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    Games & Hobbies

    Designer Notes

    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.

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    Latest Episodes:
    Designer Notes 27: Lucas Pope May 21, 2017
    Show notes

    In this episode, Adam Saltsman interviews independent game developer Lucas Pope, best known for the immigration officer simulation Papers Please. They discuss how Naughty Dog taught him to mercilessly cut features, why it might be a good thing if Obra Dinn is bad, and how Adam has time to do these interviews.


    Designer Notes 26: Sid Meier - Part 4 May 06, 2017
    Show notes

    In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss what game Sid wishes he designed, how to determine if a prototype should be turned into a game, and why we need a Zombie civilization.


    Designer Notes 25: Sid Meier - Part 3 Feb 23, 2017
    Show notes

    In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss why dinosaurs need to have ranged attacks, how deals go down on the SimGolf course, and if Civ games have an ideal length.


    Designer Notes 24: Sid Meier - Part 2 Nov 23, 2016
    Show notes

    In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss how Sid’s stealth fighter was more interesting than the real one, whether XCOM violates the Covert Action rule, and when the world was ready for hexes.


    Designer Notes 23: Sid Meier - Part 1 Oct 25, 2016
    Show notes

    In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss using the Ayatollah Khomeini as an enemy, how Strike Eagle differentiated itself from Flight Simulator, and why the torpedo doesn’t go where the player aims it in Silent Spring.


    Designer Notes 22: Amy Hennig - Part 2 Oct 04, 2016
    Show notes

    In this episode, Soren Johnson interviews veteran game designer Amy Hennig, best known for her work on the Legacy of Kain and Uncharted series. They discuss what elements from film can’t work in games, how many hours she averaged per week working on the Uncharted series, and how to capture great acting performance for video games.


    Designer Notes 21: Amy Hennig - Part 1 Sep 20, 2016
    Show notes

    In this episode, Soren Johnson interviews veteran game designer Amy Hennig, best known for her work on the Legacy of Kain and Uncharted series. They discuss what happened in 1977, how to make a platformer about Michael Jordan, and whether women are now being scared away from game development the way she was from the film industry. In true adventure game fashion, we end on a cliffhanger!


    Designer Notes 20: Liz Ryerson Aug 04, 2016
    Show notes

    In this episode, Adam Saltsman interviews independent game developer Liz Ryerson, known for experimental games like Problem Attic. They discuss whether we should ever make players uncomfortable, why horror games have more freedom to try unconventional design, and whether Twitter is a game.


    Designer Notes 19: Louis Castle Jun 15, 2016
    Show notes

    In this episode, Soren interviews Westwood Studio co-founder Louis Castle. They discuss why early video game artists were also great at Etch-a-Sketch, why Dune 2 was not Dune 1, how Boom Blox was almost Angry Birds, and why narrative games can’t end on a negative.


    Designer Notes 18: Offworld Trading Company May 06, 2016
    Show notes

    In this episode, Bruce Geryk interviews Soren Johnson about his new economic RTS, Offworld Trading Company. They discuss how exploring a black map is one of gaming’s greatest hits, why the hardest part of designing Offworld was ending the game, and why Early Access games shouldn’t have QA. Also, listen to hear Soren correctly pronounce timbre!


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