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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 17: Ananda Gupta Apr 01, 2016
    Show notes

    In this episode, Soren interviews game designer Ananda Gupta, best known as the co-designer of Twilight Struggle and the lead designer of XCOM: Enemy Within. They discuss why DC has no fort in For the People, whether Labyrinth's neocon design is intentional, and should Twilight Struggle use dice to resolve conflicts. They also assume quite incorrectly that Command & Conquer: Generals was released before 9/11. Who knew?!?


    Designer Notes 16: Tyriq Plummer Feb 15, 2016
    Show notes

    In this episode, Adam Saltsman interviews Tyriq Plummer, who is the artist, designer, and programmer behind the roguelike platformer Catacomb Kids. They discuss why a game should let you eat your severed arm, how items can be adjectives instead of verbs, and how to design a deep game when you don't see the bottom yet.


    Designer Notes 15: Nels Anderson Jan 19, 2016
    Show notes

    In this episode, Soren interviews Nels Anderson, who was the lead designer of the critically acclaimed Mark of the Ninja and is currently a designer/programmer at Campo Santo working on the upcoming game Firewatch. They discuss how he almost went into law enforcement, whether Mark of the Ninja actually has AI, and why designers should be able to write code.


    Designer Notes 14: Mark Herman Dec 21, 2015
    Show notes

    In this episode, Bruce Geryk interviews veteran wargame designer Mark Herman, former CEO of Victory Games and best known for pioneering card-driven wargames with We The People. They discuss designing games for less than $100 per week, why he couldn't release a game because Saddam Hussein might play it, and how Magic the Gathering helped him create a new genre.


    Designer Notes 13: Jamie Cheng Nov 13, 2015
    Show notes

    In this episode, Soren interviews Jamie Cheng, founder of Klei Entertainment which is known for the Shank series, Mark of the Ninja, Don't Starve, and Invisible, Inc. They discuss paying back the Canadian government, why Mark of the Ninja's AI needs to be dumb, why Don't Starve has no extrinsic rewards, and how free-to-play games are his white whale.


    Designer Notes 12: Davey Wreden Oct 15, 2015
    Show notes

    In this episode, Adam Saltsman interviews indie game developer Davey Wreden, who is best known for his work on The Stanley Parable and The Beginner's Guide. They discuss why he worked as a bartender while making The Stanley Parable, how they fit the "gnawing void" into the game, and why he is looking forward to getting old.


    Designer Notes 11: Chris Avellone Sep 09, 2015
    Show notes

    In this episode, Soren interviews game designer Chris Avellone, who is best known for his work on Fallout 2, Planescape: Torment, Star Wars: Knights of the Old Republic 2, Fallout: New Vegas, and Wasteland 2. He is currently working at inXile Entertainment on Torment: Tides of Numenera. They discuss why he owes his career to publisher desperation, how Torment reflects that players only care about themselves, the mystery of how Black Isle lost the D&D license, and why game writing is overrated.


    Designer Notes 10: Nina Freeman Aug 05, 2015
    Show notes

    In this episode, Adam Saltsman interviews indie game developer Nina Freeman, who is best known for her personal vignette games How Do You Do It?, Freshman Year, and the upcoming Cibele. She is currently working at Fullbright as a level designer on the upcoming game Tacoma. They discuss why all VR games are about sitting in chairs, how a background in poetry influences her work, and how to write about your own personal flaws in a game.


    Designer Notes 9: Bruce Shelley Jun 26, 2015
    Show notes

    In this episode, Soren interviews veteran game designer Bruce Shelley, who is best known for his work on Railroad Tycoon, Civilization, and the Age of Empires series. He is currently working at Bonus XP on Servo, a new RTS. They discuss what the two Sids have in common, why they took disasters out of Railroad Tycoon, what game got shoved out the door to make way for Civilization, why Ensemble games always look so bright, and why he always does his research in the children's section of the library.


    Designer Notes 8: Daniel Benmergui Jun 08, 2015
    Show notes

    In this episode, Adam Saltsman interviews independent game developer Daniel Benmergui, who is best known for experimental story games like Today I Die, I Wish I Were The Moon, and the IGF-winning Storyteller. He is currently working on the Indie Fund-backed puzzle game Ernesto. They discuss why games should not be designed backwards, how to recover from the burden of success, why players have difficulty committing a murder of jealousy in Storyteller, and whether Chris Hecker hates Ernesto.


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