed his preparation and performance; and the difference between a perform…
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It has been an amazing ten years! Thank you to everyone who listened! This is a short episode where I just talk a little bit about where I’m at, and why I’m deciding to end the Clockwork Game Design Podcast. Thank you to all of the amazing guests – DOZENS of them – over the years who provided their amazing insights and thoughts on a huge variety of…
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On this special bonus episode of Coffee with Bscotch, we celebrate the launch of Crashlands 2! We talk about the studio's journey and reflect on a decade of shenanigans, butterscotch-flavored and otherwise. If you’re new around here, welcome! And if you’ve been with us for a while, thanks for sticking by us on this wild ride! We’re thrilled that Cr…
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We are back for 2025 with a new listener pitch from J! We go on a bit of a journey with this one as we turn J's dreams of an actually good exercise game into a "reality". Do you have a game idea you would like to pitch to us? Hit us up with your text... or audio... pitches at [email protected]. We also now have a Bluesky - follow us @pitc…
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In this episode, we discuss comfort systems, progression maps, and pre-launch vibes. Everything’s ready, the fuse is lit, and now it’s the final countdown. Crashlands 2 launches tomorrow! Are you ready? Support Crashlands 2! Official Website: https://www.bscotch.net/games/crashlands-2/ Trailer: https://www.youtube.com/watch?v=ib7fzLf59vo Steam Wish…
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Hannah had to get a full time office job. Since then, finding the time and energy for creative work has been an uphill battle. In this episode, Hannah sits down with close friend and fellow game designer Joshua A.C. Newman to talk about life, art, and staying true to your values in trying times. Support Joshua’s work! https://www.patreon.com/joshua…
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About Justin Ziran Justin Ziran is a veteran of the collectible and strategy games industry. He has decades of experience shaping some of the most successful brands in tabletop gaming. He began his career at Wizards of the Coast, where he played key roles in product teams for Dungeons & Dragons, Magic: The Gathering, and the Pokémon Trading Card Ga…
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In this episode, Ellie chats with Rikki, creator of Coup, The Chameleon, and Melee, about his inspiring journey in design. He highlights the importance of process and how a supportive community has influenced his path. They discuss what makes the design community unique and the benefits of connecting with fellow creatives.…
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In this episode, Ellie chats with Rikki, creator of Coup, The Chameleon, and Melee, about his inspiring journey in design. He highlights the importance of process and how a supportive community has influenced his path. They discuss what makes the design community unique and the benefits of connecting with fellow creatives.…
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End of last year I launched the Level Design Kit, so I want to walk through the process of making the kit, markting & profit made. Follow for the process of making Level Design. For more LD Info join the Mailing List: https://bit.ly/4eNPm8X ----------------------------- Game Dev Heroes ------------------------------ Vote for me - https://bit.ly/3E4…
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End of last year I launched the Level Design Kit, so I want to walk through the process of making the kit, markting & profit made. Follow for the process of making Level Design. For more LD Info join the Mailing List: https://bit.ly/4eNPm8X ----------------------------- Game Dev Heroes ------------------------------ Vote for me - https://bit.ly/3E4…
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Trent Kusters chats with game designer Tom Francis of Suspicious Developments, developers of hit indie tactical strategy games like Gunpoint, Heat Signature, and Tactical Breach Wizards. Together they discuss how Tom went from games journalism to game development; his ideas around challenge and difficulty; weaving gameplay with narrative; and his t…
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This week, we talk about golden builds, crabs, and slippery fish. Some weapons in Crashlands 2 have a catch, literally. If you manage to hook one of these powerful items, you might find that they’re hard to hang on to. Every so often they’ll slip out of your grip mid-swing, and if you don’t snatch them out of the air, they’ll vanish! It’s part comb…
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It may be April's fools, but there are no fools here! Let us go through some incredible resources by other amazing devs! Wanting to learn more, please join my mailing list: https://bit.ly/4eNPm8X -------------------------------------- GameDevHeroes ------------------------------------- Please vote for me: https://bit.ly/3E4Oa4L --------------------…
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It may be April's fools, but there are no fools here! Let us go through some incredible resources by other amazing devs! Wanting to learn more, please join my mailing list: https://bit.ly/4eNPm8X -------------------------------------- GameDevHeroes ------------------------------------- Please vote for me: https://bit.ly/3E4Oa4L --------------------…
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Alexa Ray Correia chats with actor Nhi Do, who starred in Sunset Visitor's debut narrative adventure, 1000xRESIST. Together they discuss her background in theater and how she landed her first part in video games; finding the entry point when playing a new character; the catharsis of finishing a project; and the importance of compartmentalization wh…
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James Introcaso is an award-winning tabletop game designer and storyteller whose work has helped shape the modern landscape of roleplaying games. As the lead game designer at MCDM Productions, James was integral to developing roleplaying systems that captivate players worldwide. His design credits include co-creating Burn Bright, Roll20’s first ori…
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In this episode, we discuss development time, co-op, and sequel iterations. Turns out, building a sequel is less about stacking on new features and more about wrestling the original into shape. Sometimes you circle all the way back to where you started, just with fewer regrets and better tools. Support Crashlands 2! Official Website: https://www.bs…
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Hannah and Evan discuss Wonderland's first four-player playtest. When a playtest goes wrong, it can be tricky to diagnose the cause. How much is due to the rules, and what's connected to the more subtle influence of mood and flow? Links: Turtlebun Discord: https://discord.gg/XD4WVDjvbz Patreon: patreon.com/turtlebun Website: turtlebun.com Credits: …
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Ellie Dix is joined by Adam Porter, designer of Kompromat, Pikoko, and Doodle Rush. Together, they discuss the playtesting process, why it’s so important, and the biggest mistakes people make while playtesting. Topics include tracking confusion during sessions, structuring how and what feedback is given, and being a good playtester.…
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Ellie Dix is joined by Adam Porter, designer of Kompromat, Pikoko, and Doodle Rush. Together, they discuss the playtesting process, why it’s so important, and the biggest mistakes people make while playtesting. Topics include tracking confusion during sessions, structuring how and what feedback is given, and being a good playtester.…
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Adam Orth chats with MachineGames' Jens Andersson and Axel Torvenius about their critically acclaimed title, Indiana Jones and the Great Circle. Together they discuss why they decided to make an Indiana Jones game in first person; the importance of introducing players to the Indiana Jones world by recreating the iconic opening scene from Raiders of…
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This week, we talk about the beta wrap-up, player stats, and endgame design. The end of a game is where things get weird. Players want closure, but they also want more to do. There’s a fine line between sticking the landing and overstaying your welcome. Support Crashlands 2! Official Website: https://www.bscotch.net/games/crashlands-2/ Trailer: htt…
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Dirk and David continue their discussion in part 2 of TGDRT’s Civilization Series Finale! They dive into many of the systems that didn’t work for them, and what they wish had been done instead. Topics include religion and trade, the problems with Civ VII’s map generation, and the costs associated with stripping away flavor in favor of starker mecha…
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Dirk and David continue their discussion in part 2 of TGDRT’s Civilization Series Finale! They dive into many of the systems that didn’t work for them, and what they wish had been done instead. Topics include religion and trade, the problems with Civ VII’s map generation, and the costs associated with stripping away flavor in favor of starker mecha…
  continue reading
 
Standing out in a crowded space can be hard, I want to talk about tips I have seen by others to make great looking & eye catching portfolios which I want to share with all of you. Wanting to learn more, please join my mailing list: https://bit.ly/4eNPm8X -------------------------------------- GameDevHeroes ------------------------------------- Plea…
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Standing out in a crowded space can be hard, I want to talk about tips I have seen by others to make great looking & eye catching portfolios which I want to share with all of you. Wanting to learn more, please join my mailing list: https://bit.ly/4eNPm8X -------------------------------------- GameDevHeroes ------------------------------------- Plea…
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Alexa Ray Correia chats with actor Suzie Yeung. Together they discuss how she got her start acting in games; her performance as Yuffie Kisaragi in the recent reboot of FINAL FANTASY VII; her extensive work in the anime industry; the process and differences in recording for animation versus games; how she prepared for her performance as Yuffie; and …
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In this episode, we discuss edge cases, string lock, and embargos. Press keys are out, and now it’s a trust fall. Will the embargoes hold, or will spoilers make it into the wild? Will our calculated risks pay off, or is it back to the drawing board? The countdown to chaos begins! Support Crashlands 2! Official Website: https://www.bscotch.net/games…
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Slow and steady wins the race... but does it work in a one-session RPG? From what we've seen in Escape from Wonderland, not quite. In this episode, we discuss pacing in roleplaying games: from the moment players arrive at the table to leaving everyone feeling satisfied with the story's twists and turns. We dig into the challenge of building uncanny…
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Ellie Dix is joined by Scott Rogers, designer Alien: Fate of Nostrodomo, Pantone the Game, and Marvel Villainous and writer of many books on game design. Together, they discuss how to build the prototype for a game, how to decide whether to continue with a design, and what makes a prototype attractive for publishers among other topics.…
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Ellie Dix is joined by Scott Rogers, designer Alien: Fate of Nostrodomo, Pantone the Game, and Marvel Villainous and writer of many books on game design. Together, they discuss how to build the prototype for a game, how to decide whether to continue with a design, and what makes a prototype attractive for publishers among other topics.…
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