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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.
 
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.
 
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 ...
 
Arcadology is a podcast focused on looking at the history of video games. The show explores the earliest days of the medium up to present day with examinations into how some of your favorite games and franchises got off the ground. The show will also feature interviews with game developers and designers, as well as journalists and other subject matter experts. New episodes will be posted every two weeks.
 
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show series
 
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…
 
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…
 
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. …
 
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…
 
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…
 
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…
 
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…
 
O que é o BIG Festival? Qual a importância dele para o mercado de jogos? Como é escolhido o conteúdo do festival? O que são indie games? Quais as expectativas para 2022? Convidamos Gustavo Steinberg (CEO do BIG Festival) para falar de um dos mais importantes eventos da indústria de games e que acontece no Brasil. Quer saber mais do BIG? Quer compra…
 
Ze and Nim from Square Weasel join Nicholas to talk about the interplay between visual style and narrative in game design. Square Weasel: https://twitter.com/remaindervn Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lauryn: https://twitter.com/thelaurynash Nicholas: https://twitter.com/academicality…
 
Patrick Mcneil, from McMeeple Games, discusses what it’s like to design games with his children. Patrick has been creating games with his kids for years and has gotten many of the designs to the point of being fully published games. We talk about being intentional, setting the right expectations, overcoming negative feedback, and more. The post Des…
 
Como manter FIFA vendendo todo ano? Como manter ele atual? Como tomo decisões baseadas no mundo real? Qual o principal segredo do FIFA? Convidamos Gilliard Lopes (Senior Game Designer da EA Games e Host do Podquest) para para revelar estes e outros segredos do FIFA. Link comentado no episodio: https://schedule.gdconf.com/session/independent-games-s…
 
The best combo-breaker in the gamedev podcast scene, Lauryn and Nicholas, discuss that interplay of mechanics we all the "action economy" and ask the most important question: do you even read, bro? Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lauryn: https…
 
This month’s Knox Game Design presentation topic is Enemy Behaviors. This is a look at various enemy behavior types: Back and forth (timer / collision based) Alert and chase, using distance / timer for stop chasing Move random direction and wait Orbital children, with varying radius length and orbit speed Behavior combination (orbital children and …
 
Isaac Vega joins Dirk and David to talk about his experiences in the board game industry and how he has used cards in his games. First the trio discuss City of Remnants and how different components fulfill different roles in game design. Next, Dirk and David ask Isaac about his work on Ashes Reborn and some of its more unique systems. Finally, the …
 
Ben Rosset, designer of The Search for Planet X, talks about how to design games based on real-life systems and processes. ​ Ben has designed games based on aging cheese, brewing beer, finding planets, manufacturing board games, and many other themes that happen in the real world, so we have quite a bit to chat about. The post Designing Games Based…
 
Vale a pena participar de Game Jam? Game Jam é só para iniciantes? Jogo de Game Jam serve para portfolio? O que é a Magalu Game Jam? Para falar dessa experiência de produzir jogos rapidamente, convidamos Gustavo Steinberg (CEO do Big Festival) e Davi Baptista (Game Designer na Flux Games). Se interessou na Game Jam do Magalu? A pré-inscrição está a…
 
Lauryn and Nicholas continue their discussion of "management" style mechanics and how gameplay normally associated with strategy games can enhance more "adventure" oriented ones, with specific refence to the recent indie game Backpack Hero. Episode where we critique ludonarrative harmony/dissonance Our behind-the-scenes Patreon episode Patreon: htt…
 
I am starting a new series of episodes called "A Case Study in..." Each episode will feature me and some designers discussing a particular game that none of us designed. The games we will focus on will have made an impact on the hobby. My first episode of this series is on Dominion featuring Jeff and Jonny. We discussed the impact Dominion made on …
 
Jess and Steph Nguyen, from Hot Potatoz, talk about how to design take that games. We talk about finding a good balance of fun, game length, and hurt feelings. And we get into finding the right audience, playtesting, and more. The post How to Design Take That Games with Steph and Jess Nguyen appeared first on Board Game Design Lab.…
 
Lauryn and Nicholas discuss the fundamental appeal of so-called 4X games (eXplore, eXpand, eXploit, and eXterminate) and the pleasures of gameplay focused on control and management. Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lauryn: https://twitter.com/t…
 
Kathryn rejoins Dirk and David for another Round Table discussion of past episodes. First, in reference to the recent episode with Sydney Engelstein, the group talks about card-based expansions. Then the discussion turns to the various Zenobia award finalist guests who have been on the show—topics include unique themes, alternative funding for game…
 
Jesse Stacy, from Triceratops Games, discusses how to design drafting games. Jesse has been working on a drafting style game for a while, and we dive into the different types, how to keep a game moving, stacking other mechanisms, and more. The post [BGDL Community Spotlight] How to Design Drafting Games with Jesse Stacy appeared first on Board Game…
 
Gino Brancazio, from Tinkerbot Games, talks about the three stages of prototyping, and we discuss what you need to know depending on which stage you’re in. The post [BGDL Community Spotlight] The 3 Stages of Prototyping with Gino Brancazio appeared first on Board Game Design Lab.Av Board Game Design Lab
 
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