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Episodes

#201 Tim Burrell-Saward and Smart Speakers

#201 Tim Burrell-Saward and Smart Speakers

Tim Burrell-Saward – @tburrellsaward

David Heron – @DavidVHeron

Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com

Episode Outline
– 00:06 Welcome Tim Burrell-Saward
– 00:27 What does a product designer do?
– 01:47 Company: Sensible Object – What is it about?
– 04:18 How has the game Beasts of Balance done in the market?
– 06:53 Why develop a boardgame AND video game. That seems very complex
– 10:20 What are the challenges in creating an analog/digital experience?
– 12:17 What is the next game Tim is working on? … it involves smart speakers
-15:15 What is the marketing and distribution like on When in Rome?
-17:42 With When in Rome, how did they handle variations where certain components were removed?
– 20:49 Alexa only cross-platform?
– 20:22 What is it like to port between digital assistant platforms?
– 23:19 What are the challenges for designing for a smart speaker platform?- 25:33 What’s coming next?

 

 

#198 Michael Woods, 38 Studios and Subatomic Studios

#198 Michael Woods, 38 Studios and Subatomic Studios

David Heron – @DavidVHeron

Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com

Michael Woods – @exitsanity

Episode Outline

– 00:10 Welcome Michael Woods

– 00:16 Michael and David go back a ways…

– 01:15 Michael talks about joining the Star Trek project

– 02:06 More details on Michael’s history in game design

– 04:05 38 Studios, Copernicus Project

– Curt Schillings company. Michael share about his time there.

– 07:01 After 38 Studios, Michael discusses Subatomic Studios

– 08:27 Michael discusses working on large games to smaller mobile games

– 13:17 The shift from console games to MMOs

– 18:12 How do World of Warcraft and Star Trek compare?

– 23:00 What is Michael doing right now in game design?

– 30:38 What is next for Michael?

#197 Megagames with Ben Kanelos and Leslie Loy

#197 Megagames with Ben Kanelos and Leslie Loy

Ben Kanelos – @bkgamedesign
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com
Leslie Loy – leslie.loy@westcoastmegagames.com, westcoastmegagames.com

Episode Outline
– 00:22 What is a megagame?
– 01:20 What is the upper limit of the number or players?
– 03:28 What about the player to administrator ratio?
– 04:51 A megagame described.
– 07:46 Mega Board Game vs megagame
– 09:33 What is it like to facilitate a megagame?
– 14:32 How are the rules both strict and modified on the fly in a megagame?
– 17:09 How the social aspect of megagames comes into play.
– 19:17 How do you find out about megagames?
– 22:13 How is technology used in megagames?
– 23:28 How does one get started with playing megagames?
– 25:04 What can new gamers expect with playing a megagame for the first time?
– 27:48 Are there areas of a megagame where a more introverted person can find a place?
– 30:07 Final thoughts

#196 Admired Designers, Unlikely Games Enjoyed and Listener Questions

#196 Admired Designers, Unlikely Games Enjoyed and Listener Questions

Cole Wehrle – @colewehrle, cole@ledergames.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.

#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@ledergames.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@ledergames.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?