55 episodes

Why do we make games? Every designer has a different and very personal answer to that question. Soren Johnson, founder of Mohawk Games, sits down with noted designers to find out by examining their careers as a whole.

Designer Notes Idle Thumbs

    • Video Games
    • 4.8 • 83 Ratings

Why do we make games? Every designer has a different and very personal answer to that question. Soren Johnson, founder of Mohawk Games, sits down with noted designers to find out by examining their careers as a whole.

    Designer Notes 55: Meg Jayanth

    Designer Notes 55: Meg Jayanth

    In this episode, Soren interviews independent game developer Meg Jayanth, the writer on 80 Days. They discuss how fan fiction is similar to modding, if 80 Days is a criticism of the Bioware companion system, and why it’s important to do your work.

    • 3 hr 3 min
    Designer Notes 54: Jon Ingold - Part 2

    Designer Notes 54: Jon Ingold - Part 2

    In this episode, Soren interviews veteran game developer Jon Ingold, who co-founded inkle and is best known for his work in interactive fiction, including All Roads, 80 Days, and the Sorcery! series. They discuss how to get the player to trust the designer, why pursuing fairness can take away what is special about a game, and whether packing should be done in real-time.

    • 1 hr 51 min
    Designer Notes 53: Jon Ingold - Part 1

    Designer Notes 53: Jon Ingold - Part 1

    In this episode, Soren interviews veteran game developer Jon Ingold, who co-founded inkle and is best known for his work in interactive fiction, including All Roads, 80 Days, and the Sorcery! series. They discuss why Plundered Hearts is his favorite Infocom game, how being a maths teacher is like being a level designer, and when he realized that parsers were a commercial dead-end.

    • 1 hr 28 min
    Designer Notes 52: Roger Keating

    Designer Notes 52: Roger Keating

    In this episode, Bruce Geryk interviews veteran game developer Roger Keating, co-founder of Strategic Studies Group (SSG). Roger is best known for his work on the Warlord series as well as many digital wargames. They discuss what it was like to do pathfinding before A*, how SSG worked from home before it was cool, and how to determine who is a game designer.

    • 2 hr 23 min
    Designer Notes 51: Michał Drozdowski and Przemysław Marszał

    Designer Notes 51: Michał Drozdowski and Przemysław Marszał

    In this episode, Soren and Leyla Johnson interview Creative Director Michał Drozdowski and Art Director Przemysław Marszał of 11 Bit Studios, best known for their work on This War Of Mine and Frostpunk. They discuss why This War of Mine does not judge the player and why Frostpunk does.

    • 2 hr 26 min
    Designer Notes 50: Alex Hutchinson

    Designer Notes 50: Alex Hutchinson

    In this episode, Soren interviews game designer Alex Hutchinson, Creative Director at Typhoon Studios and best known for his work on Spore, Assassin’s Creed 3, and Far Cry 4. They discuss how they both would have screwed up SimCity, how working at Ubisoft is like Brewster’s Millions, and what happened with Spore.

    • 2 hr 24 min

Customer Reviews

4.8 out of 5
83 Ratings

83 Ratings

__EricS ,

👍👍

I always find this podcast super interesting with how the business works, the theory behind games, the various ways people have come up in the business, etc. It’s also good to learn about games I might have missed back when they were knew and check out now.

Coffee Jones ,

Just about every episode is worth a second or third listen

I’d probably never work in game dev but I love hearing about the business and all the trade offs that have to be made to get a game out the door

lightswitch11 ,

Probably my favorite podcast

This is a great podcast. You don’t even really need to be very interested in game design to enjoy it. Soren might have missed his true calling as an interviewer. He gets really interesting people to discuss at-length and in-depth things they are deeply passionate about in a delightfully ad hoc and visceral manner. You will not find cutely named canned show segments here, but instead real designers deep diving on their childhoods, careers, and defining moments.

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