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Author: dirk

#174: Mo Turkington and LARPs

#174: Mo Turkington and LARPs

Description
David, Dirk, and Kathryn dive into the digital mailbag and take a shot at some listener questions.

Topics include Kickstarter Cancellations, design organization and ways to pitch a game.

David Heron – @DavidVHeron
Kathryn Hymes – @chicalashaw, thornygames.com
Dirk Knemeyer – @DKnemeyer, www.artana.com, dirk@artana.com

Episode Outline

  • 0:20 Everyone thinks it has been a good week.
  • 0:26 Some listener comments
  • 0:36 Listener Michael Hopkins – Kickstarter Cancellations
  • 3:18 Q: Glen Slagel – Do you go back through old notes?
  • 7:17 Q: Tristen Angeles & Ryan Sumo – How do you organize your design?
  • 15:02 Q: Aaron Wilson & Trevor Willis – Pitching a game by video vs. at a convention?
  • 18:15 Q: Tristen & Ryan – How do you organize play tests?
  • 22:53 Art Quality of prototypes – How does high vs. low fidelity impact testing?
  • 26:06 Events for designers
  • 27:00 Q: Derek Tocaz – Score keeping mechanisms – what do you like?
  • 34:23 Kathryn got some cool games while in Japan

 

#173: Game Design Axioms

#173: Game Design Axioms

Description
Dirk, Kathryn, and Rob get together for the much anticipated game design axioms episode. Listen as they share their their top design principles.

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

Episode Outline

  • 0:06 – Greetings
  • 0:22 – Rob has a sultry voice
  • 0:41 – Kathryn and Rob are on the show together for the first time
  • 0:57 – Game design axioms
  • 1:23 – Axiom – Rob – Never make a person lose a turn
  • 5:26 – How Rob’s experience at Hasbro contributed
  • 6:45 – Axiom – Kathryn – Design for the Human Animal
  • 8:20 – Heuristics – Group info and decisions in 3’s
  • 8:58 – What are humans great at?
  • 10:47 – Insight – The Friction Is The Game
  • 11:57 – Flout Axioms with purpose
  • 12:19 – Kathryn background for her axiom
  • 13:01 – Axiom – Dirk – Know who you are designing for
  • 16:29 – User testing is core to knowing your audience
  • 17:59 – Tips for getting the right play testers
  • 20:37 – Axiom – Rob – Experience is more important than the rules
  • 24:17 – Rule design – people will do what they will do
  • 25:19 – Axiom – Kathryn – Rules relate to emotion
  • 28:11 – How to draw an emotional map
  • 29:22 – Axiom – Dirk – If you want them to like it, make sure they succeed.
  • 34:12 – Design Nuggets from the internet
  • 34:37 – Nugget – Design to guide for the right use
  • 35:27 – Nugget – Your politics or someone else’s
  • 35:52 – Nugget – Be specific
  • 36:21 – Nugget – Tell me why to play your game
  • 36:48 – Nugget – Prioritize projects that are exciting to you
  • 37:38 – Nugget – People value what you make them work for
#172: Mode 7’s Paul Kilduff-Taylor

#172: Mode 7’s Paul Kilduff-Taylor

Description
Paul Kilduff-Taylor from Mode 7, join David and Dirk for a discussion about the games Tokyo 42 and Frozen Synapse. They dive deep into some of the key decision drivers for these games as well as some history of the game industry since 2005, and where it is headed. They also touch on Paul’s thought provoking article on Medium, “Playing With Toys While People are Dying”

Paul Kilduff-Taylor – @mode7games, www.mode7games.com
David Heron – @DavidVHeron
Dirk Knemeyer – @DKnemeyer, www.artana.com, dirk@artana.com

Episode Outline

  • 0:17 – Paul’s Background in the games industry
  • 1:14 – What is the game Tokyo 42 about?
  • 2:26 – Is the amount of killing in the game intentional?
  • 3:48 – Frozen Synapse has a smaller scope, why?
  • 5:55 – Discussion on the ‘Charm’ between Tokyo 42 and Frozen Synapse
  • 8:13 – Is frustration and simultaneous turn design a conscious decision in your games?
  • 10:21 – Frozen Synapse 2; why make another?
  • 12:55 – Buy a game, get a give away; how does that work?
  • 15:30 – What are the challenges with indie develops getting visibility
  • 18:56 – What was going on in 2005 that brought the company together?
  • 19:59 – Torque game engine history
  • 21:48 – Introversion as a factor
  • 22:44 – British game industry; how has the scene changed?
  • 24:58 – Larger North American studios shutting down and its impact
  • 26:44 – Procedural content generation
  • 28:07 – Article in Medium “Playing With Toys While People are Dying”
  • 31:19 – Any new projects coming?
#171: Gunpoint’s Tom Francis

#171: Gunpoint’s Tom Francis

Description
This week Tom Francis, creator of the game Gunpoint, joins Harrison and Dirk to discuss the state of games journalism, how Gunpoint came about and what to expect next.

Tom Francis – @pentadact, www.spaceships.cool
Harrison Pink – harrisonpink.com, harrisonpink@gmail.com
Dirk Knemeyer – @DKnemeyer, www.artana.com, dirk@artana.com

Episode Outline

  • 0:16- Tom’s Background
  • 1:29 – What Motivated Tom to make his own games?
  • 3:13 – Tom’s programming background
  • 4:15 – What brought Tom into the gaming industry
  • 6:42 – Is games journalism shrinking?
  • 11:51 – What drives games journalism traffic?
  • 12:50 – What inspired the format of Gunpoint?
  • 14:49 – Gunpoint did well especially for a first release.
  • 17:35- Why the name Gunpoint?
  • 21:41 – Blogging during the development of Gunpoint.
  • 28:42 – How do you stay motivated during the dark times?
#170: Ross Cowman

#170: Ross Cowman

Description
This week, Dirk and Kathryn talk with Ross Cowman, owner of game design studio Heart of the Deernicorn. They discuss the game Fall of Magic

Ross Cowman – @rosscowman, www.heartofthedeernicorn.com
Kathryn Hymes – @chicalashaw, thornygames.com
Dirk Knemeyer – @DKnemeyer, www.artana.com, dirk@artana.com

Episode Outline

  • 0:00:19 – Ross’ background
  • 0:01.08 – Origin of company name
  • 0:02:22 – company name SEO
  • 0:02:57 – Origin of Fall of Magic
  • 0:10:40 – Talking about a turn of the game
  • 0:22:37 – What opportunities and difficulties have come from the game?
  • 0:27:16 – What’s next?
  • 0:29:16 – Overseas reception of the game
  • 0:33:22 – Translation of the game
#169: Listener Mail June 2017

#169: Listener Mail June 2017

Description
This week, David, Rob and Dirk get together to catch up and answer listener questions. Ice cubes are involved.

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

Episode Outline

  • 0:00:26 – What’s David been up to
  • 0:03.37 – Update from Dirk on the Tesla vs Edison Dual kickstarter
  • 0:05:18 – Rob got a haircut
  • 0:07:27 – Listener Steve asks about cancelled kickstarter backers
  • 0:10:43 – Listener Steve asks about the ‘Winner Effect’
  • 0:15:18 – Listener Doug asks about Escape Rooms
  • 0:23:27 – Listener JC asks about revealing key information in a game
  • 0:26:04 – Listener Glen asks a question regarding an idea you can’t get off the ground, when do you shelve it or keep going?
  • 0:28:48 – The Little Zen Handbook
#168: Emily Care Boss

#168: Emily Care Boss

Description
This week, Dirk and Kathryn welcome veteran game designer Emily Care Boss to the show. Emily has a long history in designing RPG games and making tools available to players to challenge their views and expand their gaming horizons. Some of her games encourage players to examine uncommonly represented topics, such as romance and sexuality.

Emily Care Boss – @emilycare, www.blackgreengame.com
Kathryn Hymes – @chicalashaw, thornygames.com
Dirk Knemeyer – @DKnemeyer, www.artana.com, dirk@artana.com

Episode Outline

  • 0:00:19 – Emily’s background
  • 0:03:25 – Tabletop games and sexuality
  • 0:15:40 – Emily’s catalog
  • 0:25:56 – RPG and game theory
#167: Chelsea Howe and VR

#167: Chelsea Howe and VR

Description
Dirk and David are joined by Owlchemy Labs’ Chelsea Howe to talk about Virtual Rick-Ality and the new frontier of VR. Chelsea’s involvement with VR goes back to her days at EA and she continues to be on the forefront of development for this new platform. Chelsea describes what it’s like to develop and port games for VR and gives Dirk a pop culture lesson on Rick and Morty.

Chelsea Howe – @manojalpa
David Heron – @john_harper, onesevendesign.com
Dirk Knemeyer – @DKnemeyer, www.artana.com, dirk@artana.com

Episode Outline

  • 0:01:14 – VR and Virtual Rick-Ality
  • 0:09:03 – VR 101
  • 0:13:39 – Augmented Reality
  • 0:17:28 – Virtual communities
  • 0:19:35 – New tech and novelty
  • 0:22:21 – Dirk learns about Rick and Morty
#166: John Harper

#166: John Harper

Description
Dirk and Kathryn are joined this week by designer John Harper, the mind behind Blades in the Dark. John’s transition to full-time developer has been helped by his fans that support him via Kickstarter and Patreon – this following allows him to fully concentrate on his multi-disciplinary craft and continue to release free, hackable material.

Dirk Knemeyer – @DKnemeyer, www.artana.com, dirk@artana.com
Kathryn Hymes – @chicalashaw, thornygames.com
John Harper – @john_harper, onesevendesign.com

Episode Outline

  • 0:01:41 – Blades in the Dark
  • 0:10:51 – Growing in tastes as a designer
  • 0:20:49 – Supporting yourself with indie work
  • 0:27:34 – Game development over several disciplines
  • 0:32:19 – Hackable game designs
  • 0:35:13 – Upcoming designs
#165: Listener Mail April 2017

#165: Listener Mail April 2017

Description
Dirk, Harrison, and Kathryn dive into the mailbag once again to answer your game design questions. Is it really that difficult to get published in North America from other markets? What’s life on the digital side like when it comes to publishing? And what can you do when you (inevitably) get stuck?

Dirk Knemeyer – @DKnemeyer, www.artana.com, dirk@artana.com
Kathryn Hymes – @chicalashaw, thornygames.com
Harrison Pink – @gilespink, harrisonpink@gmail.com, harrisonpink.com

Episode Outline

  • 0:00:24 – The difference between design and development and getting stuck
  • 0:06:05 – Publishing from non-American or European markets
  • 0:10:04 – Linear narratives
  • 0:16:03 – Game design and budget
  • 0:21:53 – Self-publishing and digital games
  • 0:26:02 – Players vs. The Game