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Visit the Designer Notes Show HomepageOctober 20, 2021 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.
Games discussed: Monaco, Spore, Tooth and Tail, Whacked!, Payday, Hotline Miami, Minecraft, Terraria, Pikmin, Offworld Trading Company
September 16, 2021 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.
Games discussed: Ultima series, Minecraft, Halo, X-COM, Star Trek: Hidden Evil, Whacked!, The Sims, GoldenEye: Rogue Agent, Wildlife Tycoon: Venture Africa, Wildlife Tycoon: Venture Arctic, Monaco, Geometry Wars
July 15, 2021 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.
Games discussed: Risk: Legacy, Pandemic: Legacy, XCOM 2, Seafall, Conspiracy, Stop Thief
April 25, 2021 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.
Games discussed: Candy Land, Impossible Mission, Dungeons and Dragons, Trivial Pursuit, Scruples, Atlantis: Pathways to the Deep, Mountains of Madness, Pandemic: Legacy, Betrayal at House on the Hill, Risk 2210, Risk: Black Ops, Risk: Legacy
February 25, 2021 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.
Games discussed: King of Dragon Pass, Pendragon, Fallen London, 80 Days, Six Ages, Sunless Sea, Castles, Hearthstone, Battle of the Bulge, Really Bad Chess, Drive on Moscow
August 21, 2020 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.
Games discussed: SimTower, Grand Theft Auto, Savoir-Faire, All Roads, Choice Of Games, Samsara, 80 Days, Sunless Seas, Sunless Skies, Horizon Zero Dawn
July 27, 2020 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.
Games discussed: Creature of Havoc, The Sorcery! series, XCOM: Enemy Unknown, 80 Days, Heaven’s Vault, The Last Express
June 18, 2020 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.
Games discussed: Psi-5 Trading Company, Rogue, Out There, Hitchhiker’s Guide to the Galaxy, Deadline, The Witness, Plundered Hearts, Starcross, Blade Runner, Curses!, The Mulldoon Legacy, All Roads, Make It Good, Heavy Rain, Frankenstein, the Sorcery! series
May 26, 2020 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.
Games discussed: Conflict, Operation Apocalypse, Reach for the Stars, Carriers at War, Europe Ablaze, Gold of the Americas, the Warlords series, Ardennes Offensive
February 14, 2020 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.
Games discussed: Anomaly, Anomaly: Korea, Anomaly 2, Funky Smugglers, Sleepwalker’s Journey, This War of Mine, Frostpunk
December 18, 2019 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.
Games discussed: Pepper 2, Sensible Soccer, SimCity, The Urbz, The Sims 2, Spore, Army of Two: The 40th Day, Assassin’s Creed 3, Far Cry 4, Journey to the Savage Planet
November 1, 2019 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
Games discussed: Canabalt, Captain Forever, Jetpack Joyride, Alone, Hundreds, Portico, Overland, 868-HACK, XCOM: Enemy Unknown, XCOM 2
October 15, 2019 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.
Games discussed: Super Mario Bros. 2, Wolfenstein 3D, Doom, Cave Story, Tower Blocks, Boggle, Gravity Hook, ThrustBurst
August 5, 2019 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.
Games discussed: Flotilla, Air Forte, Atom Zombie Smasher, XCOM, Thirty Flights of Loving, Quadrilateral Cowboy, Cursor 10
June 29, 2019 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.
Games discussed: Sierra Adventure Games, Doom, XCOM, XCOM: Enemy Unknown, Planescape: Torment, Hexen 2, Strife, Thief, Company of Heroes, Full Spectrum Warrior: Ten Hammers, The Lord of the Rings: Conquest, Gravity Bone