Think Like A Game Designer

Justin Gary

In Think Like a Game Designer, award-winning designer and Stone Blade Entertainment CEO Justin Gary speaks with world-class game designers and creative experts from various industries. Each episode deconstructs the creative process, offering insights into the art of game design and the broader cultural, technological, and business influences shaping a myriad of creative mediums. Join us for actionable advice and unique perspectives that will enrich your understanding of what it means to be creative in and out of the gaming world. justingarydesign.substack.com

  1. -16 H

    Mark Rosewater — Designing for Emotion, Embracing Complexity, and 28 Years of Iteration (#103)

    About Mark Mark Rosewater is the Head Designer for Magic: The Gathering and one of the most influential voices in modern game design. With decades of experience shaping one of the most successful and enduring games in the world, Mark has led the design of countless sets and pioneered many of the systems that define Magic today. Known for his deep understanding of player psychology and his ability to translate complex ideas into elegant design, Mark has spent his career exploring what makes games resonate on an emotional level. In this episode, he shares hard-earned lessons about creativity, audience connection, and why great design starts with how you want players to feel. * Check out Mood Swings, a new game by Mark Rosewater * Making Magic * Magic: The Gathering Drive to Work Podcast * Mark Rosewater Tumblr * Mark Rosewater Bsky Justin’s Ah-Ha! Moments Why You Should Fear Indifference More Than Criticism: Strong negative reactions mean people care about your game. Indifference means it didn’t land at all. The best games spark emotion, even when that emotion is mixed or uncomfortable. The Real Goal of Game Design Is Emotional Impact: Mechanics are only a means to an end. What players remember is how the game made them feel: tension, excitement, surprise, or triumph. The most effective designs start with the emotional experience and use mechanics to deliver it. Why Complexity Can Be a Strength When Used Correctly: Magic: The Gathering continues to grow as a game because of its depth and the space it offers for expansion. Yet the secret to a complex game is that it still needs enough clarity for new players to enter. When creating a game with complexity, the goal is to preserve what makes your game compelling while making it accessible. Show Notes “Good design is all about making wrong choices.” (00:11:17) Becoming a great designer requires exploring, testing, and discovering what doesn’t work. Every wrong choice teaches you something. The faster you’re willing to be decisive and commit to your ideas, the faster you get to something that actually works. Don’t hesitate—commit and learn from it. “The data is so essential.” (00:20:50) Mark explains how much of Magic’s success comes from constantly listening to players and analyzing behavior. There’s no shortage of data (playtests, player feedback, sales trends, format popularity) but the challenge is knowing what to do with it. He says that data is all about finding patterns and understanding what’s actually driving player behavior. Players will tell you what they like, but not always why. Part of the designer’s job is to interpret those signals and turn them into better decisions about what to build next. “The idea essentially is can we sell somebody a basic game that is expandable if they want it to be expandable, but not if they don’t.” (00:45:52) Here Mark is talking specifically about the structure of his new game. The goal is to create a complete experience out of the box, while still allowing for expansion over time. That’s a difficult balance. If the base game feels incomplete, casual players drop off. If expansions feel unnecessary, engaged players lose interest. “I’ve had 28 years of iterative loops.” (01:12:33) Mark has been revisiting Mood Swings for nearly three decades, refining and rethinking it over time. While this is an extreme version of iteration, it highlights a broader truth, which is that some ideas take years to fully realize. Sometimes the idea for a game will evolve alongside your skills and perspective. The lesson is to hold onto ideas that matter, keep testing them, and recognize that the right version may only emerge much later. “If you can make your audience see themselves in your game, you will be very successful.” (01:30:17) Mark and I discuss how the way a game ties to a player’s identity drives replayability. Systems like colors in Magic or classes and races in Dungeons & Dragons give players a way to express who they are through play. That sense of self-expression creates a deeper connection, turning the game into a space where players can explore different versions of themselves in a safe and meaningful way. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe

    1 h 52 min
  2. 2 AVR.

    Drew Corkill — Design Solo Game Systems, Speed, and Shipping at Scale (#101)

    About Drew Drew Corkill is a UI/UX designer with nearly 15 years of experience and a deep background in graphic design, who has quietly become one of the most prolific creators in tabletop gaming. Alongside Gabe Barrett, Drew is the driving force behind the “Solo Game of the Month” initiative, he’s launched more crowdfunded games than almost anyone in the industry, building a system that prioritizes speed, iteration, and consistent output. Drew first connected with me as a student in the Think Like a Game Designer Course, where his early work on Small Time Heroes evolved into a breakout success with multiple expansions and campaigns. In this episode, Drew shares how his background in UX shapes his approach to game design, what makes solo games uniquely powerful, and how community, structure, and relentless iteration can turn creative ambition into a sustainable career. Justin’s Ah-Ha Moments: * Threats, Timers, Treats: Drew had one of the clearest frameworks I’ve heard for solo game design. If you want a solo game to generate excitement, you need pressure (threats), urgency (timers), and reward (treats). Miss one, and the whole thing feels more like a puzzle than a game. This is a simple checklist, but it’s deceptively powerful. * You Don’t Build Alone: What stood out to me in Drew’s story is how much of his success came from the environment around him. Community, feedback, and deadlines are force multipliers. Left on your own, it’s easy to stall, but put yourself in a room with people who are building, and everything speeds up. This is true whether it’s a course, a group, or just a few people you trust. * Cut to the Experience: When you take something digital and try to make it physical, all the excess gets exposed. You can’t rely on automation or hidden math, instead you have to decide what actually matters. Drew’s approach is to strip things down until the fun is obvious. That’s a useful lens for any design. If something is slowing the player down without adding value, it’s probably not pulling its weight. If you’ve ever had a game idea but didn’t know how to turn it into a real, playable design, my Design Labs program walks you through the entire process. With 60+ lessons, practical assignments, and a private Discord community, you’ll learn how to move from inspiration to prototype, playtesting, iteration, and publishing. Show Notes: “I was like, well, I’ll just make my own version of what I want.” (00:07:01) This is one of those deceptively simple origin moments. Drew couldn’t find the experience he wanted, so instead of waiting, he built it. That impulse, where you’re moving from consumer to creator, is where a lot of design careers actually begin. If something feels missing in the games you’re playing, consider it a compass, and try to fill the gap. “If it’s distracting from the fun […] then it’s a baby that has to be killed.” (00:27:30) This is Drew being brutally honest about design discipline. It’s easy to fall in love with clever mechanics, complex systems, or ideas that felt great during development, but if they slow the game down or pull players out of the experience, they have to go. Prioritization is key, because not every good idea belongs in the final product. Remember, most of the time you should be removing anything that doesn’t serve the core experience, no matter how much time you’ve invested in it. “To design a solo game is much easier than it is to design a multiplayer game.” (00:42:47) Drew loves to design solo games. Late in the conversation, he gets tactical about why his “game a month” system works. Solo games reduce complexity, which makes them faster to design, test, and ship. Solo games are easier to iterate on, because until very late in the process, you are the only designer and playtester needed to refine the prototype. You can find Think Like a Game Designer on these platforms: * Apple Podcasts * Spotify * Youtube This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe

    1 h 2 min
  3. 50 Episodes of Game Design Wisdom

    18 MARS

    50 Episodes of Game Design Wisdom

    Guests featured: * Keith Baker * Monty Cook * Raph Koster * Richard Garfield * John Zinser * Elizabeth Hargrave * Eric Lang 00:03:06 — Keith Baker Lesson: Creating a world that becomes a playable game. Baker explains how he designed the Eberron setting and why fantasy worlds need recognizable hooks that players can quickly understand. 00:17:31 — Monty Cook Lesson: How RPG worlds and systems come together in design. Cook discusses the process of building role-playing games and the interplay between storytelling, mechanics, and player experience. 00:23:24 — Raph Koster Lesson: Designing games through structured creative practice. Koster explains his ideation process, how he takes notes and prototypes ideas, and why constraints and deliberate practice help designers develop new game concepts. 00:33:18 — Richard Garfield Lesson: Spend your “complexity points” wisely. Garfield talks about balancing innovation and accessibility, emphasizing that too much novelty can make games harder for players to understand. 00:40:33 — John Zinser Lesson: A successful game needs a strong hook. Zinser explains how publishers evaluate games and why clear differentiation is critical when pitching or launching a new title. 01:04:36 — Elizabeth Hargrave Lesson: Passionate themes can unlock new audiences. Hargrave discusses how Wingspan succeeded by pairing a unique theme with mechanics that reinforce that theme. 01:17:03 — Eric Lang Lesson: Great games come from iteration and cutting what doesn’t serve the design. Lang discusses engine design, playtesting, and how cohesion between theme and mechanics strengthens a game. If you’ve ever had a game idea but didn’t know how to turn it into a real, playable design, my Design Labs program walks you through the entire process. With 60+ lessons, practical assignments, and a private Discord community, you’ll learn how to move from inspiration to prototype, playtesting, iteration, and publishing. Learn More at JustinGaryDesigns.com This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe

    1 h 57 min
  4. 18/12/2025

    Vlaada Chvátil — Designing for Joy, Building Great Games, and Letting Quality Do the Marketing (#97)

    About Vlaada Vlaada Chvátil is one of the most influential game designers of the modern era. As the creative force behind classics like Through the Ages, Codenames, and Galaxy Trucker, and a co-founder of Czech Games Edition (CGE), he’s built a career defined by curiosity, craft, and an uncompromising commitment to making games he actually wants to play. Vlaada’s path—from programming and digital game development to shaping some of the most enduring tabletop designs of the last 20 years—has given him a rare perspective on iteration, collaboration, and long-term creative sustainability. In this episode, we explore how he chooses projects, why great development beats marketing every time, and how designing for joy has fueled both his games and his company. Ah-Ha Moments We Sell Games So We Can Make Games: Vlaada reframes the entire business of game design. The purpose of publishing is to fund the next act of creation, not to chase sales targets. This mindset frees designers to make bolder, more honest games, because success is measured by creative momentum, not quarterly performance. The Best Marketing Is Ruthless Investment in Development: CGE spent its early years with no marketing team at all, because they didn’t need one. Vlaada’s long-term strategy is simple and difficult: invest heavily in development and let quality do the work. Great games create their own momentum. Word of mouth, sustained sales growth, and long tails are the natural result of excellence. The Golden Rule of Collaborative Design: When collaborators disagree, Vlaada avoids persuasion entirely. Instead of fighting to prove one idea right and the other wrong, the goal is to find a third solution neither person originally proposed, but that both genuinely like. This reframes disagreement as a creative engine, not a conflict, and almost always leads to stronger, more resilient designs. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe

    1 h 11 min

À propos

In Think Like a Game Designer, award-winning designer and Stone Blade Entertainment CEO Justin Gary speaks with world-class game designers and creative experts from various industries. Each episode deconstructs the creative process, offering insights into the art of game design and the broader cultural, technological, and business influences shaping a myriad of creative mediums. Join us for actionable advice and unique perspectives that will enrich your understanding of what it means to be creative in and out of the gaming world. justingarydesign.substack.com

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