Game Design 公开
[search 0]
更多

Download the App!

show episodes
 
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.
 
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
 
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/ ...
 
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 v ...
 
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 ...
 
Loading …
show series
 
Ben Nielsen (@BanditCampGames), designer of Wicked Ones RPG and head of Bandit Camp publishing, joined me to discuss his game with its latest Kickstarter for both a full print run and an expansion called Undead Awakening. This game puts you in control of the monsters of the dungeon rather than the heroes. We discussed a number of topics such as how…
 
Bianca Canoza, also known as Momatoes online, joins David and Kathryn to discuss her pathway into games, the lessons she’s learned, and the Southeast Asian RPG community. Bianca talks about different games she’s worked on, from the Honey Heist-inspired Capybara Capers to the tense, doom-defying ARC to the contemplative There Is a Light at the Edge …
 
Testar com meus amigos é User Research? Persona é só um jogo? Pesquisa mata a criatividade do Game Design? Convidamos Bianca Silva e Fernanda Nunes para responder essas perguntas e falar sobre User Research. Nesse papo conversamos sobre a importância do UR na empresa, como podemos começar esse processo, como lidar e tratar com essas informações e d…
 
Lauryn and Nicholas address the occasional overlap between narrative and progression systems but also get into the weeds about what make them distinct from both a gameplay and backend perspective. Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lauryn: https:…
 
Overview of four types of curves that can be used in game development. Basic parabola for moving objects in an arc. Sine function for moving objects in a wave motion. Physics using velocity and acceleration for simulating actions such as jumping and falling. Bezier curve for moving objects along a curved path. Examples of functions … Continue readi…
 
A recurring guest comes back to the show to talk about his new game studio and publisher, The Game Builders. Ode (@AndreasOdendahl) joins me to talk about making the leap into publishing and how his deep connection to famed designer Uwe Rosenberg will help jumpstart this company. We also discuss emo music, punk music and how Ode's DIY roots helped …
 
Nesse novo segmento do GD de Bolso, convidamos desenvolvedores nacionais para falar de seus jogos e o processo de desenvolver eles. Começamos com o DesConfronto, um boardgame inspirado no RPG e que será financiado via catarse. Convidamos Guilherme Haenisch para falar dos processos de criação, como foi o entendimento do público alvo, a definição de …
 
Michael Addison, designer of Rebels of the Outlaw Waste, joined the show to talk about his role-playing game due out later in the Fall. We covered a lot of topics ranging from the inspirations that Michael drew upon for this game to the way this game brings new life to a genre that might feel a bit tired at this time.…
 
Dominique joins Dirk and David to talk about TTRPG design. Topics covered include Dominique’s pathway into the field through a student internship with Monte Cook Games, the challenges of approaching theme-first design with different RPG rulesets, and how Dominique’s personal connection with many of their games' themes stems from a desire to create …
 
Um episódio de review de dois dos maiores eventos para profissionais de jogos que temos no Brasil. John e Pietro conversam sobre a experiência de ir em cada um deles, a importância para quem desenvolve estar lá e também um olhar sobre os jogos que chamaram atenção durante o evento e os aprendizados de Game Design que eles trazem. Link dos jogos e e…
 
Lauryn and Nicholas return to the MDA (Mechanics, Dynamics, Aesthetics) framework to show how it was of a particular time and describes a game production process that may not be as useful in the current era. Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lau…
 
Matt Wolfe (@mattwolfe) joins Mark McGee (@mmark40) to talk about designing games in different genres. -- Tell Me Something Good -- Main topic: Designing Games in Different Genres Discuss this episode in our guild at podcast.gdofnc.com. Follow us on Twitter at @GDofNC. Visit our site at www.gdofnc.com.…
 
Lauryn and Nicholas take a look at the MDA Framework for game design, how it envisions games as "artifacts," and how it structures the design process as a discrete series of movements from mechanics to systems to player experience. MDA: A Formal Approach to Game Design and Game Research Episode 3: Gaming Player Psychology (re: Jason VandenBerghe) P…
 
There's a bunch of spells throughout the history of D&D that involve hands. This episode is going to cover anywhere between 1 and 20 of them. It's time to get our hands dirty with the Bigby's hand family of spells. Will Joe-Joe and Kim be able to keep track of all the different versions? No. No they won't. You can look at the other cool stuff we do…
 
Matthew Dunstan (@wisegoldfish), full-time designer of many games such as the Kosmos Adventure game series and the Ravensburger Echoes series, joined me to talk about some of the nitty gritty of what it was like to be a game designer. We discussed contracts, payments, and more. Anyone who likes what they hear from Matthew can support him by going t…
 
É difícil ser Game Designer em Board Games? Por onde eu começo a desenvolver o meu? Como são feitos os testes? Como saber quais componentes colocar no meu jogo? Convidamos Samanta Geraldini (Game Designer da Pipa Studios) e Tomás Queiroz (Fundador e Game Designer da Cordilheira Games) para conversar sobre o universo de desenvolvimento de Board Game…
 
Lauryn and Nicholas discuss the similarities and differences between narrative and progression systems as well as how games have in recent years moved away from the "narrative wrapper" to make storytelling a more fully integrated game function. Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidashi Twitter:…
 
This episode is 2 weeks late because my side of the audio needed to be rebuilt, but it is finally here! Taylor Shuss, designer of Stonewall Uprising, joined me to talk about this game. It was an interesting discussion exploring the ways in which the game's theme really shines through some incredibly smart design decisions by Taylor. The game is cur…
 
After getting through all the big spells, Joe suggests taking a look at one of the most silly spells you can possibly use, Grease, which Kim correctly guesses makes things very, very greasy. It's a bad time. Talking points from this episode include if grease is flammable, slipping around, and how horrible grease is. Bon appétit? You can look at the…
 
In the final episode of Season 1, I chat with Volko Ruhnke. His designs have covered everything from insurgencies in Andean Abyss & Labyrinth to medieval warfare in his Levy & Campaign Series, so his insights draw on a broad design palette. We chat about the impact of assumptions held by historical participants when designing historical games.…
 
The greatest spell any wizard can cast is Wish, and it's been in D&D pretty much the entire time. Sadly, it is one of the most boring spells that Joe and Kim have ever encountered. Today we dig into the logic of genie rules, learn what "literally" means, and go over the finer points of asking a for trouble. We wish you well, and wish you enjoy this…
 
Overview of I-frames, invincibility, stun lock, and knock back. How these are implemented in games, statistics from examples of classic games, and demo project showing various methods for implementing invincibility time. Download Slides as PDF Links and Notes Demo project – https://github.com/levidsmith/KnoxGameDesign/tree/master/iframes Podcast th…
 
In a special crossover episode with Homo Ludens, I chat with Catherine Ramen, designer of Red Carnations on a Black Grave and Fred Serval, designer of Red Flag Over Paris to discuss their distinct approaches to the Paris Commune in their designs while we explore what we can learn from how role-playing games and board games tackle historical subject…
 
O que é um ato político? Game Designers precisam deixar sua opinião política? É possível fazer um jogo apolítico? Como o Game Design pode influenciar os jogadores? Convidamos Anderson do Patrocinio e Fernando (Holodeck Design e Podcast Regras do Jogo) para falar sobre política no desenvolvimento de jogos e como o Game Design se envolve nesse cenári…
 
Following up from their previous discussion, Lauryn and Nicholas get into the nitty-gritty as to what constitutes "meaningful mechanics" and how to make game design decisions that successfully model or provide some analogue to real life experiences. Also on the docket: walkable neighborhoods? Unlock the full episode (and more!) for $5 a month on Pa…
 
True Strike is one of the least regarded spells in D&D, 5th edition or arguably otherwise, but we here at What the Spell!? headquarters/wizard's tower believe otherwise, and on this episode, Kim and Joe will play nerd's advocate, and engineer the exact scenario where True Strike is perfect. Spoiler alert: we both succeed, don't change the spell's d…
 
Today’s show is the final episode of the BGDL podcast for the foreseeable future. Jamey Stegmaier, the show’s very first guest, joins me, and we talk through the past, present, and future of the BGDL, and I talk a lot about what’s next for me. I tell lots of stories, get a bit emotional, and talk about things I hope other designers can learn from. …
 
Lauryn makes Nicholas finally explain the tabletop game he's working on in his spare time, called UrbanPlan, that tries to model the push and pull of local politicking and land use through game mechanics. Also on the docket: Lauryn does ad copy! Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lauryn: https://twi…
 
I sat down with Emily Yoder and Sebastian Bae to chat about their brilliant design Malign, which was developed to explore the impact of misinformation/malinformation influence campaigns. We discuss their game, malign influence and the differences in approach between the world of professional wargame design and its commercial cousin.…
 
Crystal Mazur, freelance RPG writer and more, joined me on the show to delve more deeply into what it is like to be a freelance writer for RPGs. We discussed a lot here. Crystal knows an incredible amount about the process of writing and preparing RPGs for publishing. We discussed compensation, duties of a writer, and red flags to watch out for. If…
 
Presto, hand magic! Joe and Kim go through the history of the spell Prestidigitation, a spell that is the functional equivalent of Batman's utility belt that has been in D&D since the 80s and still today in 5E. Topics include: metric superiority, nacho cheese rocks, pocket mice, popcorn burning in the breakroom, and rugs. We write about this and ot…
 
I’m celebrating the podcast’s 300th episode by chatting with Alan Moon, the designer of Ticket to Ride. We go through his long career in the gaming industry, discuss the genesis of Ticket to Ride, chat about playtesting and pitching, and more! The post (Celebrating 300 Episodes!) The Design Journey of Alan Moon appeared first on Board Game Design L…
 
Re-Released! I've re-released this episode with a file that takes up less of my monthly allotment. Enjoy (again). Welcome to another case study episode. This time me, Jonny, and Jeff tackle the game often called misery farm... Agricola. We discuss a where the game hits and misses for us. I find myself at odds with my guests since I like Agricola. T…
 
Qual o caminho para a liderança? Ser líder é uma tarefa difícil? O que preciso saber antes de ser um líder? Grandes poderes trazem grandes responsabilidades? Trouxemos Leandro Ribeiro (Lead Game Designer na Afterverse) para falar do papel de Lead Game Designer, os aprendizados, dicas para como chegar a um bom líder e os desafios da liderança.…
 
Second half of our conversation with Square Weasel Studio on aesthetics and storytelling, in which we discuss the odd disconnect between the games we play and the games we make and how disorienting yourself is creatively productive. Square Weasel: https://twitter.com/remaindervn Unlock the full episode (and more!) for $5 a month on Patreon: https:/…
 
In the very first episode of What the Spell!?, Joe and Kim look at the spell Polymorph and True Polymorph, and discuss its wide and varied uses. Discussions in this episode include Cynthia Bigelow, the weight of a camel, life flashing before your eyes, and how steak isn't an object. We write about this and other spells over on our blog thingy at me…
 
Dan Thurot, game critic extraordinaire, joined me to delve into a difficult topic: representing history through games. We focused on ways that history is represented poorly and ways that it is represented successfully and thoughtfully in games. This is a big topic, and one I will likely explore in future episodes. For now, enjoy my time with Dan Th…
 
Peter C. Hayward, from Jellybean Games, is back, and we’re talking through our absolute best tips and advice for game designers. We split the conversation into two parts: new designers and experienced designers. And we talk through our own successes and failures. And be sure to check out Peter’s latest game, Sunshine City, which you can download fo…
 
Loading …

快速参考指南

Google login Twitter login Classic login