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<title>Designer Notes</title>
<link>http://idlethumbs.net/designernotes</link>
<language>en-us</language>
<description>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.</description>
<lastBuildDate>Mon, 04 May 2026 15:00:39 +0000</lastBuildDate>
<copyright>Copyright 2026 Idle Thumbs</copyright>
<itunes:subtitle>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.</itunes:subtitle>
<itunes:author>Idle Thumbs</itunes:author>
<itunes:summary>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.</itunes:summary>
<itunes:owner>
    <itunes:name>Idle Thumbs</itunes:name>
    <itunes:email>questions@idlethumbs.net</itunes:email>
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<itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
<itunes:category text="Games &amp; Hobbies">
    <itunes:category text="Video Games" />
</itunes:category>
<itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
<itunes:explicit>no</itunes:explicit>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/charles-cecil-part-2</link>
    <title>Designer Notes 94: Charles Cecil - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews veteran game developer Charles Cecil, co-founder of Revolution Software and best known for his work on Beneath a Steel Sky and the Broken Sword series. They discuss why he made a game about the Knights Templar, how digita</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews veteran game developer Charles Cecil, co-founder of Revolution Software and best known for his work on Beneath a Steel Sky and the Broken Sword series. They discuss why he made a game about the Knights Templar, how digital distribution changed the publisher-developer relationship forever, and what made the goat puzzle unfair. This interview was started on April 14, 2025.</itunes:summary>
    <description>In this episode, Soren interviews veteran game developer Charles Cecil, co-founder of Revolution Software and best known for his work on Beneath a Steel Sky and the Broken Sword series. They discuss why he made a game about the Knights Templar, how digital distribution changed the publisher-developer relationship forever, and what made the goat puzzle unfair. This interview was started on April 14, 2025.</description>
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    <pubDate>Mon, 04 May 2026 15:00:39 +0000</pubDate>
    <itunes:duration>03:33:36</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
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    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews veteran game developer Charles Cecil, co-founder of Revolution Software and best known for his work on Beneath a Steel Sky and the Broken Sword series. They discuss why he made a game about the Knights Templar, how digital distribution changed the publisher-developer relationship forever, and what made the goat puzzle unfair. This interview was started on April 14, 2025.</media:description>
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    <link>https://www.idlethumbs.net/designernotes/episodes/charles-cecil-part-1</link>
    <title>Designer Notes 93: Charles Cecil - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews veteran game developer Charles Cecil, co-founder of Revolution Software and best known for his work on Beneath a Steel Sky and the Broken Sword series. They discuss various dodgy tax avoidance schemes, what the Bitmap Bro</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews veteran game developer Charles Cecil, co-founder of Revolution Software and best known for his work on Beneath a Steel Sky and the Broken Sword series. They discuss various dodgy tax avoidance schemes, what the Bitmap Brothers faxed to Acclaim, and how to teach players the grammar of adventure games. This interview was started on April 14, 2025.</itunes:summary>
    <description>In this episode, Soren interviews veteran game developer Charles Cecil, co-founder of Revolution Software and best known for his work on Beneath a Steel Sky and the Broken Sword series. They discuss various dodgy tax avoidance schemes, what the Bitmap Brothers faxed to Acclaim, and how to teach players the grammar of adventure games. This interview was started on April 14, 2025.</description>
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    <pubDate>Mon, 20 Apr 2026 15:28:04 +0000</pubDate>
    <itunes:duration>01:56:49</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews veteran game developer Charles Cecil, co-founder of Revolution Software and best known for his work on Beneath a Steel Sky and the Broken Sword series. They discuss various dodgy tax avoidance schemes, what the Bitmap Brothers faxed to Acclaim, and how to teach players the grammar of adventure games. This interview was started on April 14, 2025.</media:description>
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<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/paul-kilduff-taylor</link>
    <title>Designer Notes 92: Paul Kilduff-Taylor</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews Paul Kilduff-Taylor, best known for his work on Frozen Cortex and the Frozen Synapse series. They discuss whether a sword-fighting game should be controlled with a mouse, why Frozen Synapse uses simultaneous turns, and ho</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews Paul Kilduff-Taylor, best known for his work on Frozen Cortex and the Frozen Synapse series. They discuss whether a sword-fighting game should be controlled with a mouse, why Frozen Synapse uses simultaneous turns, and how it ended up as one of the first indie games on Steam. This episode was recorded on July 15, 2025.</itunes:summary>
    <description>In this episode, Soren interviews Paul Kilduff-Taylor, best known for his work on Frozen Cortex and the Frozen Synapse series. They discuss whether a sword-fighting game should be controlled with a mouse, why Frozen Synapse uses simultaneous turns, and how it ended up as one of the first indie games on Steam. This episode was recorded on July 15, 2025.</description>
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    <pubDate>Fri, 26 Dec 2025 20:35:11 +0000</pubDate>
    <itunes:duration>03:08:39</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews Paul Kilduff-Taylor, best known for his work on Frozen Cortex and the Frozen Synapse series. They discuss whether a sword-fighting game should be controlled with a mouse, why Frozen Synapse uses simultaneous turns, and how it ended up as one of the first indie games on Steam. This episode was recorded on July 15, 2025.</media:description>
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</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/tomislav-uzelac</link>
    <title>Designer Notes 91: Tomislav Uzelac</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews Tomislav Uzelac, best known for his work on the Unity of Command series. They discuss how he taped his first games from a radio station, building the MP3 encoder for Winamp, and whether there is a solution to snowballing </itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews Tomislav Uzelac, best known for his work on the Unity of Command series. They discuss how he taped his first games from a radio station, building the MP3 encoder for Winamp, and whether there is a solution to snowballing in campaign modes. This episode was recorded on April 15, 2025.</itunes:summary>
    <description>In this episode, Soren interviews Tomislav Uzelac, best known for his work on the Unity of Command series. They discuss how he taped his first games from a radio station, building the MP3 encoder for Winamp, and whether there is a solution to snowballing in campaign modes. This episode was recorded on April 15, 2025.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/2214749552-idlethumbs-designer-notes-91-tomislav-uzelac.mp3" length="141854928" type="audio/mpeg" />
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    <pubDate>Tue, 18 Nov 2025 15:38:06 +0000</pubDate>
    <itunes:duration>02:27:46</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews Tomislav Uzelac, best known for his work on the Unity of Command series. They discuss how he taped his first games from a radio station, building the MP3 encoder for Winamp, and whether there is a solution to snowballing in campaign modes. This episode was recorded on April 15, 2025.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/2214749552-idlethumbs-designer-notes-91-tomislav-uzelac.mp3" fileSize="141854928" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/patrice-desilets-part-2</link>
    <title>Designer Notes 90: Patrice Desilets - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews veteran game designer Patrice Desilets, best known for his work on Prince of Persia: The Sands of Time, the Assassin’s Creed series, and Ancestors: The Humankind Odyssey. They discuss why they couldn’t put rewind into</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews veteran game designer Patrice Desilets, best known for his work on Prince of Persia: The Sands of Time, the Assassin’s Creed series, and Ancestors: The Humankind Odyssey. They discuss why they couldn’t put rewind into Assassin’s Creed, the problem with designing for a meeting, and why he needed to have players beat up the pope. This episode was recorded on April 15, 2025.</itunes:summary>
    <description>In this episode, Soren interviews veteran game designer Patrice Desilets, best known for his work on Prince of Persia: The Sands of Time, the Assassin’s Creed series, and Ancestors: The Humankind Odyssey. They discuss why they couldn’t put rewind into Assassin’s Creed, the problem with designing for a meeting, and why he needed to have players beat up the pope. This episode was recorded on April 15, 2025.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/2136475695-idlethumbs-designer-notes-90-patrice-desilets-part-2.mp3" length="97915297" type="audio/mpeg" />
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    <pubDate>Fri, 25 Jul 2025 16:59:08 +0000</pubDate>
    <itunes:duration>01:41:60</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews veteran game designer Patrice Desilets, best known for his work on Prince of Persia: The Sands of Time, the Assassin’s Creed series, and Ancestors: The Humankind Odyssey. They discuss why they couldn’t put rewind into Assassin’s Creed, the problem with designing for a meeting, and why he needed to have players beat up the pope. This episode was recorded on April 15, 2025.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/2136475695-idlethumbs-designer-notes-90-patrice-desilets-part-2.mp3" fileSize="97915297" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/patrice-desilets-part-1</link>
    <title>Designer Notes 89: Patrice Desilets - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews veteran game designer Patrice Desilets, best known for his work on Prince of Persia: The Sands of Time, the Assassin’s Creed series, and Ancestors: The Humankind Odyssey. They discuss being hired as the first developer </itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews veteran game designer Patrice Desilets, best known for his work on Prince of Persia: The Sands of Time, the Assassin’s Creed series, and Ancestors: The Humankind Odyssey. They discuss being hired as the first developer at Ubisoft Montreal, the similarities between improv theater and game design, and why he wants to remove UI from his games. This episode was recorded on April 15, 2025.</itunes:summary>
    <description>In this episode, Soren interviews veteran game designer Patrice Desilets, best known for his work on Prince of Persia: The Sands of Time, the Assassin’s Creed series, and Ancestors: The Humankind Odyssey. They discuss being hired as the first developer at Ubisoft Montreal, the similarities between improv theater and game design, and why he wants to remove UI from his games. This episode was recorded on April 15, 2025.</description>
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    <pubDate>Thu, 03 Jul 2025 15:24:23 +0000</pubDate>
    <itunes:duration>01:44:27</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews veteran game designer Patrice Desilets, best known for his work on Prince of Persia: The Sands of Time, the Assassin’s Creed series, and Ancestors: The Humankind Odyssey. They discuss being hired as the first developer at Ubisoft Montreal, the similarities between improv theater and game design, and why he wants to remove UI from his games. This episode was recorded on April 15, 2025.</media:description>
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</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/caroline-marchal-part-2</link>
    <title>Designer Notes 88: Caroline Marchal - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews veteran game designer Caroline Marchal, best known for her work on Heavy Rain, Beyond Two Souls, and As Dusk Falls. They discuss how much a narrative game should acknowledge that it is a game, if a 50/50 player split for </itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews veteran game designer Caroline Marchal, best known for her work on Heavy Rain, Beyond Two Souls, and As Dusk Falls. They discuss how much a narrative game should acknowledge that it is a game, if a 50/50 player split for a binary choice is desirable, and whether you are in the shower or under the shower. This episode was recorded on September 6, 2024.</itunes:summary>
    <description>In this episode, Soren interviews veteran game designer Caroline Marchal, best known for her work on Heavy Rain, Beyond Two Souls, and As Dusk Falls. They discuss how much a narrative game should acknowledge that it is a game, if a 50/50 player split for a binary choice is desirable, and whether you are in the shower or under the shower. This episode was recorded on September 6, 2024.</description>
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    <pubDate>Sat, 17 May 2025 21:58:03 +0000</pubDate>
    <itunes:duration>02:02:19</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews veteran game designer Caroline Marchal, best known for her work on Heavy Rain, Beyond Two Souls, and As Dusk Falls. They discuss how much a narrative game should acknowledge that it is a game, if a 50/50 player split for a binary choice is desirable, and whether you are in the shower or under the shower. This episode was recorded on September 6, 2024.</media:description>
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</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/caroline-marchal-part-1</link>
    <title>Designer Notes 87: Caroline Marchal - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews veteran game designer Caroline Marchal, best known for her work on Heavy Rain, Beyond Two Souls, and As Dusk Falls. They discuss whether narrative games should show all paths to players, should we care if characters walk </itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews veteran game designer Caroline Marchal, best known for her work on Heavy Rain, Beyond Two Souls, and As Dusk Falls. They discuss whether narrative games should show all paths to players, should we care if characters walk up stairs correctly, and how Heavy Rain was built for non-gamers but enjoyed the most by gamers. This episode was recorded on September 6, 2024.</itunes:summary>
    <description>In this episode, Soren interviews veteran game designer Caroline Marchal, best known for her work on Heavy Rain, Beyond Two Souls, and As Dusk Falls. They discuss whether narrative games should show all paths to players, should we care if characters walk up stairs correctly, and how Heavy Rain was built for non-gamers but enjoyed the most by gamers. This episode was recorded on September 6, 2024.</description>
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    <pubDate>Sat, 19 Apr 2025 13:37:42 +0000</pubDate>
    <itunes:duration>01:52:60</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews veteran game designer Caroline Marchal, best known for her work on Heavy Rain, Beyond Two Souls, and As Dusk Falls. They discuss whether narrative games should show all paths to players, should we care if characters walk up stairs correctly, and how Heavy Rain was built for non-gamers but enjoyed the most by gamers. This episode was recorded on September 6, 2024.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/2081575932-idlethumbs-designer-notes-87-caroline-marchal-part-1.mp3" fileSize="108472528" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/anton-strenger</link>
    <title>Designer Notes 86: Anton Strenger</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews Anton Strenger, best known for his work on Civilization 5, Civilization 6, and Beyond Earth. They discuss how he ended up paying Carnegie Mellon so that he could work at Firaxis, why there aren’t many Great People after</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews Anton Strenger, best known for his work on Civilization 5, Civilization 6, and Beyond Earth. They discuss how he ended up paying Carnegie Mellon so that he could work at Firaxis, why there aren’t many Great People after 1900, and whether Civilization has secretly become a live-service game. This episode was recorded on October 22, 2023.</itunes:summary>
    <description>In this episode, Soren interviews Anton Strenger, best known for his work on Civilization 5, Civilization 6, and Beyond Earth. They discuss how he ended up paying Carnegie Mellon so that he could work at Firaxis, why there aren’t many Great People after 1900, and whether Civilization has secretly become a live-service game. This episode was recorded on October 22, 2023.</description>
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    <pubDate>Mon, 04 Nov 2024 21:59:29 +0000</pubDate>
    <itunes:duration>03:06:23</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews Anton Strenger, best known for his work on Civilization 5, Civilization 6, and Beyond Earth. They discuss how he ended up paying Carnegie Mellon so that he could work at Firaxis, why there aren’t many Great People after 1900, and whether Civilization has secretly become a live-service game. This episode was recorded on October 22, 2023.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1949630995-idlethumbs-designer-notes-86-anton-strenger.mp3" fileSize="178931251" type="audio/mpeg" />
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<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/zach-barth-part-2</link>
    <title>Designer Notes 85: Zach Barth - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews independent game developer Zach Barth, best known for his puzzle games, including SpaceChem, Infinifactory, Shenzhen I/O, and Opus Magnum. They discuss why he made a game about assembly language, how he guaranteed that Fo</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews independent game developer Zach Barth, best known for his puzzle games, including SpaceChem, Infinifactory, Shenzhen I/O, and Opus Magnum. They discuss why he made a game about assembly language, how he guaranteed that Fortune’s Foundation is winnable, and whether he knows how to make fun games. This episode was recorded on September 11, 2023.</itunes:summary>
    <description>In this episode, Soren interviews independent game developer Zach Barth, best known for his puzzle games, including SpaceChem, Infinifactory, Shenzhen I/O, and Opus Magnum. They discuss why he made a game about assembly language, how he guaranteed that Fortune’s Foundation is winnable, and whether he knows how to make fun games. This episode was recorded on September 11, 2023.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1925789273-idlethumbs-designer-notes-85-zach-barth-part-2.mp3" length="216779127" type="audio/mpeg" />
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    <pubDate>Sun, 29 Sep 2024 14:19:37 +0000</pubDate>
    <itunes:duration>02:30:32</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews independent game developer Zach Barth, best known for his puzzle games, including SpaceChem, Infinifactory, Shenzhen I/O, and Opus Magnum. They discuss why he made a game about assembly language, how he guaranteed that Fortune’s Foundation is winnable, and whether he knows how to make fun games. This episode was recorded on September 11, 2023.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1925789273-idlethumbs-designer-notes-85-zach-barth-part-2.mp3" fileSize="216779127" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/zach-barth-part-1</link>
    <title>Designer Notes 84: Zach Barth - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews independent game developer Zach Barth, best known for his puzzle games, including SpaceChem, Infinifactory, Shenzhen I/O, and Opus Magnum. They discuss why he never originally wanted to make money on his games, why puzzle</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews independent game developer Zach Barth, best known for his puzzle games, including SpaceChem, Infinifactory, Shenzhen I/O, and Opus Magnum. They discuss why he never originally wanted to make money on his games, why puzzle games are terrible, and whether he has ever played Minecraft. This episode was recorded on September 11, 2023.</itunes:summary>
    <description>In this episode, Soren interviews independent game developer Zach Barth, best known for his puzzle games, including SpaceChem, Infinifactory, Shenzhen I/O, and Opus Magnum. They discuss why he never originally wanted to make money on his games, why puzzle games are terrible, and whether he has ever played Minecraft. This episode was recorded on September 11, 2023.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1907359643-idlethumbs-designer-notes-84-zach-barth-part-1.mp3" length="229727293" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1907359643-idlethumbs-designer-notes-84-zach-barth-part-1.mp3</guid>
    <pubDate>Sat, 31 Aug 2024 01:07:50 +0000</pubDate>
    <itunes:duration>02:39:32</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews independent game developer Zach Barth, best known for his puzzle games, including SpaceChem, Infinifactory, Shenzhen I/O, and Opus Magnum. They discuss why he never originally wanted to make money on his games, why puzzle games are terrible, and whether he has ever played Minecraft. This episode was recorded on September 11, 2023.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1907359643-idlethumbs-designer-notes-84-zach-barth-part-1.mp3" fileSize="229727293" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/mitch-lasky-part-2</link>
    <title>Designer Notes 83: Mitch Lasky - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews noted game investor Mitch Lasky, best known for his work as a venture capitalist at Benchmark, as the CEO of JAMDAT, and as an executive at Activision and Electronic Arts. They discuss how the industry’s business models</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews noted game investor Mitch Lasky, best known for his work as a venture capitalist at Benchmark, as the CEO of JAMDAT, and as an executive at Activision and Electronic Arts. They discuss how the industry’s business models have always affected design, why he was wrong about the Halloween pack ruining League of Legends, and why the litigation leaks are better than GDC. This episode was recorded on October 23, 2023.</itunes:summary>
    <description>In this episode, Soren interviews noted game investor Mitch Lasky, best known for his work as a venture capitalist at Benchmark, as the CEO of JAMDAT, and as an executive at Activision and Electronic Arts. They discuss how the industry’s business models have always affected design, why he was wrong about the Halloween pack ruining League of Legends, and why the litigation leaks are better than GDC. This episode was recorded on October 23, 2023.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1839864369-idlethumbs-designer-notes-83-mitch-lasky-part-2.mp3" length="164281155" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1839864369-idlethumbs-designer-notes-83-mitch-lasky-part-2.mp3</guid>
    <pubDate>Thu, 06 Jun 2024 14:35:39 +0000</pubDate>
    <itunes:duration>01:54:05</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews noted game investor Mitch Lasky, best known for his work as a venture capitalist at Benchmark, as the CEO of JAMDAT, and as an executive at Activision and Electronic Arts. They discuss how the industry’s business models have always affected design, why he was wrong about the Halloween pack ruining League of Legends, and why the litigation leaks are better than GDC. This episode was recorded on October 23, 2023.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1839864369-idlethumbs-designer-notes-83-mitch-lasky-part-2.mp3" fileSize="164281155" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/mitch-lasky-part-1</link>
    <title>Designer Notes 82: Mitch Lasky - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews noted game investor Mitch Lasky, best known for his work as a venture capitalist at Benchmark, as the CEO of JAMDAT, and as an executive at Activision and Electronic Arts. They discuss how the Doom shareware model was a p</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews noted game investor Mitch Lasky, best known for his work as a venture capitalist at Benchmark, as the CEO of JAMDAT, and as an executive at Activision and Electronic Arts. They discuss how the Doom shareware model was a preview of free-to-play, why a console transition led to EA buying Maxis, and how Jamdat pioneered paying for visibility on mobile. This episode was recorded on October 23, 2023.</itunes:summary>
    <description>In this episode, Soren interviews noted game investor Mitch Lasky, best known for his work as a venture capitalist at Benchmark, as the CEO of JAMDAT, and as an executive at Activision and Electronic Arts. They discuss how the Doom shareware model was a preview of free-to-play, why a console transition led to EA buying Maxis, and how Jamdat pioneered paying for visibility on mobile. This episode was recorded on October 23, 2023.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1816027485-idlethumbs-designer-notes-82-mitch-lasky-part-1.mp3" length="163354539" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1816027485-idlethumbs-designer-notes-82-mitch-lasky-part-1.mp3</guid>
    <pubDate>Mon, 06 May 2024 20:54:55 +0000</pubDate>
    <itunes:duration>01:53:26</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews noted game investor Mitch Lasky, best known for his work as a venture capitalist at Benchmark, as the CEO of JAMDAT, and as an executive at Activision and Electronic Arts. They discuss how the Doom shareware model was a preview of free-to-play, why a console transition led to EA buying Maxis, and how Jamdat pioneered paying for visibility on mobile. This episode was recorded on October 23, 2023.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1816027485-idlethumbs-designer-notes-82-mitch-lasky-part-1.mp3" fileSize="163354539" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/jake-solomon-part-2</link>
    <title>Designer Notes 81: Jake Solomon - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews veteran game developer Jake Solomon, best known for the XCOM reboot and Midnight Suns. They discuss his first, failed attempt at XCOM, why 75% does not mean 75%, and how many copies of XCOM he sold at Power Gamer in Glen </itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews veteran game developer Jake Solomon, best known for the XCOM reboot and Midnight Suns. They discuss his first, failed attempt at XCOM, why 75% does not mean 75%, and how many copies of XCOM he sold at Power Gamer in Glen Burnie, MD. This episode was recorded on April 26, 2023.</itunes:summary>
    <description>In this episode, Soren interviews veteran game developer Jake Solomon, best known for the XCOM reboot and Midnight Suns. They discuss his first, failed attempt at XCOM, why 75% does not mean 75%, and how many copies of XCOM he sold at Power Gamer in Glen Burnie, MD. This episode was recorded on April 26, 2023.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1798503313-idlethumbs-designer-notes-81-jake-solomon-part-2.mp3" length="278803434" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1798503313-idlethumbs-designer-notes-81-jake-solomon-part-2.mp3</guid>
    <pubDate>Thu, 11 Apr 2024 15:29:25 +0000</pubDate>
    <itunes:duration>03:13:37</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews veteran game developer Jake Solomon, best known for the XCOM reboot and Midnight Suns. They discuss his first, failed attempt at XCOM, why 75% does not mean 75%, and how many copies of XCOM he sold at Power Gamer in Glen Burnie, MD. This episode was recorded on April 26, 2023.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1798503313-idlethumbs-designer-notes-81-jake-solomon-part-2.mp3" fileSize="278803434" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/jake-solomon-part-1</link>
    <title>Designer Notes 80: Jake Solomon - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews veteran game developer Jake Solomon, best known for the XCOM reboot and Midnight Suns. They discuss how much money he had to give back to Accenture, how to animate multiple units at the same time, and why Sid suddenly sta</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews veteran game developer Jake Solomon, best known for the XCOM reboot and Midnight Suns. They discuss how much money he had to give back to Accenture, how to animate multiple units at the same time, and why Sid suddenly started golfing so much. This episode was recorded on April 25, 2023.</itunes:summary>
    <description>In this episode, Soren interviews veteran game developer Jake Solomon, best known for the XCOM reboot and Midnight Suns. They discuss how much money he had to give back to Accenture, how to animate multiple units at the same time, and why Sid suddenly started golfing so much. This episode was recorded on April 25, 2023.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1683128397-idlethumbs-designer-notes-80-jake-solomon-part-1.mp3" length="233909602" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1683128397-idlethumbs-designer-notes-80-jake-solomon-part-1.mp3</guid>
    <pubDate>Tue, 05 Dec 2023 20:23:08 +0000</pubDate>
    <itunes:duration>02:42:26</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews veteran game developer Jake Solomon, best known for the XCOM reboot and Midnight Suns. They discuss how much money he had to give back to Accenture, how to animate multiple units at the same time, and why Sid suddenly started golfing so much. This episode was recorded on April 25, 2023.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1683128397-idlethumbs-designer-notes-80-jake-solomon-part-1.mp3" fileSize="233909602" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/trent-kusters-part-2</link>
    <title>Designer Notes 79: Trent Kusters - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews veteran game developer Trent Kusters, co-founder of League of Geeks, best known for the strategy game Armello. They discuss why Armello has so much output randomness, whether they fudge the odds, and how to turn off a Gam</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews veteran game developer Trent Kusters, co-founder of League of Geeks, best known for the strategy game Armello. They discuss why Armello has so much output randomness, whether they fudge the odds, and how to turn off a Game-as-a- Service. This episode was recorded on September 8, 2023.</itunes:summary>
    <description>In this episode, Soren interviews veteran game developer Trent Kusters, co-founder of League of Geeks, best known for the strategy game Armello. They discuss why Armello has so much output randomness, whether they fudge the odds, and how to turn off a Game-as-a- Service. This episode was recorded on September 8, 2023.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1635870969-idlethumbs-designer-notes-79-trent-kusters-part-2.mp3" length="203931897" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1635870969-idlethumbs-designer-notes-79-trent-kusters-part-2.mp3</guid>
    <pubDate>Mon, 09 Oct 2023 16:05:37 +0000</pubDate>
    <itunes:duration>02:21:37</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews veteran game developer Trent Kusters, co-founder of League of Geeks, best known for the strategy game Armello. They discuss why Armello has so much output randomness, whether they fudge the odds, and how to turn off a Game-as-a- Service. This episode was recorded on September 8, 2023.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1635870969-idlethumbs-designer-notes-79-trent-kusters-part-2.mp3" fileSize="203931897" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/trent-kusters-part-1</link>
    <title>Designer Notes 78: Trent Kusters - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews veteran game developer Trent Kusters, co-founder of League of Geeks, best known for the strategy game Armello. They discuss how he faked his way into games journalism, how to sneak risky ideas past licensors, and how to m</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews veteran game developer Trent Kusters, co-founder of League of Geeks, best known for the strategy game Armello. They discuss how he faked his way into games journalism, how to sneak risky ideas past licensors, and how to make games feel big. This episode was recorded on September 8, 2023.</itunes:summary>
    <description>In this episode, Soren interviews veteran game developer Trent Kusters, co-founder of League of Geeks, best known for the strategy game Armello. They discuss how he faked his way into games journalism, how to sneak risky ideas past licensors, and how to make games feel big. This episode was recorded on September 8, 2023.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1625192679-idlethumbs-dn78-trent-kusters.mp3" length="217730193" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1625192679-idlethumbs-dn78-trent-kusters.mp3</guid>
    <pubDate>Mon, 25 Sep 2023 18:17:41 +0000</pubDate>
    <itunes:duration>02:31:12</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews veteran game developer Trent Kusters, co-founder of League of Geeks, best known for the strategy game Armello. They discuss how he faked his way into games journalism, how to sneak risky ideas past licensors, and how to make games feel big. This episode was recorded on September 8, 2023.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1625192679-idlethumbs-dn78-trent-kusters.mp3" fileSize="217730193" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/cole-wehrle</link>
    <title>Designer Notes 77: Cole Wehrle</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews tabletop designer Cole Wehrle, best known for his work on Root, Oath, Pax Pamir, and John Company. They discuss whether John Company is satire, how the East India Company was like QWOP, and the importance of German postal</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews tabletop designer Cole Wehrle, best known for his work on Root, Oath, Pax Pamir, and John Company. They discuss whether John Company is satire, how the East India Company was like QWOP, and the importance of German postal rates. This episode was recorded on March 22, 2023.</itunes:summary>
    <description>In this episode, Soren interviews tabletop designer Cole Wehrle, best known for his work on Root, Oath, Pax Pamir, and John Company. They discuss whether John Company is satire, how the East India Company was like QWOP, and the importance of German postal rates. This episode was recorded on March 22, 2023.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1593042066-idlethumbs-designer-notes-77-cole-wehrle.mp3" length="271435022" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1593042066-idlethumbs-designer-notes-77-cole-wehrle.mp3</guid>
    <pubDate>Mon, 14 Aug 2023 16:44:57 +0000</pubDate>
    <itunes:duration>03:08:30</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews tabletop designer Cole Wehrle, best known for his work on Root, Oath, Pax Pamir, and John Company. They discuss whether John Company is satire, how the East India Company was like QWOP, and the importance of German postal rates. This episode was recorded on March 22, 2023.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1593042066-idlethumbs-designer-notes-77-cole-wehrle.mp3" fileSize="271435022" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/tanya-short</link>
    <title>Designer Notes 76: Tanya Short</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews veteran game designer Tanya Short, co-founder of Kitfox Games and best known for her work on Moon Hunters and Boyfriend Dungeon. They discuss why her parents had to get a second phone like, how she accidentally made a rog</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews veteran game designer Tanya Short, co-founder of Kitfox Games and best known for her work on Moon Hunters and Boyfriend Dungeon. They discuss why her parents had to get a second phone like, how she accidentally made a roguelike, and whether Moon Hunters should have combat. This episode was recorded on March 23, 2023.</itunes:summary>
    <description>In this episode, Soren interviews veteran game designer Tanya Short, co-founder of Kitfox Games and best known for her work on Moon Hunters and Boyfriend Dungeon. They discuss why her parents had to get a second phone like, how she accidentally made a roguelike, and whether Moon Hunters should have combat. This episode was recorded on March 23, 2023.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1547981626-idlethumbs-designer-notes-76-tanya-short.mp3" length="236268146" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1547981626-idlethumbs-designer-notes-76-tanya-short.mp3</guid>
    <pubDate>Fri, 23 Jun 2023 13:40:12 +0000</pubDate>
    <itunes:duration>02:44:04</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews veteran game designer Tanya Short, co-founder of Kitfox Games and best known for her work on Moon Hunters and Boyfriend Dungeon. They discuss why her parents had to get a second phone like, how she accidentally made a roguelike, and whether Moon Hunters should have combat. This episode was recorded on March 23, 2023.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1547981626-idlethumbs-designer-notes-76-tanya-short.mp3" fileSize="236268146" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/moonbreaker</link>
    <title>Designer Notes 75: Moonbreaker</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren and Leyla interview veteran game designer Charlie Cleveland, founder of Unknown Worlds and best known for his work on Natural Selection and Subnautica. They discuss why Moonbreaker is the first digital miniatures game, if players wo</itunes:subtitle>
    <itunes:summary>In this episode, Soren and Leyla interview veteran game designer Charlie Cleveland, founder of Unknown Worlds and best known for his work on Natural Selection and Subnautica. They discuss why Moonbreaker is the first digital miniatures game, if players would notice if critical hits were removed, and whether the game should have an undo. This episode was recorded on March 19, 2023.</itunes:summary>
    <description>In this episode, Soren and Leyla interview veteran game designer Charlie Cleveland, founder of Unknown Worlds and best known for his work on Natural Selection and Subnautica. They discuss why Moonbreaker is the first digital miniatures game, if players would notice if critical hits were removed, and whether the game should have an undo. This episode was recorded on March 19, 2023.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1505752045-idlethumbs-designer-notes-75-moonbreaker.mp3" length="153539812" type="audio/mpeg" />
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    <pubDate>Wed, 03 May 2023 21:27:58 +0000</pubDate>
    <itunes:duration>01:46:37</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren and Leyla interview veteran game designer Charlie Cleveland, founder of Unknown Worlds and best known for his work on Natural Selection and Subnautica. They discuss why Moonbreaker is the first digital miniatures game, if players would notice if critical hits were removed, and whether the game should have an undo. This episode was recorded on March 19, 2023.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1505752045-idlethumbs-designer-notes-75-moonbreaker.mp3" fileSize="153539812" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/charlie-cleveland</link>
    <title>Designer Notes 74: Charlie Cleveland</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren and Leyla interview veteran game designer Charlie Cleveland, founder of Unknown Worlds and best known for his work on Natural Selection and Subnautica. They discuss why Charlie Cleveland moved to Cleveland, how he did Kickstarter be</itunes:subtitle>
    <itunes:summary>In this episode, Soren and Leyla interview veteran game designer Charlie Cleveland, founder of Unknown Worlds and best known for his work on Natural Selection and Subnautica. They discuss why Charlie Cleveland moved to Cleveland, how he did Kickstarter before Kickstarter, and whether Subnautica was intended to be a survival game. This episode was recorded on March 20, 2022.</itunes:summary>
    <description>In this episode, Soren and Leyla interview veteran game designer Charlie Cleveland, founder of Unknown Worlds and best known for his work on Natural Selection and Subnautica. They discuss why Charlie Cleveland moved to Cleveland, how he did Kickstarter before Kickstarter, and whether Subnautica was intended to be a survival game. This episode was recorded on March 20, 2022.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1491497491-idlethumbs-designer-notes-74-charlie-cleveland.mp3" length="279394637" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1491497491-idlethumbs-designer-notes-74-charlie-cleveland.mp3</guid>
    <pubDate>Thu, 13 Apr 2023 13:16:48 +0000</pubDate>
    <itunes:duration>03:14:01</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren and Leyla interview veteran game designer Charlie Cleveland, founder of Unknown Worlds and best known for his work on Natural Selection and Subnautica. They discuss why Charlie Cleveland moved to Cleveland, how he did Kickstarter before Kickstarter, and whether Subnautica was intended to be a survival game. This episode was recorded on March 20, 2022.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1491497491-idlethumbs-designer-notes-74-charlie-cleveland.mp3" fileSize="279394637" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/liz-england</link>
    <title>Designer Notes 73: Liz England</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews veteran game designer Liz England, best known for her work on Scribblenauts, Sunset Overdrive, and Watch Dogs: Legion. They discuss how she organized her mom’s RPG inventories, what is the boiling point of a lion, and w</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews veteran game designer Liz England, best known for her work on Scribblenauts, Sunset Overdrive, and Watch Dogs: Legion. They discuss how she organized her mom’s RPG inventories, what is the boiling point of a lion, and whether system complexity matters if the player can’t see it. This episode was recorded on September 17, 2022.</itunes:summary>
    <description>In this episode, Soren interviews veteran game designer Liz England, best known for her work on Scribblenauts, Sunset Overdrive, and Watch Dogs: Legion. They discuss how she organized her mom’s RPG inventories, what is the boiling point of a lion, and whether system complexity matters if the player can’t see it. This episode was recorded on September 17, 2022.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1469616001-idlethumbs-designer-notes-73-liz-england.mp3" length="256081919" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1469616001-idlethumbs-designer-notes-73-liz-england.mp3</guid>
    <pubDate>Wed, 15 Mar 2023 18:54:24 +0000</pubDate>
    <itunes:duration>02:57:50</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews veteran game designer Liz England, best known for her work on Scribblenauts, Sunset Overdrive, and Watch Dogs: Legion. They discuss how she organized her mom’s RPG inventories, what is the boiling point of a lion, and whether system complexity matters if the player can’t see it. This episode was recorded on September 17, 2022.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1469616001-idlethumbs-designer-notes-73-liz-england.mp3" fileSize="256081919" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/harvey-smith-1</link>
    <title>Designer Notes 72: Harvey Smith</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren and Leyla interview veteran game designer Harvey Smith, best known for his work on the Deus Ex and Dishonored series. They discuss what TDA stood for at Origin, if Dishonored is just Thief but faster, and why it is sometimes better </itunes:subtitle>
    <itunes:summary>In this episode, Soren and Leyla interview veteran game designer Harvey Smith, best known for his work on the Deus Ex and Dishonored series. They discuss what TDA stood for at Origin, if Dishonored is just Thief but faster, and why it is sometimes better to be heavy handed. This episode was recorded on March 23, 2022.</itunes:summary>
    <description>In this episode, Soren and Leyla interview veteran game designer Harvey Smith, best known for his work on the Deus Ex and Dishonored series. They discuss what TDA stood for at Origin, if Dishonored is just Thief but faster, and why it is sometimes better to be heavy handed. This episode was recorded on March 23, 2022.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1420740937-idlethumbs-designer-notes-72-harvey-smith.mp3" length="228905377" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1420740937-idlethumbs-designer-notes-72-harvey-smith.mp3</guid>
    <pubDate>Tue, 10 Jan 2023 15:59:17 +0000</pubDate>
    <itunes:duration>02:38:58</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren and Leyla interview veteran game designer Harvey Smith, best known for his work on the Deus Ex and Dishonored series. They discuss what TDA stood for at Origin, if Dishonored is just Thief but faster, and why it is sometimes better to be heavy handed. This episode was recorded on March 23, 2022.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1420740937-idlethumbs-designer-notes-72-harvey-smith.mp3" fileSize="228905377" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/matthew-davis</link>
    <title>Designer Notes 71: Matthew Davis</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews independent game developer Matthew Davis, co-founder of Subset Games and best known for his work on FTL and Into the Breach. They discuss whether FTL is a roguelike, how they resolve conflict at Subset, and whether Soren </itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews independent game developer Matthew Davis, co-founder of Subset Games and best known for his work on FTL and Into the Breach. They discuss whether FTL is a roguelike, how they resolve conflict at Subset, and whether Soren can convince them to add unlimited undo to Into the Breach. This episode was recorded on Sept 19, 2022.</itunes:summary>
    <description>In this episode, Soren interviews independent game developer Matthew Davis, co-founder of Subset Games and best known for his work on FTL and Into the Breach. They discuss whether FTL is a roguelike, how they resolve conflict at Subset, and whether Soren can convince them to add unlimited undo to Into the Breach. This episode was recorded on Sept 19, 2022.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1392653923-idlethumbs-designer-notes-71-matthew-davis.mp3" length="245133246" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1392653923-idlethumbs-designer-notes-71-matthew-davis.mp3</guid>
    <pubDate>Tue, 29 Nov 2022 14:53:18 +0000</pubDate>
    <itunes:duration>02:50:13</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews independent game developer Matthew Davis, co-founder of Subset Games and best known for his work on FTL and Into the Breach. They discuss whether FTL is a roguelike, how they resolve conflict at Subset, and whether Soren can convince them to add unlimited undo to Into the Breach. This episode was recorded on Sept 19, 2022.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1392653923-idlethumbs-designer-notes-71-matthew-davis.mp3" fileSize="245133246" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/justin-ma-1</link>
    <title>Designer Notes 70: Justin Ma</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews independent game developer Justin Ma, co-founder of Subset Games and best known for his work on FTL and Into the Breach. They discuss how he bombed his first game industry interview, why the AI in FTL can’t behave like </itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews independent game developer Justin Ma, co-founder of Subset Games and best known for his work on FTL and Into the Breach. They discuss how he bombed his first game industry interview, why the AI in FTL can’t behave like a human, and whether Into the Breach should have unlimited undo. This episode was recorded on March 24, 2022.</itunes:summary>
    <description>In this episode, Soren interviews independent game developer Justin Ma, co-founder of Subset Games and best known for his work on FTL and Into the Breach. They discuss how he bombed his first game industry interview, why the AI in FTL can’t behave like a human, and whether Into the Breach should have unlimited undo. This episode was recorded on March 24, 2022.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1359498088-idlethumbs-designer-notes-70-justin-ma.mp3" length="172391082" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1359498088-idlethumbs-designer-notes-70-justin-ma.mp3</guid>
    <pubDate>Sun, 09 Oct 2022 02:25:55 +0000</pubDate>
    <itunes:duration>01:59:42</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews independent game developer Justin Ma, co-founder of Subset Games and best known for his work on FTL and Into the Breach. They discuss how he bombed his first game industry interview, why the AI in FTL can’t behave like a human, and whether Into the Breach should have unlimited undo. This episode was recorded on March 24, 2022.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1359498088-idlethumbs-designer-notes-70-justin-ma.mp3" fileSize="172391082" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/designer-notes-69-chris-delay-part-2</link>
    <title>Designer Notes 69: Chris Delay - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren and Leyla interview independent game developer Chris DeLay, co-founder of Introversion Software and best known for his work on Uplink, Darwinia, Defcon, and Prison Architect. They discuss how to play Prison Architect without a priso</itunes:subtitle>
    <itunes:summary>In this episode, Soren and Leyla interview independent game developer Chris DeLay, co-founder of Introversion Software and best known for his work on Uplink, Darwinia, Defcon, and Prison Architect. They discuss how to play Prison Architect without a prison, why the game needed cutscenes, and how to design an economy when the world is ending. This episode was recorded on March 24, 2022.</itunes:summary>
    <description>In this episode, Soren and Leyla interview independent game developer Chris DeLay, co-founder of Introversion Software and best known for his work on Uplink, Darwinia, Defcon, and Prison Architect. They discuss how to play Prison Architect without a prison, why the game needed cutscenes, and how to design an economy when the world is ending. This episode was recorded on March 24, 2022.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1324510027-idlethumbs-designer-notes-69-chris-delay-part-2.mp3" length="163487458" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1324510027-idlethumbs-designer-notes-69-chris-delay-part-2.mp3</guid>
    <pubDate>Mon, 15 Aug 2022 13:04:20 +0000</pubDate>
    <itunes:duration>01:53:31</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren and Leyla interview independent game developer Chris DeLay, co-founder of Introversion Software and best known for his work on Uplink, Darwinia, Defcon, and Prison Architect. They discuss how to play Prison Architect without a prison, why the game needed cutscenes, and how to design an economy when the world is ending. This episode was recorded on March 24, 2022.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1324510027-idlethumbs-designer-notes-69-chris-delay-part-2.mp3" fileSize="163487458" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/chris-delay-part-1</link>
    <title>Designer Notes 68: Chris DeLay - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren and Leyla interview independent game developer Chris DeLay, co-founder of Introversion Software and best known for his work on Uplink, Darwinia, Defcon, and Prison Architect. They discuss why they hid the credits screen for Uplink, </itunes:subtitle>
    <itunes:summary>In this episode, Soren and Leyla interview independent game developer Chris DeLay, co-founder of Introversion Software and best known for his work on Uplink, Darwinia, Defcon, and Prison Architect. They discuss why they hid the credits screen for Uplink, who Darwinia’s Dr. Sepulveda is based on, and whether you can have too much fun playing Defcon. This episode was recorded on March 22, 2022.</itunes:summary>
    <description>In this episode, Soren and Leyla interview independent game developer Chris DeLay, co-founder of Introversion Software and best known for his work on Uplink, Darwinia, Defcon, and Prison Architect. They discuss why they hid the credits screen for Uplink, who Darwinia’s Dr. Sepulveda is based on, and whether you can have too much fun playing Defcon. This episode was recorded on March 22, 2022.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1295085229-idlethumbs-designer-notes-68-chris-delay-part-1.mp3" length="249609674" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1295085229-idlethumbs-designer-notes-68-chris-delay-part-1.mp3</guid>
    <pubDate>Mon, 27 Jun 2022 10:10:26 +0000</pubDate>
    <itunes:duration>02:53:20</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren and Leyla interview independent game developer Chris DeLay, co-founder of Introversion Software and best known for his work on Uplink, Darwinia, Defcon, and Prison Architect. They discuss why they hid the credits screen for Uplink, who Darwinia’s Dr. Sepulveda is based on, and whether you can have too much fun playing Defcon. This episode was recorded on March 22, 2022.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1295085229-idlethumbs-designer-notes-68-chris-delay-part-1.mp3" fileSize="249609674" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/old-world</link>
    <title>Designer Notes 67: Old World</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Tom Chick and Bruce Geryk interview Soren and Leyla Johnson about their new historical 4X, Old World. They discuss whether the Old World timeline really makes sense, how they approach Early Access differently, and why Soren didn’t want </itunes:subtitle>
    <itunes:summary>In this episode, Tom Chick and Bruce Geryk interview Soren and Leyla Johnson about their new historical 4X, Old World. They discuss whether the Old World timeline really makes sense, how they approach Early Access differently, and why Soren didn’t want to give up on the name 10 Crowns.</itunes:summary>
    <description>In this episode, Tom Chick and Bruce Geryk interview Soren and Leyla Johnson about their new historical 4X, Old World. They discuss whether the Old World timeline really makes sense, how they approach Early Access differently, and why Soren didn’t want to give up on the name 10 Crowns.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1270691737-idlethumbs-designer-notes-67-old-world.mp3" length="185513927" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1270691737-idlethumbs-designer-notes-67-old-world.mp3</guid>
    <pubDate>Wed, 18 May 2022 14:49:58 +0000</pubDate>
    <itunes:duration>02:08:49</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Tom Chick and Bruce Geryk interview Soren and Leyla Johnson about their new historical 4X, Old World. They discuss whether the Old World timeline really makes sense, how they approach Early Access differently, and why Soren didn’t want to give up on the name 10 Crowns.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1270691737-idlethumbs-designer-notes-67-old-world.mp3" fileSize="185513927" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/luca-redwood</link>
    <title>Designer Notes 66: Luca Redwood</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews Luca Redwood, the developer of 10000000, You Must Build a Boat, and Photographs. They discuss why 10000000 has no commas, how he makes sure the player never gets unlucky, and why you need to build a boat. This episode was</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews Luca Redwood, the developer of 10000000, You Must Build a Boat, and Photographs. They discuss why 10000000 has no commas, how he makes sure the player never gets unlucky, and why you need to build a boat. This episode was recorded March 18, 2019.</itunes:summary>
    <description>In this episode, Soren interviews Luca Redwood, the developer of 10000000, You Must Build a Boat, and Photographs. They discuss why 10000000 has no commas, how he makes sure the player never gets unlucky, and why you need to build a boat. This episode was recorded March 18, 2019.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1240065100-idlethumbs-designer-notes-66-luca-redwood.mp3" length="129818357" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1240065100-idlethumbs-designer-notes-66-luca-redwood.mp3</guid>
    <pubDate>Mon, 28 Mar 2022 10:59:19 +0000</pubDate>
    <itunes:duration>01:30:09</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews Luca Redwood, the developer of 10000000, You Must Build a Boat, and Photographs. They discuss why 10000000 has no commas, how he makes sure the player never gets unlucky, and why you need to build a boat. This episode was recorded March 18, 2019.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1240065100-idlethumbs-designer-notes-66-luca-redwood.mp3" fileSize="129818357" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/robin-hunicke-part-2</link>
    <title>Designer Notes 65: Robin Hunicke - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews veteran game developer Robin Hunicke, co-founder of Funomena and best known for her work on MySims, Boom Blox, and Journey. They discuss why developers overperform their authority in large companies, how they almost accid</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews veteran game developer Robin Hunicke, co-founder of Funomena and best known for her work on MySims, Boom Blox, and Journey. They discuss why developers overperform their authority in large companies, how they almost accidentally made Journey a competitive game, and why they decided to let thatgamecompany run out of money to ship the game. This episode was recorded December 1, 2021.</itunes:summary>
    <description>In this episode, Soren interviews veteran game developer Robin Hunicke, co-founder of Funomena and best known for her work on MySims, Boom Blox, and Journey. They discuss why developers overperform their authority in large companies, how they almost accidentally made Journey a competitive game, and why they decided to let thatgamecompany run out of money to ship the game. This episode was recorded December 1, 2021.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1218532249-idlethumbs-designer-notes-65-robin-hunicke-part-2.mp3" length="177195834" type="audio/mpeg" />
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    <pubDate>Sat, 19 Feb 2022 00:35:04 +0000</pubDate>
    <itunes:duration>02:01:46</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews veteran game developer Robin Hunicke, co-founder of Funomena and best known for her work on MySims, Boom Blox, and Journey. They discuss why developers overperform their authority in large companies, how they almost accidentally made Journey a competitive game, and why they decided to let thatgamecompany run out of money to ship the game. This episode was recorded December 1, 2021.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1218532249-idlethumbs-designer-notes-65-robin-hunicke-part-2.mp3" fileSize="177195834" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/robin-hunicke-part-1</link>
    <title>Designer Notes 64: Robin Hunicke - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews veteran game developer Robin Hunicke, co-founder of Funomena and best known for her work on MySims, Boom Blox, and Journey. They discuss why HyperCard was so great, why AI development is game design, and how Steven Spielb</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews veteran game developer Robin Hunicke, co-founder of Funomena and best known for her work on MySims, Boom Blox, and Journey. They discuss why HyperCard was so great, why AI development is game design, and how Steven Spielberg almost made Angry Birds for EA. This episode was recorded March 24, 2018.</itunes:summary>
    <description>In this episode, Soren interviews veteran game developer Robin Hunicke, co-founder of Funomena and best known for her work on MySims, Boom Blox, and Journey. They discuss why HyperCard was so great, why AI development is game design, and how Steven Spielberg almost made Angry Birds for EA. This episode was recorded March 24, 2018.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1208995090-idlethumbs-designer-notes-64-robin-hunicke-part-1.mp3" length="183506278" type="audio/mpeg" />
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    <pubDate>Thu, 03 Feb 2022 12:47:04 +0000</pubDate>
    <itunes:duration>02:07:26</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews veteran game developer Robin Hunicke, co-founder of Funomena and best known for her work on MySims, Boom Blox, and Journey. They discuss why HyperCard was so great, why AI development is game design, and how Steven Spielberg almost made Angry Birds for EA. This episode was recorded March 24, 2018.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1208995090-idlethumbs-designer-notes-64-robin-hunicke-part-1.mp3" fileSize="183506278" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/josh-sawyer-part-2</link>
    <title>Designer Notes 63: Josh Sawyer - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews veteran RPG designer Josh Sawyer, best known for his work on Icewind Dale, Fallout: New Vegas, and Pillars of Eternity. They discuss the purpose of grinding, the difference between viable and optimal characters, and why R</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews veteran RPG designer Josh Sawyer, best known for his work on Icewind Dale, Fallout: New Vegas, and Pillars of Eternity. They discuss the purpose of grinding, the difference between viable and optimal characters, and why RPG players don’t welcome rebalancing their games. This episode was recorded December 1, 2021.</itunes:summary>
    <description>In this episode, Soren interviews veteran RPG designer Josh Sawyer, best known for his work on Icewind Dale, Fallout: New Vegas, and Pillars of Eternity. They discuss the purpose of grinding, the difference between viable and optimal characters, and why RPG players don’t welcome rebalancing their games. This episode was recorded December 1, 2021.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1193870740-idlethumbs-designer-notes-63-josh-sawyer-part-2.mp3" length="200212088" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1193870740-idlethumbs-designer-notes-63-josh-sawyer-part-2.mp3</guid>
    <pubDate>Mon, 10 Jan 2022 18:09:51 +0000</pubDate>
    <itunes:duration>02:19:02</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews veteran RPG designer Josh Sawyer, best known for his work on Icewind Dale, Fallout: New Vegas, and Pillars of Eternity. They discuss the purpose of grinding, the difference between viable and optimal characters, and why RPG players don’t welcome rebalancing their games. This episode was recorded December 1, 2021.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1193870740-idlethumbs-designer-notes-63-josh-sawyer-part-2.mp3" fileSize="200212088" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/josh-sawyer-part-1</link>
    <title>Designer Notes 62: Josh Sawyer - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews veteran RPG designer Josh Sawyer, best known for his work on Icewind Dale, Fallout: New Vegas, and Pillars of Eternity. They discuss how making a website for a tattoo parlor led to his game career, what is the purpose of </itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews veteran RPG designer Josh Sawyer, best known for his work on Icewind Dale, Fallout: New Vegas, and Pillars of Eternity. They discuss how making a website for a tattoo parlor led to his game career, what is the purpose of traps in an RPG, and how much lore is too much lore. This episode was recorded March 24, 2018.</itunes:summary>
    <description>In this episode, Soren interviews veteran RPG designer Josh Sawyer, best known for his work on Icewind Dale, Fallout: New Vegas, and Pillars of Eternity. They discuss how making a website for a tattoo parlor led to his game career, what is the purpose of traps in an RPG, and how much lore is too much lore. This episode was recorded March 24, 2018.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1173845455-idlethumbs-designer-notes-62-josh-sawyer-part-1.mp3" length="164551454" type="audio/mpeg" />
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    <pubDate>Wed, 08 Dec 2021 03:27:41 +0000</pubDate>
    <itunes:duration>01:54:16</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews veteran RPG designer Josh Sawyer, best known for his work on Icewind Dale, Fallout: New Vegas, and Pillars of Eternity. They discuss how making a website for a tattoo parlor led to his game career, what is the purpose of traps in an RPG, and how much lore is too much lore. This episode was recorded March 24, 2018.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1173845455-idlethumbs-designer-notes-62-josh-sawyer-part-1.mp3" fileSize="164551454" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/chet-faliszek</link>
    <title>Designer Notes 61: Chet Faliszek</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews veteran game developer Chet Faliszek, who co-founded Stray Bombay and is best known for his work at Valve on games such as Left 4 Dead and Portal 2. They discuss what shampoo sales have to do with Old Man Murray, why he t</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews veteran game developer Chet Faliszek, who co-founded Stray Bombay and is best known for his work at Valve on games such as Left 4 Dead and Portal 2. They discuss what shampoo sales have to do with Old Man Murray, why he tests his games in a foreign language, and why game design is easier for co-op games. This episode was recorded August 17, 2021.</itunes:summary>
    <description>In this episode, Soren interviews veteran game developer Chet Faliszek, who co-founded Stray Bombay and is best known for his work at Valve on games such as Left 4 Dead and Portal 2. They discuss what shampoo sales have to do with Old Man Murray, why he tests his games in a foreign language, and why game design is easier for co-op games. This episode was recorded August 17, 2021.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1163488054-idlethumbs-designer-notes-61-chet-faliszek.mp3" length="244927397" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1163488054-idlethumbs-designer-notes-61-chet-faliszek.mp3</guid>
    <pubDate>Sat, 20 Nov 2021 05:03:51 +0000</pubDate>
    <itunes:duration>02:50:05</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews veteran game developer Chet Faliszek, who co-founded Stray Bombay and is best known for his work at Valve on games such as Left 4 Dead and Portal 2. They discuss what shampoo sales have to do with Old Man Murray, why he tests his games in a foreign language, and why game design is easier for co-op games. This episode was recorded August 17, 2021.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1163488054-idlethumbs-designer-notes-61-chet-faliszek.mp3" fileSize="244927397" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/andy-schatz-part-2</link>
    <title>Designer Notes 60: Andy Schatz - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews independent game developer Andy Schatz, who founded Pocketwatch Games and is best known for his work on Monaco and Tooth and Tail. This episode was recorded March 23, 2018. They discuss what Monaco and Rashomon have in co</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews independent game developer Andy Schatz, who founded Pocketwatch Games and is best known for his work on Monaco and Tooth and Tail. This episode was recorded March 23, 2018. They discuss what Monaco and Rashomon have in common, how familiarity with your best players can be more valuable than metrics, and why the flag bearer in Tooth and Tail can’t attack.</itunes:summary>
    <description>In this episode, Soren interviews independent game developer Andy Schatz, who founded Pocketwatch Games and is best known for his work on Monaco and Tooth and Tail. This episode was recorded March 23, 2018. They discuss what Monaco and Rashomon have in common, how familiarity with your best players can be more valuable than metrics, and why the flag bearer in Tooth and Tail can’t attack.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1144688740-idlethumbs-designer-notes-60-andy-schatz-part-2.mp3" length="152529356" type="audio/mpeg" />
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    <pubDate>Wed, 20 Oct 2021 01:14:10 +0000</pubDate>
    <itunes:duration>01:45:55</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews independent game developer Andy Schatz, who founded Pocketwatch Games and is best known for his work on Monaco and Tooth and Tail. This episode was recorded March 23, 2018. They discuss what Monaco and Rashomon have in common, how familiarity with your best players can be more valuable than metrics, and why the flag bearer in Tooth and Tail can’t attack.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1144688740-idlethumbs-designer-notes-60-andy-schatz-part-2.mp3" fileSize="152529356" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/andy-schatz-part-1</link>
    <title>Designer Notes 59: Andy Schatz - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews independent game developer Andy Schatz, who founded Pocketwatch Games and is best known for his work on Monaco and Tooth and Tail. This episode was recorded March 23, 2018. They discuss how he tried to live out Ultima’s</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews independent game developer Andy Schatz, who founded Pocketwatch Games and is best known for his work on Monaco and Tooth and Tail. This episode was recorded March 23, 2018. They discuss how he tried to live out Ultima’s virtues, why no one was ever able to rip-off The Sims, and why we both hate click-the-stick.</itunes:summary>
    <description>In this episode, Soren interviews independent game developer Andy Schatz, who founded Pocketwatch Games and is best known for his work on Monaco and Tooth and Tail. This episode was recorded March 23, 2018. They discuss how he tried to live out Ultima’s virtues, why no one was ever able to rip-off The Sims, and why we both hate click-the-stick.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1125464908-idlethumbs-designer-notes-59-andy-schatz-part-1.mp3" length="154904522" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1125464908-idlethumbs-designer-notes-59-andy-schatz-part-1.mp3</guid>
    <pubDate>Thu, 16 Sep 2021 04:20:10 +0000</pubDate>
    <itunes:duration>01:47:34</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews independent game developer Andy Schatz, who founded Pocketwatch Games and is best known for his work on Monaco and Tooth and Tail. This episode was recorded March 23, 2018. They discuss how he tried to live out Ultima’s virtues, why no one was ever able to rip-off The Sims, and why we both hate click-the-stick.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1125464908-idlethumbs-designer-notes-59-andy-schatz-part-1.mp3" fileSize="154904522" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/rob-daviau-part-2</link>
    <title>Designer Notes 58: Rob Daviau - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews board game designer Rob Daviau, best known for his work on Risk: Legacy and Pandemic: Legacy. They discuss the criteria for a good Legacy game, how to put just a little PvP in a game without overdoing it, and why he remov</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews board game designer Rob Daviau, best known for his work on Risk: Legacy and Pandemic: Legacy. They discuss the criteria for a good Legacy game, how to put just a little PvP in a game without overdoing it, and why he removed his phone number from his website.</itunes:summary>
    <description>In this episode, Soren interviews board game designer Rob Daviau, best known for his work on Risk: Legacy and Pandemic: Legacy. They discuss the criteria for a good Legacy game, how to put just a little PvP in a game without overdoing it, and why he removed his phone number from his website.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1087659397-idlethumbs-designer-notes-58-rob-daviau-part-2.mp3" length="61976353" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1086784846-idlethumbs-three-moves-ahead-532-company-of-heroes-3-interview.mp3</guid>
    <pubDate>Thu, 15 Jul 2021 00:12:52 +0000</pubDate>
    <itunes:duration>01:13:35</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews board game designer Rob Daviau, best known for his work on Risk: Legacy and Pandemic: Legacy. They discuss the criteria for a good Legacy game, how to put just a little PvP in a game without overdoing it, and why he removed his phone number from his website.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1087659397-idlethumbs-designer-notes-58-rob-daviau-part-2.mp3" fileSize="61976353" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/rob-daviau-part-1</link>
    <title>Designer Notes 57: Rob Daviau - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews board game designer Rob Daviau, best known for his work on Risk: Legacy and Pandemic: Legacy. They discuss bluffing his way through his first game job interview, how he designed Betrayal at House on the Hill without eithe</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews board game designer Rob Daviau, best known for his work on Risk: Legacy and Pandemic: Legacy. They discuss bluffing his way through his first game job interview, how he designed Betrayal at House on the Hill without either starting or finishing it, and why Risk Legacy bombed in Germany.</itunes:summary>
    <description>In this episode, Soren interviews board game designer Rob Daviau, best known for his work on Risk: Legacy and Pandemic: Legacy. They discuss bluffing his way through his first game job interview, how he designed Betrayal at House on the Hill without either starting or finishing it, and why Risk Legacy bombed in Germany.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/1036155859-idlethumbs-designer-notes-57-rob-daviau-part-1.mp3" length="123141557" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/1036155859-idlethumbs-designer-notes-57-rob-daviau-part-1.mp3</guid>
    <pubDate>Sun, 25 Apr 2021 00:47:27 +0000</pubDate>
    <itunes:duration>01:25:31</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews board game designer Rob Daviau, best known for his work on Risk: Legacy and Pandemic: Legacy. They discuss bluffing his way through his first game job interview, how he designed Betrayal at House on the Hill without either starting or finishing it, and why Risk Legacy bombed in Germany.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/1036155859-idlethumbs-designer-notes-57-rob-daviau-part-1.mp3" fileSize="123141557" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/david-dunham</link>
    <title>Designer Notes 56: David Dunham</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews independent game designer David Dunham, best known for his work on the narrative strategy games King of Dragon Pass and Six Ages. They are joined by writer and designer Meg Jayanth, best known for her work on 80 Days. The</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews independent game designer David Dunham, best known for his work on the narrative strategy games King of Dragon Pass and Six Ages. They are joined by writer and designer Meg Jayanth, best known for her work on 80 Days. The three discuss whether the advisors in Dragon Pass lie to the player, what Six Ages and 80 Days have in common, and whether the anthropomorphic ducks are ducks with human-level intelligence or humans who have been turned into ducks.</itunes:summary>
    <description>In this episode, Soren interviews independent game designer David Dunham, best known for his work on the narrative strategy games King of Dragon Pass and Six Ages. They are joined by writer and designer Meg Jayanth, best known for her work on 80 Days. The three discuss whether the advisors in Dragon Pass lie to the player, what Six Ages and 80 Days have in common, and whether the anthropomorphic ducks are ducks with human-level intelligence or humans who have been turned into ducks.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/992518783-idlethumbs-designer-notes-56-david-dunham.mp3" length="165221633" type="audio/mpeg" />
    <guid isPermaLink="false">https://feeds.soundcloud.com/stream/992518783-idlethumbs-designer-notes-56-david-dunham.mp3</guid>
    <pubDate>Thu, 25 Feb 2021 00:08:01 +0000</pubDate>
    <itunes:duration>01:54:44</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews independent game designer David Dunham, best known for his work on the narrative strategy games King of Dragon Pass and Six Ages. They are joined by writer and designer Meg Jayanth, best known for her work on 80 Days. The three discuss whether the advisors in Dragon Pass lie to the player, what Six Ages and 80 Days have in common, and whether the anthropomorphic ducks are ducks with human-level intelligence or humans who have been turned into ducks.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/992518783-idlethumbs-designer-notes-56-david-dunham.mp3" fileSize="165221633" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/meg-jayanth</link>
    <title>Designer Notes 55: Meg Jayanth</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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.</itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
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    <pubDate>Fri, 21 Aug 2020 13:31:17 +0000</pubDate>
    <itunes:duration>03:03:42</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
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<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/jon-ingold-part-2</link>
    <title>Designer Notes 54: Jon Ingold - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 designe</itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
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    <pubDate>Mon, 27 Jul 2020 15:35:51 +0000</pubDate>
    <itunes:duration>01:51:48</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/865412698-idlethumbs-designer-notes-54-jon-ingold-part-2.mp3" fileSize="161002145" type="audio/mpeg" />
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<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/jon-ingold-part-1</link>
    <title>Designer Notes 53: Jon Ingold - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 Infoc</itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/842168599-idlethumbs-designer-notes-53-jon-ingold-part-1.mp3" length="127781483" type="audio/mpeg" />
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    <pubDate>Thu, 18 Jun 2020 03:18:47 +0000</pubDate>
    <itunes:duration>01:28:44</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/842168599-idlethumbs-designer-notes-53-jon-ingold-part-1.mp3" fileSize="127781483" type="audio/mpeg" />
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<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/roger-keating</link>
    <title>Designer Notes 52: Roger Keating</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 pathfin</itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/828483280-idlethumbs-designer-notes-52-roger-keating.mp3" length="206281218" type="audio/mpeg" />
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    <pubDate>Tue, 26 May 2020 17:05:16 +0000</pubDate>
    <itunes:duration>02:23:14</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/828483280-idlethumbs-designer-notes-52-roger-keating.mp3" fileSize="206281218" type="audio/mpeg" />
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<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/michal-drozdowski-and-przemyslaw-marszal</link>
    <title>Designer Notes 51: Michał Drozdowski and Przemysław Marszał</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 </itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/760567471-idlethumbs-designer-notes-51-michal-drozdowski-and-przemyslaw-marszal.mp3" length="210521121" type="audio/mpeg" />
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    <pubDate>Fri, 14 Feb 2020 14:05:39 +0000</pubDate>
    <itunes:duration>02:26:11</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/760567471-idlethumbs-designer-notes-51-michal-drozdowski-and-przemyslaw-marszal.mp3" fileSize="210521121" type="audio/mpeg" />
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<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/designer-notes-50-alex-hutchinson</link>
    <title>Designer Notes 50: Alex Hutchinson</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 Ubiso</itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/730102183-idlethumbs-designer-notes-50-alex-hutchinson.mp3" length="207956282" type="audio/mpeg" />
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    <pubDate>Wed, 18 Dec 2019 13:12:20 +0000</pubDate>
    <itunes:duration>02:24:24</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/730102183-idlethumbs-designer-notes-50-alex-hutchinson.mp3" fileSize="207956282" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/adam-saltsman-part-2</link>
    <title>Designer Notes 49: Adam Saltsman - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews game developer Adam Saltsman, who co-founded indie publisher Finji and is best known for his work on Gravity Hook, Canabalt, Hundreds, Capsule, and Overland. They discuss how Mario speed runs are the original infinite run</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews game developer Adam Saltsman, who co-founded indie publisher Finji and is best known for his work on Gravity Hook, Canabalt, Hundreds, Capsule, and Overland. They discuss how Mario speed runs are the original infinite runners, why Canabalt is in 6 shades of grey, and when does Permadeath make sense for a game

Games discussed: Canabalt, Captain Forever, Jetpack Joyride, Alone, Hundreds, Portico, Overland, 868-HACK, XCOM: Enemy Unknown, XCOM 2</itunes:summary>
    <description>In this episode, Soren interviews game developer Adam Saltsman, who co-founded indie publisher Finji and is best known for his work on Gravity Hook, Canabalt, Hundreds, Capsule, and Overland. They discuss how Mario speed runs are the original infinite runners, why Canabalt is in 6 shades of grey, and when does Permadeath make sense for a game

Games discussed: Canabalt, Captain Forever, Jetpack Joyride, Alone, Hundreds, Portico, Overland, 868-HACK, XCOM: Enemy Unknown, XCOM 2</description>
    <enclosure url="http://feeds.soundcloud.com/stream/706256461-idlethumbs-designer-notes-49-adam-saltsman.mp3" length="143596328" type="audio/mpeg" />
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    <pubDate>Fri, 01 Nov 2019 04:24:39 +0000</pubDate>
    <itunes:duration>02:29:34</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews game developer Adam Saltsman, who co-founded indie publisher Finji and is best known for his work on Gravity Hook, Canabalt, Hundreds, Capsule, and Overland. They discuss how Mario speed runs are the original infinite runners, why Canabalt is in 6 shades of grey, and when does Permadeath make sense for a game

Games discussed: Canabalt, Captain Forever, Jetpack Joyride, Alone, Hundreds, Portico, Overland, 868-HACK, XCOM: Enemy Unknown, XCOM 2</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/706256461-idlethumbs-designer-notes-49-adam-saltsman.mp3" fileSize="143596328" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/adam-saltsman-part-1</link>
    <title>Designer Notes 48: Adam Saltsman - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews game developer Adam Saltsman, who co-founded indie publisher Finji and is best known for his work on Gravity Hook, Canabalt, Hundreds, Capsule, and Overland. They discuss how Cave Story showed him that he could make games</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews game developer Adam Saltsman, who co-founded indie publisher Finji and is best known for his work on Gravity Hook, Canabalt, Hundreds, Capsule, and Overland. They discuss how Cave Story showed him that he could make games on his own, why he thought he worked with the guy who invented Boggle, and his many failed attempts to join the video games industry.</itunes:summary>
    <description>In this episode, Soren interviews game developer Adam Saltsman, who co-founded indie publisher Finji and is best known for his work on Gravity Hook, Canabalt, Hundreds, Capsule, and Overland. They discuss how Cave Story showed him that he could make games on his own, why he thought he worked with the guy who invented Boggle, and his many failed attempts to join the video games industry.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/695794537-idlethumbs-designer-notes-48-adam-saltsman.mp3" length="111255622" type="audio/mpeg" />
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    <pubDate>Tue, 15 Oct 2019 01:44:10 +0000</pubDate>
    <itunes:duration>01:55:53</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews game developer Adam Saltsman, who co-founded indie publisher Finji and is best known for his work on Gravity Hook, Canabalt, Hundreds, Capsule, and Overland. They discuss how Cave Story showed him that he could make games on his own, why he thought he worked with the guy who invented Boggle, and his many failed attempts to join the video games industry.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/695794537-idlethumbs-designer-notes-48-adam-saltsman.mp3" fileSize="111255622" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/brendon-chung-part-2</link>
    <title>Designer Notes 47: Brendon Chung - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews independent game developer Brendon Chung, best known for his work on Atom Zombie Smasher, Thirty Flights of Loving, and Quadrilateral Cowboy. They discuss why Xbox Live Indie Games didn’t take off, what exactly happens </itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews independent game developer Brendon Chung, best known for his work on Atom Zombie Smasher, Thirty Flights of Loving, and Quadrilateral Cowboy. They discuss why Xbox Live Indie Games didn’t take off, what exactly happens at the end of Atom Zombie Smasher, and how streaming game development made him work harder than ever before.</itunes:summary>
    <description>In this episode, Soren interviews independent game developer Brendon Chung, best known for his work on Atom Zombie Smasher, Thirty Flights of Loving, and Quadrilateral Cowboy. They discuss why Xbox Live Indie Games didn’t take off, what exactly happens at the end of Atom Zombie Smasher, and how streaming game development made him work harder than ever before.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/661196054-idlethumbs-designer-notes-47-brendon-chung.mp3" length="84473949" type="audio/mpeg" />
    <guid isPermaLink="false">http://feeds.soundcloud.com/stream/661196054-idlethumbs-designer-notes-47-brendon-chung.mp3</guid>
    <pubDate>Mon, 05 Aug 2019 02:11:18 +0000</pubDate>
    <itunes:duration>01:27:59</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews independent game developer Brendon Chung, best known for his work on Atom Zombie Smasher, Thirty Flights of Loving, and Quadrilateral Cowboy. They discuss why Xbox Live Indie Games didn’t take off, what exactly happens at the end of Atom Zombie Smasher, and how streaming game development made him work harder than ever before.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/661196054-idlethumbs-designer-notes-47-brendon-chung.mp3" fileSize="84473949" type="audio/mpeg" />
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<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/brendon-chung-part-1</link>
    <title>Designer Notes 46: Brendon Chung - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews independent game developer Brendon Chung, best known for his work on Atom Zombie Smasher, Thirty Flights of Loving, and Quadrilateral Cowboy. They discuss how to make an adventure game inside of Doom, why he won’t read </itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews independent game developer Brendon Chung, best known for his work on Atom Zombie Smasher, Thirty Flights of Loving, and Quadrilateral Cowboy. They discuss how to make an adventure game inside of Doom, why he won’t read text popups but will read the back of cereal boxes, and what does the ending of Gravity Bone mean.</itunes:summary>
    <description>In this episode, Soren interviews independent game developer Brendon Chung, best known for his work on Atom Zombie Smasher, Thirty Flights of Loving, and Quadrilateral Cowboy. They discuss how to make an adventure game inside of Doom, why he won’t read text popups but will read the back of cereal boxes, and what does the ending of Gravity Bone mean.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/643832793-idlethumbs-designer-notes-46-brendon-chung.mp3" length="91081680" type="audio/mpeg" />
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    <pubDate>Sat, 29 Jun 2019 14:02:48 +0000</pubDate>
    <itunes:duration>01:34:52</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews independent game developer Brendon Chung, best known for his work on Atom Zombie Smasher, Thirty Flights of Loving, and Quadrilateral Cowboy. They discuss how to make an adventure game inside of Doom, why he won’t read text popups but will read the back of cereal boxes, and what does the ending of Gravity Bone mean.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/643832793-idlethumbs-designer-notes-46-brendon-chung.mp3" fileSize="91081680" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/rami-ismail</link>
    <title>Designer Notes 45: Rami Ismail</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren and Leyla Johnson interview independent game developer Rami Ismail of Vlambeer, best known for his work on Super Crate Box, Ridiculous Fishing, Luftrausers, and Nuclear Throne. They discuss why he started a company with someone he c</itunes:subtitle>
    <itunes:summary>In this episode, Soren and Leyla Johnson interview independent game developer Rami Ismail of Vlambeer, best known for his work on Super Crate Box, Ridiculous Fishing, Luftrausers, and Nuclear Throne. They discuss why he started a company with someone he couldn’t stand, how to make games in a place without electricity, and why the world “inclusivity” can still be exclusionary.</itunes:summary>
    <description>In this episode, Soren and Leyla Johnson interview independent game developer Rami Ismail of Vlambeer, best known for his work on Super Crate Box, Ridiculous Fishing, Luftrausers, and Nuclear Throne. They discuss why he started a company with someone he couldn’t stand, how to make games in a place without electricity, and why the world “inclusivity” can still be exclusionary.</description>
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    <pubDate>Wed, 05 Jun 2019 14:33:14 +0000</pubDate>
    <itunes:duration>02:26:01</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren and Leyla Johnson interview independent game developer Rami Ismail of Vlambeer, best known for his work on Super Crate Box, Ridiculous Fishing, Luftrausers, and Nuclear Throne. They discuss why he started a company with someone he couldn’t stand, how to make games in a place without electricity, and why the world “inclusivity” can still be exclusionary.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/632123400-idlethumbs-dn45-rami-ismail.mp3" fileSize="140205316" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/clint-hocking-part-2</link>
    <title>Designer Notes 44: Clint Hocking - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss why games always need</itunes:subtitle>
    <itunes:summary>In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss why games always need three months at the end, how he feels about his crunch on Chaos Theory, and how they choose Africa for Far Cry 2.</itunes:summary>
    <description>In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss why games always need three months at the end, how he feels about his crunch on Chaos Theory, and how they choose Africa for Far Cry 2.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/552279522-idlethumbs-designer-notes-44-clint-hocking-part-2.mp3" length="97347073" type="audio/mpeg" />
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    <pubDate>Mon, 31 Dec 2018 16:08:28 +0000</pubDate>
    <itunes:duration>01:41:23</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss why games always need three months at the end, how he feels about his crunch on Chaos Theory, and how they choose Africa for Far Cry 2.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/552279522-idlethumbs-designer-notes-44-clint-hocking-part-2.mp3" fileSize="97347073" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/clint-hocking-part-1</link>
    <title>Designer Notes 43: Clint Hocking - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss how his early time as</itunes:subtitle>
    <itunes:summary>In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss how his early time as a Dungeon Master informs his design work, how he took a huge pay cut to join the games industry, and how the Splinter Cell team was conflicted over dynamic gameplay vs. set piece content. </itunes:summary>
    <description>In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss how his early time as a Dungeon Master informs his design work, how he took a huge pay cut to join the games industry, and how the Splinter Cell team was conflicted over dynamic gameplay vs. set piece content. </description>
    <enclosure url="http://feeds.soundcloud.com/stream/534793950-idlethumbs-designer-notes-43-clint-hocking-part-1.mp3" length="109179450" type="audio/mpeg" />
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    <pubDate>Sat, 24 Nov 2018 14:37:35 +0000</pubDate>
    <itunes:duration>01:53:43</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss how his early time as a Dungeon Master informs his design work, how he took a huge pay cut to join the games industry, and how the Splinter Cell team was conflicted over dynamic gameplay vs. set piece content. </media:description>
    <media:content url="http://feeds.soundcloud.com/stream/534793950-idlethumbs-designer-notes-43-clint-hocking-part-1.mp3" fileSize="109179450" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/david-sirlin-part-2</link>
    <title>Designer Notes 42: David Sirlin - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren Johnson interviews veteran game designer David Sirlin, best known for his work on Super Street Fighter II Turbo HD Remix, Yomi, and Puzzle Strike. They discuss how many hit points are too many hit points, whether his work is post-mo</itunes:subtitle>
    <itunes:summary>In this episode, Soren Johnson interviews veteran game designer David Sirlin, best known for his work on Super Street Fighter II Turbo HD Remix, Yomi, and Puzzle Strike. They discuss how many hit points are too many hit points, whether his work is post-modernist, and how to make the first move in Yomi. Also, listen to see if Soren can successfully pronounce iconoclast.</itunes:summary>
    <description>In this episode, Soren Johnson interviews veteran game designer David Sirlin, best known for his work on Super Street Fighter II Turbo HD Remix, Yomi, and Puzzle Strike. They discuss how many hit points are too many hit points, whether his work is post-modernist, and how to make the first move in Yomi. Also, listen to see if Soren can successfully pronounce iconoclast.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/510435084-idlethumbs-designer-notes-42-david-sirlin-part-2.mp3" length="102611135" type="audio/mpeg" />
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    <pubDate>Sat, 06 Oct 2018 16:26:07 +0000</pubDate>
    <itunes:duration>01:46:52</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren Johnson interviews veteran game designer David Sirlin, best known for his work on Super Street Fighter II Turbo HD Remix, Yomi, and Puzzle Strike. They discuss how many hit points are too many hit points, whether his work is post-modernist, and how to make the first move in Yomi. Also, listen to see if Soren can successfully pronounce iconoclast.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/510435084-idlethumbs-designer-notes-42-david-sirlin-part-2.mp3" fileSize="102611135" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/david-sirlin-part-1</link>
    <title>Designer Notes 41: David Sirlin - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren Johnson interviews veteran game designer David Sirlin, best known for his work on Super Street Fighter II Turbo HD Remix, Yomi, and Puzzle Strike. They discuss why games with more mechanics are not deeper, whether fighting games sho</itunes:subtitle>
    <itunes:summary>In this episode, Soren Johnson interviews veteran game designer David Sirlin, best known for his work on Super Street Fighter II Turbo HD Remix, Yomi, and Puzzle Strike. They discuss why games with more mechanics are not deeper, whether fighting games should also include cake baking, and why he didn’t end up designing Street Fighter 4.</itunes:summary>
    <description>In this episode, Soren Johnson interviews veteran game designer David Sirlin, best known for his work on Super Street Fighter II Turbo HD Remix, Yomi, and Puzzle Strike. They discuss why games with more mechanics are not deeper, whether fighting games should also include cake baking, and why he didn’t end up designing Street Fighter 4.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/482614002-idlethumbs-designer-notes-41-david-sirlin-part-1.mp3" length="115158903" type="audio/mpeg" />
    <guid isPermaLink="false">http://feeds.soundcloud.com/stream/482614002-idlethumbs-designer-notes-41-david-sirlin-part-1.mp3</guid>
    <pubDate>Wed, 08 Aug 2018 03:25:01 +0000</pubDate>
    <itunes:duration>01:59:57</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren Johnson interviews veteran game designer David Sirlin, best known for his work on Super Street Fighter II Turbo HD Remix, Yomi, and Puzzle Strike. They discuss why games with more mechanics are not deeper, whether fighting games should also include cake baking, and why he didn’t end up designing Street Fighter 4.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/482614002-idlethumbs-designer-notes-41-david-sirlin-part-1.mp3" fileSize="115158903" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/brian-reynolds-part-3</link>
    <title>Designer Notes 40: Brian Reynolds - Part 3</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best known for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss why Big Huge made Rise of Legends instead of Rise of Nations 2, why </itunes:subtitle>
    <itunes:summary>In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best known for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss why Big Huge made Rise of Legends instead of Rise of Nations 2, why you shouldn’t let a company provide you with a computer, and how he cost Zynga $800K from a spreadsheet error.</itunes:summary>
    <description>In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best known for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss why Big Huge made Rise of Legends instead of Rise of Nations 2, why you shouldn’t let a company provide you with a computer, and how he cost Zynga $800K from a spreadsheet error.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/461848656-idlethumbs-designer-notes-40-brian-reynolds-part-3.mp3" length="94995362" type="audio/mpeg" />
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    <pubDate>Fri, 22 Jun 2018 11:30:38 +0000</pubDate>
    <itunes:duration>01:38:56</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best known for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss why Big Huge made Rise of Legends instead of Rise of Nations 2, why you shouldn’t let a company provide you with a computer, and how he cost Zynga $800K from a spreadsheet error.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/461848656-idlethumbs-designer-notes-40-brian-reynolds-part-3.mp3" fileSize="94995362" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/brian-reynolds-part-2</link>
    <title>Designer Notes 39: Brian Reynolds - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best known for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss when Brian discovered Twilight Struggle, how Alpha Centauri influenc</itunes:subtitle>
    <itunes:summary>In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best known for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss when Brian discovered Twilight Struggle, how Alpha Centauri influenced BioShock, and whether he could have made Rise of Nations at Firaxis.</itunes:summary>
    <description>In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best known for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss when Brian discovered Twilight Struggle, how Alpha Centauri influenced BioShock, and whether he could have made Rise of Nations at Firaxis.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/444970653-idlethumbs-designer-notes-39-brian-reynolds-part-2.mp3" length="142151180" type="audio/mpeg" />
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    <pubDate>Wed, 16 May 2018 19:11:30 +0000</pubDate>
    <itunes:duration>02:28:04</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best known for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss when Brian discovered Twilight Struggle, how Alpha Centauri influenced BioShock, and whether he could have made Rise of Nations at Firaxis.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/444970653-idlethumbs-designer-notes-39-brian-reynolds-part-2.mp3" fileSize="142151180" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/brian-reynolds-part-1</link>
    <title>Designer Notes 38: Brian Reynolds - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best know for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss how his original dream job was to write compilers, all the bad decisi</itunes:subtitle>
    <itunes:summary>In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best know for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss how his original dream job was to write compilers, all the bad decisions he needed to make to end up as a game designer, and his true feelings about the philosophy department at UC Berkley in the state of California.</itunes:summary>
    <description>In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best know for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss how his original dream job was to write compilers, all the bad decisions he needed to make to end up as a game designer, and his true feelings about the philosophy department at UC Berkley in the state of California.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/434223003-idlethumbs-dn38-brian-reynolds-part-1.mp3" length="98099409" type="audio/mpeg" />
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    <pubDate>Tue, 24 Apr 2018 02:20:08 +0000</pubDate>
    <itunes:duration>01:42:10</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best know for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss how his original dream job was to write compilers, all the bad decisions he needed to make to end up as a game designer, and his true feelings about the philosophy department at UC Berkley in the state of California.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/434223003-idlethumbs-dn38-brian-reynolds-part-1.mp3" fileSize="98099409" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/chris-hecker-part-2</link>
    <title>Designer Notes 37: Chris Hecker - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss accessibility versus depth, when SpyParty suddenly became fun, and why Chris Hecker ruined Spore.</itunes:subtitle>
    <itunes:summary>In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss accessibility versus depth, when SpyParty suddenly became fun, and why Chris Hecker ruined Spore.</itunes:summary>
    <description>In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss accessibility versus depth, when SpyParty suddenly became fun, and why Chris Hecker ruined Spore.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/412475088-idlethumbs-designer-notes-37-chris-hecker-part-2.mp3" length="111665458" type="audio/mpeg" />
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    <pubDate>Mon, 12 Mar 2018 13:11:30 +0000</pubDate>
    <itunes:duration>01:56:18</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss accessibility versus depth, when SpyParty suddenly became fun, and why Chris Hecker ruined Spore.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/412475088-idlethumbs-designer-notes-37-chris-hecker-part-2.mp3" fileSize="111665458" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/chris-hecker-part-1</link>
    <title>Designer Notes 36: Chris Hecker - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss why game jams are no longer necessary, why the first triangle is always the hardest, and whether Powers of Ten w</itunes:subtitle>
    <itunes:summary>In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss why game jams are no longer necessary, why the first triangle is always the hardest, and whether Powers of Ten was a good idea for a game.</itunes:summary>
    <description>In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss why game jams are no longer necessary, why the first triangle is always the hardest, and whether Powers of Ten was a good idea for a game.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/402944715-idlethumbs-designer-notes-36-chris-hecker-part-1.mp3" length="120264061" type="audio/mpeg" />
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    <pubDate>Wed, 21 Feb 2018 12:38:19 +0000</pubDate>
    <itunes:duration>02:05:16</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss why game jams are no longer necessary, why the first triangle is always the hardest, and whether Powers of Ten was a good idea for a game.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/402944715-idlethumbs-designer-notes-36-chris-hecker-part-1.mp3" fileSize="120264061" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/manveer-heir</link>
    <title>Designer Notes 35: Manveer Heir</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Adam Saltsman interviews independent game developer Manveer Heir, best known for his work on the Mass Effect franchise. They discuss the sunken cost fallacy and game development, why Mass Effect 3 would be a bad first game for a new devel</itunes:subtitle>
    <itunes:summary>In this episode, Adam Saltsman interviews independent game developer Manveer Heir, best known for his work on the Mass Effect franchise. They discuss the sunken cost fallacy and game development, why Mass Effect 3 would be a bad first game for a new developer, and when a game designer is like a baseball player and when it’s like a trauma surgeon. </itunes:summary>
    <description>In this episode, Adam Saltsman interviews independent game developer Manveer Heir, best known for his work on the Mass Effect franchise. They discuss the sunken cost fallacy and game development, why Mass Effect 3 would be a bad first game for a new developer, and when a game designer is like a baseball player and when it’s like a trauma surgeon. </description>
    <enclosure url="http://feeds.soundcloud.com/stream/384923897-idlethumbs-designer-notes-35-manveer-heir.mp3" length="76973320" type="audio/mpeg" />
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    <pubDate>Wed, 17 Jan 2018 12:28:59 +0000</pubDate>
    <itunes:duration>01:20:10</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Adam Saltsman interviews independent game developer Manveer Heir, best known for his work on the Mass Effect franchise. They discuss the sunken cost fallacy and game development, why Mass Effect 3 would be a bad first game for a new developer, and when a game designer is like a baseball player and when it’s like a trauma surgeon. </media:description>
    <media:content url="http://feeds.soundcloud.com/stream/384923897-idlethumbs-designer-notes-35-manveer-heir.mp3" fileSize="76973320" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/tyler-sigman-part-2</link>
    <title>Designer Notes 34: Tyler Sigman - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how whether it makes sense to hide game data in the age of wikis, if Darkest Dungeon is too punishing or too f</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how whether it makes sense to hide game data in the age of wikis, if Darkest Dungeon is too punishing or too forgiving, and what happened with the Corpse and Hound.</itunes:summary>
    <description>In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how whether it makes sense to hide game data in the age of wikis, if Darkest Dungeon is too punishing or too forgiving, and what happened with the Corpse and Hound.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/366233093-idlethumbs-designer-notes-34-tyler-sigman-part-2.mp3" length="120027789" type="audio/mpeg" />
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    <pubDate>Thu, 07 Dec 2017 14:02:43 +0000</pubDate>
    <itunes:duration>02:05:01</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how whether it makes sense to hide game data in the age of wikis, if Darkest Dungeon is too punishing or too forgiving, and what happened with the Corpse and Hound.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/366233093-idlethumbs-designer-notes-34-tyler-sigman-part-2.mp3" fileSize="120027789" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/tyler-sigman-part-1</link>
    <title>Designer Notes 33: Tyler Sigman - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how his game design career was almost derailed by staplers, how a weird aeronautical engineer is a normal game</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how his game design career was almost derailed by staplers, how a weird aeronautical engineer is a normal game designer, and why his finished air racing game was never released.</itunes:summary>
    <description>In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how his game design career was almost derailed by staplers, how a weird aeronautical engineer is a normal game designer, and why his finished air racing game was never released.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/355135229-idlethumbs-designer-notes-33-tyler-sigman-part-1.mp3" length="133225428" type="audio/mpeg" />
    <guid isPermaLink="false">http://feeds.soundcloud.com/stream/355135229-idlethumbs-designer-notes-33-tyler-sigman-part-1.mp3</guid>
    <pubDate>Mon, 13 Nov 2017 15:50:08 +0000</pubDate>
    <itunes:duration>02:18:46</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how his game design career was almost derailed by staplers, how a weird aeronautical engineer is a normal game designer, and why his finished air racing game was never released.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/355135229-idlethumbs-designer-notes-33-tyler-sigman-part-1.mp3" fileSize="133225428" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/asher-vollmer</link>
    <title>Designer Notes 32: Asher Vollmer</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews independent game developer Asher Vollmer, best known as the designer of Puzzlejuice and Threes. They discuss why paper prototypes don’t always translate well into video games, whether a game should take up 100% of your </itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews independent game developer Asher Vollmer, best known as the designer of Puzzlejuice and Threes. They discuss why paper prototypes don’t always translate well into video games, whether a game should take up 100% of your brain, and how he feels about the Threes clone 2048.</itunes:summary>
    <description>In this episode, Soren interviews independent game developer Asher Vollmer, best known as the designer of Puzzlejuice and Threes. They discuss why paper prototypes don’t always translate well into video games, whether a game should take up 100% of your brain, and how he feels about the Threes clone 2048.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/345476693-idlethumbs-designer-notes-32-asher-vollmer.mp3" length="80247233" type="audio/mpeg" />
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    <pubDate>Thu, 05 Oct 2017 13:45:34 +0000</pubDate>
    <itunes:duration>01:23:35</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews independent game developer Asher Vollmer, best known as the designer of Puzzlejuice and Threes. They discuss why paper prototypes don’t always translate well into video games, whether a game should take up 100% of your brain, and how he feels about the Threes clone 2048.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/345476693-idlethumbs-designer-notes-32-asher-vollmer.mp3" fileSize="80247233" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/margaret-robertson</link>
    <title>Designer Notes 31: Margaret Robertson</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Adam Saltsman interviews Margaret Robertson, Game Director at PlayDots. Margaret is known for her pioneering work at Hide &amp; Seek and as editor-in-chief at EDGE magazine. They discuss how to make a game about death, whether a game should m</itunes:subtitle>
    <itunes:summary>In this episode, Adam Saltsman interviews Margaret Robertson, Game Director at PlayDots. Margaret is known for her pioneering work at Hide &amp; Seek and as editor-in-chief at EDGE magazine. They discuss how to make a game about death, whether a game should make you good at lying, and why making a game about dots can be rewarding.</itunes:summary>
    <description>In this episode, Adam Saltsman interviews Margaret Robertson, Game Director at PlayDots. Margaret is known for her pioneering work at Hide &amp; Seek and as editor-in-chief at EDGE magazine. They discuss how to make a game about death, whether a game should make you good at lying, and why making a game about dots can be rewarding.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/340447083-idlethumbs-designer-notes-31-margaret-robertson.mp3" length="88586699" type="audio/mpeg" />
    <guid isPermaLink="false">http://feeds.soundcloud.com/stream/340447083-idlethumbs-designer-notes-31-margaret-robertson.mp3</guid>
    <pubDate>Fri, 01 Sep 2017 12:41:04 +0000</pubDate>
    <itunes:duration>01:32:16</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Adam Saltsman interviews Margaret Robertson, Game Director at PlayDots. Margaret is known for her pioneering work at Hide &amp; Seek and as editor-in-chief at EDGE magazine. They discuss how to make a game about death, whether a game should make you good at lying, and why making a game about dots can be rewarding.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/340447083-idlethumbs-designer-notes-31-margaret-robertson.mp3" fileSize="88586699" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/steve-gaynor-part-2</link>
    <title>Designer Notes 30: Steve Gaynor - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews Steve Gaynor, co-founder of The Fullbright Company and best known for his work on BioShock 2, Minerva’s Den, and Gone Home. They discuss whether audio diaries need to make sense, why the Gone Home family is made up of b</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews Steve Gaynor, co-founder of The Fullbright Company and best known for his work on BioShock 2, Minerva’s Den, and Gone Home. They discuss whether audio diaries need to make sense, why the Gone Home family is made up of barefoot vampires who hate showers, and why Fullbright made Tacoma.</itunes:summary>
    <description>In this episode, Soren interviews Steve Gaynor, co-founder of The Fullbright Company and best known for his work on BioShock 2, Minerva’s Den, and Gone Home. They discuss whether audio diaries need to make sense, why the Gone Home family is made up of barefoot vampires who hate showers, and why Fullbright made Tacoma.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/337444866-idlethumbs-designer-notes-30-steve-gaynor-part-2.mp3" length="107756289" type="audio/mpeg" />
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    <pubDate>Fri, 11 Aug 2017 14:50:21 +0000</pubDate>
    <itunes:duration>01:52:14</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews Steve Gaynor, co-founder of The Fullbright Company and best known for his work on BioShock 2, Minerva’s Den, and Gone Home. They discuss whether audio diaries need to make sense, why the Gone Home family is made up of barefoot vampires who hate showers, and why Fullbright made Tacoma.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/337444866-idlethumbs-designer-notes-30-steve-gaynor-part-2.mp3" fileSize="107756289" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/steve-gaynor-part-1</link>
    <title>Designer Notes 29: Steve Gaynor - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews Steve Gaynor, co-founder of The Fullbright Company and best known for his work on BioShock 2, Minerva’s Den, and Gone Home. They discuss how bad Sierra adventure design could be, why he decided to make video games inste</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews Steve Gaynor, co-founder of The Fullbright Company and best known for his work on BioShock 2, Minerva’s Den, and Gone Home. They discuss how bad Sierra adventure design could be, why he decided to make video games instead of comics, and about that time he interviewed Ken Levine and Tim Schafer for his zine.</itunes:summary>
    <description>In this episode, Soren interviews Steve Gaynor, co-founder of The Fullbright Company and best known for his work on BioShock 2, Minerva’s Den, and Gone Home. They discuss how bad Sierra adventure design could be, why he decided to make video games instead of comics, and about that time he interviewed Ken Levine and Tim Schafer for his zine.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/334122213-idlethumbs-designer-notes-29-steve-gaynor-part-1.mp3" length="118909224" type="audio/mpeg" />
    <guid isPermaLink="false">http://feeds.soundcloud.com/stream/334122213-idlethumbs-designer-notes-29-steve-gaynor-part-1.mp3</guid>
    <pubDate>Fri, 21 Jul 2017 03:00:53 +0000</pubDate>
    <itunes:duration>02:03:51</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews Steve Gaynor, co-founder of The Fullbright Company and best known for his work on BioShock 2, Minerva’s Den, and Gone Home. They discuss how bad Sierra adventure design could be, why he decided to make video games instead of comics, and about that time he interviewed Ken Levine and Tim Schafer for his zine.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/334122213-idlethumbs-designer-notes-29-steve-gaynor-part-1.mp3" fileSize="118909224" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/george-fan</link>
    <title>Designer Notes 28: George Fan</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews independent game designer George Fan, who is best known as the creator of Insaniquarium and Plants vs Zombies. They discuss why he learned to program instead of just focusing on art, how most Diablo monster design is a va</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews independent game designer George Fan, who is best known as the creator of Insaniquarium and Plants vs Zombies. They discuss why he learned to program instead of just focusing on art, how most Diablo monster design is a variation of kill-me-first, and why Plants vs. Zombies wasn’t Fish vs. Aliens.</itunes:summary>
    <description>In this episode, Soren interviews independent game designer George Fan, who is best known as the creator of Insaniquarium and Plants vs Zombies. They discuss why he learned to program instead of just focusing on art, how most Diablo monster design is a variation of kill-me-first, and why Plants vs. Zombies wasn’t Fish vs. Aliens.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/328346897-idlethumbs-dn28-george-fan.mp3" length="165599085" type="audio/mpeg" />
    <guid isPermaLink="false">http://feeds.soundcloud.com/stream/328346897-idlethumbs-dn28-george-fan.mp3</guid>
    <pubDate>Fri, 16 Jun 2017 11:41:39 +0000</pubDate>
    <itunes:duration>02:52:29</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews independent game designer George Fan, who is best known as the creator of Insaniquarium and Plants vs Zombies. They discuss why he learned to program instead of just focusing on art, how most Diablo monster design is a variation of kill-me-first, and why Plants vs. Zombies wasn’t Fish vs. Aliens.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/328346897-idlethumbs-dn28-george-fan.mp3" fileSize="165599085" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/lucas-pope</link>
    <title>Designer Notes 27: Lucas Pope</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 Din</itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/323722223-idlethumbs-designer-notes-27-lucas-pope.mp3" length="61554715" type="audio/mpeg" />
    <guid isPermaLink="false">http://feeds.soundcloud.com/stream/323722223-idlethumbs-designer-notes-27-lucas-pope.mp3</guid>
    <pubDate>Sun, 21 May 2017 04:07:18 +0000</pubDate>
    <itunes:duration>01:04:06</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/323722223-idlethumbs-designer-notes-27-lucas-pope.mp3" fileSize="61554715" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/sid-meier-part-4</link>
    <title>Designer Notes 26: Sid Meier - Part 4</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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,</itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/321310348-idlethumbs-designer-notes-26-sid-meier-part-4.mp3" length="98999381" type="audio/mpeg" />
    <guid isPermaLink="false">http://feeds.soundcloud.com/stream/321310348-idlethumbs-designer-notes-25-sid-meier-part-4.mp3</guid>
    <pubDate>Sat, 06 May 2017 20:48:11 +0000</pubDate>
    <itunes:duration>01:43:07</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/321310348-idlethumbs-designer-notes-26-sid-meier-part-4.mp3" fileSize="98999381" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/sid-meier-part-3</link>
    <title>Designer Notes 25: Sid Meier - Part 3</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 </itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/309170704-idlethumbs-designer-notes-25-sid-meier-part-3.mp3" length="106242479" type="audio/mpeg" />
    <guid isPermaLink="false">http://feeds.soundcloud.com/stream/309170704-idlethumbs-designer-notes-25-sid-meier-part-3.mp3</guid>
    <pubDate>Thu, 23 Feb 2017 14:30:47 +0000</pubDate>
    <itunes:duration>01:50:39</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/309170704-idlethumbs-designer-notes-25-sid-meier-part-3.mp3" fileSize="106242479" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/sid-meier-part-2</link>
    <title>Designer Notes 24: Sid Meier - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 C</itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/294400458-idlethumbs-designer-notes-24-sid-meier-part-2.mp3" length="102548933" type="audio/mpeg" />
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    <pubDate>Wed, 23 Nov 2016 12:29:45 +0000</pubDate>
    <itunes:duration>01:46:48</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/294400458-idlethumbs-designer-notes-24-sid-meier-part-2.mp3" fileSize="102548933" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/sid-meier-part-1</link>
    <title>Designer Notes 23: Sid Meier - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 Si</itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/289892543-idlethumbs-designer-notes-23-sid-meier-part-1.mp3" length="81454817" type="audio/mpeg" />
    <guid isPermaLink="false">http://feeds.soundcloud.com/stream/289892543-idlethumbs-designer-notes-23-sid-meier-part-1.mp3</guid>
    <pubDate>Tue, 25 Oct 2016 13:34:06 +0000</pubDate>
    <itunes:duration>01:24:50</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/289892543-idlethumbs-designer-notes-23-sid-meier-part-1.mp3" fileSize="81454817" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/amy-hennig-part-2</link>
    <title>Designer Notes 22: Amy Hennig - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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</itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/283802839-idlethumbs-designer-notes-22-amy-hennig.mp3" length="94687860" type="audio/mpeg" />
    <guid isPermaLink="false">http://feeds.soundcloud.com/stream/283802839-idlethumbs-designer-notes-22-amy-hennig.mp3</guid>
    <pubDate>Tue, 04 Oct 2016 13:29:09 +0000</pubDate>
    <itunes:duration>01:38:37</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/283802839-idlethumbs-designer-notes-22-amy-hennig.mp3" fileSize="94687860" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/amy-hennig</link>
    <title>Designer Notes 21: Amy Hennig - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 be</itunes:subtitle>
    <itunes:summary>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!</itunes:summary>
    <description>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!</description>
    <enclosure url="http://feeds.soundcloud.com/stream/283797180-idlethumbs-designer-notes-21-amy-hennig.mp3" length="99784316" type="audio/mpeg" />
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    <pubDate>Tue, 20 Sep 2016 16:43:07 +0000</pubDate>
    <itunes:duration>01:43:56</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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!</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/283797180-idlethumbs-designer-notes-21-amy-hennig.mp3" fileSize="99784316" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/liz-ryerson</link>
    <title>Designer Notes 20: Liz Ryerson</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 des</itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/276802809-idlethumbs-designer-notes-20-liz-ryerson.mp3" length="78672404" type="audio/mpeg" />
    <guid isPermaLink="false">http://feeds.soundcloud.com/stream/276802809-idlethumbs-designer-notes-20-liz-ryerson.mp3</guid>
    <pubDate>Thu, 04 Aug 2016 14:59:03 +0000</pubDate>
    <itunes:duration>01:21:55</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/276802809-idlethumbs-designer-notes-20-liz-ryerson.mp3" fileSize="78672404" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/louis-castle</link>
    <title>Designer Notes 19: Louis Castle</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 </itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/269195152-idlethumbs-designer-notes-19-louis-castle.mp3" length="150346006" type="audio/mpeg" />
    <guid isPermaLink="false">http://feeds.soundcloud.com/stream/269195152-idlethumbs-designer-notes-19-louis-castle.mp3</guid>
    <pubDate>Wed, 15 Jun 2016 11:42:58 +0000</pubDate>
    <itunes:duration>02:36:35</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/269195152-idlethumbs-designer-notes-19-louis-castle.mp3" fileSize="150346006" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/offworld-trading-company-1</link>
    <title>Designer Notes 18: Offworld Trading Company</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 </itunes:subtitle>
    <itunes:summary>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!</itunes:summary>
    <description>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!</description>
    <enclosure url="http://feeds.soundcloud.com/stream/262773164-idlethumbs-designer-notes-18-offworld-trading-company.mp3" length="93298387" type="audio/mpeg" />
    <guid isPermaLink="false">http://feeds.soundcloud.com/stream/262773164-idlethumbs-designer-notes-18-offworld-trading-company.mp3</guid>
    <pubDate>Fri, 06 May 2016 14:16:22 +0000</pubDate>
    <itunes:duration>01:27:16</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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!</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/262773164-idlethumbs-designer-notes-18-offworld-trading-company.mp3" fileSize="93298387" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/ananda-gupta</link>
    <title>Designer Notes 17: Ananda Gupta</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 intention</itunes:subtitle>
    <itunes:summary>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 &amp; Conquer: Generals was released before 9/11. Who knew?!?</itunes:summary>
    <description>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 &amp; Conquer: Generals was released before 9/11. Who knew?!?</description>
    <enclosure url="http://feeds.soundcloud.com/stream/256750041-idlethumbs-designer-notes-16-ananda-gupta.mp3" length="130452317" type="audio/mpeg" />
    <guid isPermaLink="false">http://feeds.soundcloud.com/stream/256750041-idlethumbs-designer-notes-16-ananda-gupta.mp3</guid>
    <pubDate>Fri, 01 Apr 2016 14:49:54 +0000</pubDate>
    <itunes:duration>02:15:52</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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 &amp; Conquer: Generals was released before 9/11. Who knew?!?</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/256750041-idlethumbs-designer-notes-16-ananda-gupta.mp3" fileSize="130452317" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/tyriq-plummer</link>
    <title>Designer Notes 16: Tyriq Plummer</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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, </itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/247233718-idlethumbs-designer-notes-16-tyriq-plummer.mp3" length="71764858" type="audio/mpeg" />
    <guid isPermaLink="false">http://feeds.soundcloud.com/stream/247233718-idlethumbs-designer-notes-16-tyriq-plummer.mp3</guid>
    <pubDate>Mon, 15 Feb 2016 22:06:31 +0000</pubDate>
    <itunes:duration>01:14:45</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/247233718-idlethumbs-designer-notes-16-tyriq-plummer.mp3" fileSize="71764858" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/nels-anderson</link>
    <title>Designer Notes 15: Nels Anderson</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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</itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/242742329-idlethumbs-designer-notes-15-nels-anderson.mp3" length="87712117" type="audio/mpeg" />
    <guid isPermaLink="false">http://feeds.soundcloud.com/stream/242742329-idlethumbs-designer-notes-15-nels-anderson.mp3</guid>
    <pubDate>Tue, 19 Jan 2016 16:06:12 +0000</pubDate>
    <itunes:duration>01:31:20</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/242742329-idlethumbs-designer-notes-15-nels-anderson.mp3" fileSize="87712117" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/mark-herman</link>
    <title>Designer Notes 14: Mark Herman</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 rele</itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
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    <pubDate>Mon, 21 Dec 2015 21:03:44 +0000</pubDate>
    <itunes:duration>02:12:17</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
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</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/jamie-cheng</link>
    <title>Designer Notes 13: Jamie Cheng</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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</itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
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    <pubDate>Fri, 13 Nov 2015 16:50:43 +0000</pubDate>
    <itunes:duration>02:20:38</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/232917461-idlethumbs-designer-notes-jamie-cheng.mp3" fileSize="135013354" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/davey-wreden</link>
    <title>Designer Notes 12: Davey Wreden</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 "gnaw</itunes:subtitle>
    <itunes:summary>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.
</itunes:summary>
    <description>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.
</description>
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    <pubDate>Thu, 15 Oct 2015 19:02:43 +0000</pubDate>
    <itunes:duration>02:00:08</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.
</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/228552084-idlethumbs-designer-notes-davey-wreden.mp3" fileSize="115334607" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/chris-avellone</link>
    <title>Designer Notes 11: Chris Avellone</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 Entertainmen</itunes:subtitle>
    <itunes:summary>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&amp;D license, and why game writing is overrated.</itunes:summary>
    <description>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&amp;D license, and why game writing is overrated.</description>
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    <pubDate>Wed, 09 Sep 2015 19:39:51 +0000</pubDate>
    <itunes:duration>01:38:59</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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&amp;D license, and why game writing is overrated.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/223129023-idlethumbs-designer-notes-11-chris-avellone.mp3" fileSize="95464476" type="audio/mpeg" />
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<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/nina-freeman</link>
    <title>Designer Notes 10: Nina Freeman</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 upc</itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
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    <pubDate>Wed, 05 Aug 2015 19:59:11 +0000</pubDate>
    <itunes:duration>01:12:56</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/217978525-idlethumbs-designer-notes-10-nina-freeman.mp3" fileSize="70014875" type="audio/mpeg" />
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<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/bruce-shelley</link>
    <title>Designer Notes 9: Bruce Shelley</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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 </itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
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    <pubDate>Fri, 26 Jun 2015 19:49:56 +0000</pubDate>
    <itunes:duration>02:03:53</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/217844861-idlethumbs-designer-notes-9-bruce-shelly.mp3" fileSize="118924015" type="audio/mpeg" />
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<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/daniel-benmergui</link>
    <title>Designer Notes 8: Daniel Benmergui</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>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-back</itunes:subtitle>
    <itunes:summary>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.</itunes:summary>
    <description>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.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/217844393-idlethumbs-designer-notes-8-daniel-benmergui.mp3" length="101657604" type="audio/mpeg" />
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    <pubDate>Mon, 08 Jun 2015 14:57:35 +0000</pubDate>
    <itunes:duration>01:45:28</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">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.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/217844393-idlethumbs-designer-notes-8-daniel-benmergui.mp3" fileSize="101657604" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/brad-muir</link>
    <title>Designer Notes 7: Brad Muir</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews Brad Muir, who is a designer/programmer at Double Fine. He was a programmer on Psychonauts, the lead designer of Brutal Legend, and the project leader on Iron Brigade. Brad is currently leading the development of Massive </itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews Brad Muir, who is a designer/programmer at Double Fine. He was a programmer on Psychonauts, the lead designer of Brutal Legend, and the project leader on Iron Brigade. Brad is currently leading the development of Massive Chalice, a tactical strategy game now available on Steam Early Access. They discuss trying to make peace with narrative-based games, why consoles (and not tablets) are the future of MOBAs, what it's like pitching ideas to publishers, and why Brad worked at Raven for 89 days.
</itunes:summary>
    <description>In this episode, Soren interviews Brad Muir, who is a designer/programmer at Double Fine. He was a programmer on Psychonauts, the lead designer of Brutal Legend, and the project leader on Iron Brigade. Brad is currently leading the development of Massive Chalice, a tactical strategy game now available on Steam Early Access. They discuss trying to make peace with narrative-based games, why consoles (and not tablets) are the future of MOBAs, what it's like pitching ideas to publishers, and why Brad worked at Raven for 89 days.
</description>
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    <pubDate>Mon, 04 May 2015 19:57:11 +0000</pubDate>
    <itunes:duration>02:55:45</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews Brad Muir, who is a designer/programmer at Double Fine. He was a programmer on Psychonauts, the lead designer of Brutal Legend, and the project leader on Iron Brigade. Brad is currently leading the development of Massive Chalice, a tactical strategy game now available on Steam Early Access. They discuss trying to make peace with narrative-based games, why consoles (and not tablets) are the future of MOBAs, what it's like pitching ideas to publishers, and why Brad worked at Raven for 89 days.
</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/217843990-idlethumbs-designer-notes-7-brad-muir.mp3" fileSize="168719254" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/chelsea-howe</link>
    <title>Designer Notes 6: Chelsea Howe</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Adam Saltsman interviews Chelsea Howe, who is a Creative Director at EA Mobile. She is best known for her work at TinyCo, where she led the design of Family Guy: The Quest for Stuff, and for her community efforts organizing the Queerness </itunes:subtitle>
    <itunes:summary>In this episode, Adam Saltsman interviews Chelsea Howe, who is a Creative Director at EA Mobile. She is best known for her work at TinyCo, where she led the design of Family Guy: The Quest for Stuff, and for her community efforts organizing the Queerness and Games Conference, the Global Game Jam in San Francisco, student workshops, and more. They discuss how DAU's and LTV's compare to Quarterback Ratings, why F2P games end up as conservative as AAA games, why mobile devs have to pay people to play their games, and if a game is worthwhile if the player isn't learning something.</itunes:summary>
    <description>In this episode, Adam Saltsman interviews Chelsea Howe, who is a Creative Director at EA Mobile. She is best known for her work at TinyCo, where she led the design of Family Guy: The Quest for Stuff, and for her community efforts organizing the Queerness and Games Conference, the Global Game Jam in San Francisco, student workshops, and more. They discuss how DAU's and LTV's compare to Quarterback Ratings, why F2P games end up as conservative as AAA games, why mobile devs have to pay people to play their games, and if a game is worthwhile if the player isn't learning something.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/217840144-idlethumbs-designer-notes-6-chelsea-howe.mp3" length="95062751" type="audio/mpeg" />
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    <pubDate>Mon, 20 Apr 2015 14:56:23 +0000</pubDate>
    <itunes:duration>01:39:01</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Adam Saltsman interviews Chelsea Howe, who is a Creative Director at EA Mobile. She is best known for her work at TinyCo, where she led the design of Family Guy: The Quest for Stuff, and for her community efforts organizing the Queerness and Games Conference, the Global Game Jam in San Francisco, student workshops, and more. They discuss how DAU's and LTV's compare to Quarterback Ratings, why F2P games end up as conservative as AAA games, why mobile devs have to pay people to play their games, and if a game is worthwhile if the player isn't learning something.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/217840144-idlethumbs-designer-notes-6-chelsea-howe.mp3" fileSize="95062751" type="audio/mpeg" />
</item>
<item>
    <link>https://www.idlethumbs.net/designernotes/episodes/daniel-cook</link>
    <title>Designer Notes 5: Daniel Cook</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews Daniel Cook, who is the Chief Creative Officer at Spry Fox. He is best known for his design work on games such as Triple Town, Realm of the Mad God, and Steambirds as well as for his writing on game design at lostgarden.c</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews Daniel Cook, who is the Chief Creative Officer at Spry Fox. He is best known for his design work on games such as Triple Town, Realm of the Mad God, and Steambirds as well as for his writing on game design at lostgarden.com. They discuss the joy of making tile sets, why Lost Garden was originally an anonymous blog, whether Triple Town should be free-to-play, and why we wish we had been neighbors.</itunes:summary>
    <description>In this episode, Soren interviews Daniel Cook, who is the Chief Creative Officer at Spry Fox. He is best known for his design work on games such as Triple Town, Realm of the Mad God, and Steambirds as well as for his writing on game design at lostgarden.com. They discuss the joy of making tile sets, why Lost Garden was originally an anonymous blog, whether Triple Town should be free-to-play, and why we wish we had been neighbors.</description>
    <enclosure url="http://feeds.soundcloud.com/stream/217838292-idlethumbs-designer-notes-5-daniel-cook.mp3" length="129179479" type="audio/mpeg" />
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    <pubDate>Mon, 09 Mar 2015 17:16:32 +0000</pubDate>
    <itunes:duration>02:14:34</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews Daniel Cook, who is the Chief Creative Officer at Spry Fox. He is best known for his design work on games such as Triple Town, Realm of the Mad God, and Steambirds as well as for his writing on game design at lostgarden.com. They discuss the joy of making tile sets, why Lost Garden was originally an anonymous blog, whether Triple Town should be free-to-play, and why we wish we had been neighbors.</media:description>
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    <link>https://www.idlethumbs.net/designernotes/episodes/henrik-fahraeus</link>
    <title>Designer Notes 4: Henrik Fahraeus</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews Henrik Fahraeus, who is a Game Director at Paradox Interactive, where he has worked on the Crusader Kings, Europa Universalis, and Hearts of Iron series. Also sitting in on the interview is Jon Shafer, lead designer of Ci</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews Henrik Fahraeus, who is a Game Director at Paradox Interactive, where he has worked on the Crusader Kings, Europa Universalis, and Hearts of Iron series. Also sitting in on the interview is Jon Shafer, lead designer of Civilization 5 and currently at work on his independent strategy game At the Gates. They discuss whether the Civ and EU games live in alternate dimension, whether provinces are better than hexes, and why it's bad to have too many sons.</itunes:summary>
    <description>In this episode, Soren interviews Henrik Fahraeus, who is a Game Director at Paradox Interactive, where he has worked on the Crusader Kings, Europa Universalis, and Hearts of Iron series. Also sitting in on the interview is Jon Shafer, lead designer of Civilization 5 and currently at work on his independent strategy game At the Gates. They discuss whether the Civ and EU games live in alternate dimension, whether provinces are better than hexes, and why it's bad to have too many sons.</description>
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    <pubDate>Tue, 10 Feb 2015 14:26:24 +0000</pubDate>
    <itunes:duration>01:36:21</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews Henrik Fahraeus, who is a Game Director at Paradox Interactive, where he has worked on the Crusader Kings, Europa Universalis, and Hearts of Iron series. Also sitting in on the interview is Jon Shafer, lead designer of Civilization 5 and currently at work on his independent strategy game At the Gates. They discuss whether the Civ and EU games live in alternate dimension, whether provinces are better than hexes, and why it's bad to have too many sons.</media:description>
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    <link>https://www.idlethumbs.net/designernotes/episodes/frank-lantz</link>
    <title>Designer Notes 3: Frank Lantz</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>In this episode, Soren interviews Frank Lantz, currently Director of the NYU Game Center. Frantz was also the co-founder of Area/Code where he led the design of Drop7. We discuss how to make sure your game gets written up in Boing Boing, why most people w</itunes:subtitle>
    <itunes:summary>In this episode, Soren interviews Frank Lantz, currently Director of the NYU Game Center. Frantz was also the co-founder of Area/Code where he led the design of Drop7. We discuss how to make sure your game gets written up in Boing Boing, why most people who like ARGs have never played one, and how to take advantage of your friend's trip to the hospital in Parking Wars.</itunes:summary>
    <description>In this episode, Soren interviews Frank Lantz, currently Director of the NYU Game Center. Frantz was also the co-founder of Area/Code where he led the design of Drop7. We discuss how to make sure your game gets written up in Boing Boing, why most people who like ARGs have never played one, and how to take advantage of your friend's trip to the hospital in Parking Wars.</description>
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    <pubDate>Mon, 12 Jan 2015 15:16:08 +0000</pubDate>
    <itunes:duration>01:41:29</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">In this episode, Soren interviews Frank Lantz, currently Director of the NYU Game Center. Frantz was also the co-founder of Area/Code where he led the design of Drop7. We discuss how to make sure your game gets written up in Boing Boing, why most people who like ARGs have never played one, and how to take advantage of your friend's trip to the hospital in Parking Wars.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/217834113-idlethumbs-designer-notes-3-frank-lantz.mp3" fileSize="97432567" type="audio/mpeg" />
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    <link>https://www.idlethumbs.net/designernotes/episodes/rob-pardo-part-2</link>
    <title>Designer Notes 2: Rob Pardo - Part 2</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>Soren is not done with Rob yet! In the second half of the interview, they discuss the MMO that shocked everyone (including Blizzard), how to hire game designers, why they didn't make DOTA2, removing the auction house from Diablo 3, and what might come nex</itunes:subtitle>
    <itunes:summary>Soren is not done with Rob yet! In the second half of the interview, they discuss the MMO that shocked everyone (including Blizzard), how to hire game designers, why they didn't make DOTA2, removing the auction house from Diablo 3, and what might come next from Rob.</itunes:summary>
    <description>Soren is not done with Rob yet! In the second half of the interview, they discuss the MMO that shocked everyone (including Blizzard), how to hire game designers, why they didn't make DOTA2, removing the auction house from Diablo 3, and what might come next from Rob.</description>
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    <pubDate>Thu, 11 Dec 2014 18:14:07 +0000</pubDate>
    <itunes:duration>02:06:55</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">Soren is not done with Rob yet! In the second half of the interview, they discuss the MMO that shocked everyone (including Blizzard), how to hire game designers, why they didn't make DOTA2, removing the auction house from Diablo 3, and what might come next from Rob.</media:description>
    <media:content url="http://feeds.soundcloud.com/stream/217833560-idlethumbs-designer-notes-2-rob-pardo-part-2.mp3" fileSize="121846803" type="audio/mpeg" />
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    <link>https://www.idlethumbs.net/designernotes/episodes/rob-pardo-part-1</link>
    <title>Designer Notes 1: Rob Pardo - Part 1</title>
    <itunes:author>Idle Thumbs</itunes:author>
    <itunes:subtitle>Welcome to Designer Notes, a podcast about why we make games, hosted by Soren Johnson of Mohawk Games. In our first episode, Soren sits down with Rob Pardo, formerly the Chief Creative Officer at Blizzard Entertainment, to discuss his game design career, </itunes:subtitle>
    <itunes:summary>Welcome to Designer Notes, a podcast about why we make games, hosted by Soren Johnson of Mohawk Games. In our first episode, Soren sits down with Rob Pardo, formerly the Chief Creative Officer at Blizzard Entertainment, to discuss his game design career, or at least as much as could fit into this first of two parts! Rob is best known for his design work on StarCraft 1 &amp; 2, Warcraft 3, and World of Warcraft.</itunes:summary>
    <description>Welcome to Designer Notes, a podcast about why we make games, hosted by Soren Johnson of Mohawk Games. In our first episode, Soren sits down with Rob Pardo, formerly the Chief Creative Officer at Blizzard Entertainment, to discuss his game design career, or at least as much as could fit into this first of two parts! Rob is best known for his design work on StarCraft 1 &amp; 2, Warcraft 3, and World of Warcraft.</description>
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    <pubDate>Thu, 30 Oct 2014 15:53:20 +0000</pubDate>
    <itunes:duration>02:04:07</itunes:duration>
    <itunes:keywords>video games, videogames, development, game development, idle thumbs, idlethumbs, designer notes, soren johnson, mohawk games</itunes:keywords>
    <itunes:explicit>yes</itunes:explicit>
    <itunes:image href="http://static.idlethumbs.net/img/feeds/9__feed.jpg?1414429873" />
    <media:credit role="author">Idle Thumbs</media:credit>
    <media:rating>nonadult</media:rating>
    <media:description type="plain">Welcome to Designer Notes, a podcast about why we make games, hosted by Soren Johnson of Mohawk Games. In our first episode, Soren sits down with Rob Pardo, formerly the Chief Creative Officer at Blizzard Entertainment, to discuss his game design career, or at least as much as could fit into this first of two parts! Rob is best known for his design work on StarCraft 1 &amp; 2, Warcraft 3, and World of Warcraft.</media:description>
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