#196 Admired Designers, Unlikely Games Enjoyed and Listener Questions

#196 Admired Designers, Unlikely Games Enjoyed and Listener Questions

Cole Wehrle – @colewehrle, cole@leadergames.com
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com
Kathryn Hymes – @chicalashaw, thornygames.com

Episode Outline
– 00:07 Welcome!
– 01:50 Admired designers
– 01:55 Brenda Romero, previously known as Brenda Brathwaite
– 02:57 Avery Alder
– 06:50 Jackson Tegu
– 07:46 Unlikely games enjoyed
– 07:54 Murder Mystery Games
– 10:40 PUBG, Player Unknown’s Battlegrounds
– 13:45 Puzzle Strike
– 15:20 Listener Questions
– 15:36 Table footprint; What are ways that the footprint can be addressed in the design process?
– 23:06 Do you think there is room in the industry that allows for games that are actively unpleasant?
– 29:18 Can you think of party games with an moderator that would manage information deficits between players?

#195 Game Designer Alex Roberts

#195 Game Designer Alex Roberts

Alex Roberts – @muscularpikachu, helloalexroberts.com
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com
Harrison Pink – @gilespink, harrisonpink@gmail.com

Episode Outline
– 00:19 A little information about Alex Roberts
– 01:19 How did Alex’s Kickstarter work out?
– 01:27 Information about Alex’s project; design, who is it for etc.
– 02:54 What is the goal of the game?
– 04:33 How does the idea of fixing a relationship translate to a mechanical process
– 08:00 Is there a statement being made about relationships?
– 09:00 How did Alex get a start in game design?
– 12:51 What are a couple meaningful design projects that Alex worked on?
– 18:50 How does it work to write the idea first then design game around that?
– 21:28 What did Alex do before game design?
– 24:09 Differences between live-action design and table top gaming
– 27:35 What is coming next from Alex?
– 30:41 Advice from Alex for aspiring designers

#194 Kickstarter Results and Listener Questions

#194 Kickstarter Results and Listener Questions


David Heron – @DavidVHeron
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com
Rob Daviau – @robdaviau

Episode Outline
– 00:14 Fireball Island Kickstarter campaign update
– 03:44 What does the success of the Kickstarter campaign mean for Restoration Games?
– 06:00 What are the selection criteria for bringing and old property back to life?
– 08:55 For others thinking about starting a Kickstarter, what are some tips?
– 14:00 Is this a new role for Rob?
– 15:27 Listener Question: Are there ‘Hooks’ that game designers use, like a hook in a song?
– 19:28 How can you achieve replayability?
– 25:00 How do bigger companies sometime fumble around the idea of replayability?
– 27:13 If you want to be a game designer, make sure you consider what the publishers needs may be
– Board games as three act plays
– 35:03 How do you end and game?

#193 Game Designer Kellee Santiago

#193 Game Designer Kellee Santiago

Kellee Santiago – instagram.com/kelleesan/, kelleesantiago.com
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com

 

Episode Outline
– 00:19 Kellee’s background in game design
– 07:27 What are some games that influenced Cloud?
– 12:18 More information about Kellee and her collaborations with Jenova Chen.
– 17:11 How did investments into the company work?
– 20:24 What are some of the lessons learned that listeners can benefit from?
– 23:23 What is Kellee working on now?
– 27:21 What is the state of VR games at the moment?
– 30:33 Kellee’s thoughts about the history of games design.

#192 Engineering Game Design with Aljernon Bolden

#192 Engineering Game Design with Aljernon Bolden

Aljernon Bolden – @AljernonBolden, harebrained-schemes.com
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com
Harrison Pink – @gilespink, harrisonpink@gmail.com

Episode Outline
– 00:06 Introductions
– 00:18 About Aljernon
– 01:10 Aljernon describes a recent night of gaming that turned out to be a bit emotional in regards to a game character.
– 03:53 How did Aljernon get started in him gaming career?
– 05:18 How does Aljernon’s role as an engineer fit into a game design environment?
– 06:45 How does Aljernon’s role fit into Harrison’s experience?
– 08:56 How does Hairbrained Schemes’ approach work in terms of system vs. narrative design?
– 11:14 What is the core experience of the games Aljernon works on?
– 14:24 What are some of the challenges with moving a game from pen and paper to a digital format?
– 18:28 Aljernon talks about his experience at Full Sail University.
– 20:26 Aljernon gives his thoughts about learning game design as a craft.
– 24:59 Aljernon asks about studying from a design perspective.
– 29:19 How can game designers use Twitch to be more successful?

#191 Fireball Island

#191 Fireball Island

David Heron – @DavidVHeron
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com
Rob Daviau – @robdaviau

Episode Outline
– 00:14 Game Design Roundtable After dark.
– 00:35 What has everyone been up to?
– 01:06 David explains to Rob, how vacations work.
– 01:23 Rob announces a Kickstarter for Fireball Island
– 10:56 Listener Question: What step in development should promotion begin and what should it look like?

#190 Listener Questions – Cons, Kids, Games and Names

#190 Listener Questions – Cons, Kids, Games and Names

Cole Wehrle – @colewehrle, cole@leadergames.com
David Heron – @DavidVHeron
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com

Episode Outline

  • 00:06 Introductions
  • 01:01 What types of conventions does the TGDRT crew go to and why?
  • 15:51 Creating and testing games for kids.
  • 20:49 How did you decide on a company or brand name?
#189 Gaming the Past with Jeremiah McCall

#189 Gaming the Past with Jeremiah McCall

Jeremiah McCall – @gamingthepast, gamingthepast.net, jmc.hst@gmail.com
Cole Wehrle – @colewehrle, cole@leadergames.com
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com

Episode Outline

  • 00:07 Introductions
  • 00:18 Jeremiah’s approach to game design
  • 01:08 What came first? Teaching or game design?
  • 03:17 What barriers are there to turning classes into game design seminars?
  • 05:12 Did Jeremiah think classroom games go so far?
  • 07:13 How have the games evolved over the years?
  • 12:47 How do you go about teaching games in a classroom?
  • 16:47 For teachers, what advice does Jeremiah have?
  • 21:05 What sort of history is Sid Meier’s peddling?
  • 26:56 What about people who have learned history through video games?
  • 30:35 What about Jeremiahs experience in digital game design, beyond teaching?
  • 34:35 What would Jeremiah like to see people doing more of in game design?
#188 Listener Question – You Don’t Blind Test a Painting

#188 Listener Question – You Don’t Blind Test a Painting

Description

In this episode, Dirk, Kathryn and Rob get together to answer listener questions around playtesting and professional backgrounds in design.

Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com
Kathryn Hymes – @chicalashaw, thornygames.com
Rob Daviau – @robdaviau

Episode Outline

  • 00:40 Blind playtesting and publishing rulebooks
  • 02:50 When Rob was at Hasbro, did they do playtesting?
  • 05:47 Too much or too little playtests
  • 09:53 More thoughts on too much playtesting
  • 12:30 Thoughts on the cost of plastic miniatures
  • 16:37 3D printing technology speculation
  • 18:24 What makes a tactics game really click with players and what are some common pitfalls?
  • 21:22 How does a professional background in writing apply to game design?
#187 Listener Question – Acronym Edition

#187 Listener Question – Acronym Edition

 

Description

In this episode, David, Dirk and Harrison get together to answer listener questions.
Lots of acronyms and great insights in this episode! JRPG, MUD, MMO …

David Heron – @DavidVHeron
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com
Harrison Pink – @gilespink, harrisonpink@gmail.com

Episode Outline

  • 00:37 Do classic JRPG mechanics makes games more fun or less?
  • 00:59 What IS a JRPG?
  • 06:02 Why did they stay around for so long?
  • 07:50 Puzzles vs street fights
  • 08:14 Putting the timer in the players hand, more cerebral, strategic and creative
  • 09:39 In The Walking Dead games, were there prototypes where the timer pressure was removed?
  • 11:54 Turn based games are not a prolific now. Why might that be?
  • 15:05 MUDs vs MMOs
  • 16:51 MUD and MMO budget considerations
  • 20:23 Content generation is the biggest problem when designing
  • 21:25 The difference between writing and drawing
  • 22:46 Recommendations for finding and working with programmers
  • 30:14 Most software projects tend to be late and over-budget
  • 32:13 What has Harrison been up to lately?