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On Who, What, Why? I discuss game design with those who make games and try to learn more about the game design process. Each episode I interview a designer, publisher, developer, artist, etc. of tabletop games such as card, board, or role playing. Some episodes discuss big ideas in design rather than individual games. I have both mainstream and independent developers as guests.
 
Knox Game Design is a monthly discussion by game creators in the Knoxville, Tennessee area. We share our ideas, show off projects, and discuss current topics related to video game development. Our group explores the many facets of the game design process, such as coding, graphics, modeling, animation, story, and promotion. You can find out more information on the group including future meeting dates at knoxgamedesign.org
 
GDDT offers deep analysis of game design techniques and their applications in the industry from industry professionals. Featuring game dissections, broad design technique discussions, and industry guests - offering the layman a glimpse into the often mysterious art of making games. Hosted by JM8 - An experienced Sound Designer, University Professor and Content Creator for the Escapist Magazine and Psy - A Professional Developer, Game Analyst and Indie Hobbyist
 
As part of the industry and in love with games, best buds Sam and Sven explore both sides of relevant game design topics in not-too-thick German accents. It’s laid-back, an hour-long, has valuable game development insight (banter) and there are guests from AAA and Indie. See industryidiots.com/about for more!
 
I'm Richard Pullman, and I want to talk to you about your game. Whether you're a total amateur hobbyist who's never released a product or a professional making the big bucks I want know what game design means to you. Nothing is more interesting to me. One of the best things about the podcast? I've been helping designers break through challenges in live time while discussing! It keeps happening! Helping creators is my joy.
 
GDT Brasil é um grupo de discussão e criação de conhecimento sobre a arte de Game Design. Semanalmente, recebemos convidados de diversas áreas do desenvolvimento de jogos para discutir ao vivo pelo Discord sobre temas variados ligados à produção desta mídia que tanto amamos. Você pode acompanhar as conversas ao vivo, mas elas também são gravadas e distribuídas aqui, em formato de podcast. Então vem com a gente debater sobre Game Design, Jogos, Desenvolvimento e tudo mais! https://discord.gg/ ...
 
The Dicing with Design podcast is all about games design: how they're created, designed and played. We talk everything games design, from role playing games, to wargaming, to collectible card games, to board games, to video games. We'll dissect what makes a good game, and what makes a system terrible to play. We're planning to create out own game over the course of the podcast, designing live on-air, and alongside the games design chat, we'll be talking general gaming news and v ...
 
In Think Like a Game Designer, award-winning designer and Stone Blade Entertainment CEO Justin Gary speaks with world class game designers to deconstruct the step-by-step process for creating games and working in the gaming industry. In each episode, we distill the process of creativity into actionable advice that anyone can use all while giving listeners an opportunity to learn more about their favorite games and designers.
 
La création de jeux vidéo indépendants est composée de 2 grandes parties : - La conception - La vente Devinez laquelle est extrêmement négligée ? ;) Ce podcast, sans prétention, est un support d'échange sur la création de jeux dont l'objectif est d'en vivre. On va donc parler de game design mais aussi de cette fameuse partie qui peut paraître beaucoup moins glamour et probablement intimidante pour les développeurs que nous sommes : le marketing, la monétisation, les stratégies... en somme, l ...
 
The Game Designers of North Carolina is a guild of tabletop game designers who, shockingly, reside in North Carolina. We’ve been meeting regularly since April 2013 and when we started most of us did not have a lot of exposure or experience in tabletop game design. We’ve learned a lot as a group since we started and this podcast is a way to share some of that knowledge. Our goal for the podcast is to present a lot of information pertinent for new designers but hopefully also offer content tha ...
 
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show series
 
Neste episódio do Desconstruindo, conversamos com Pedro Savino, um dos criadores do jogo e sucesso nas redes sociais, o Super Mombo Quest. Conversamos sobre o processo de criação do jogo, processo de se inscrever em edital, e uso das redes sociais para aquisição de usuário e criação de comunidade.
 
Lauryn and Nicholas finally get around to defining (and critiquing) the concept of immersion, what flow is, and why the two concepts are not all that distinct. Also: Lauryn hates chess. Jason VandenBerghe, "Applying the 5 Domains of Play" Episode 3 - Gaming Player Psychology Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/fu…
 
Another ska-cast is back from Who, What, Why! This time I invited on Crystal Mazur who's been on my show to talk about games, but now she helps me talk about ska. We look at some of the ways ska music shows up in all sorts of media from movies to commercials. Check out Crystal's work at The Geeky Panda…
 
How do you pronounce this? Joe and Kim are compelled to go over the spell Geas (and Quest as it happens) as it has appeared across all of D&D editions from ODND up to 5th (and not 4th at all). What a fun hallway we go down. Some terms include Jesh, Geese, Goss, Gas, Josh, and Hootie. Enjoy! You can look at the other cool stuff we do on: https://www…
 
Aran Koning joins Dirk and David to talk about his digital card game, Stacklands. Discussions include an in-depth look at how the pack-buying mechanic ended up in a village building game, how progression works while keeping some things as surprises for the player, and why cards were ultimately chosen to drive the game’s simple mechanics. Finally Ar…
 
My friend and game designer, Isaac Shalev, joined me to talk in depth about Hanabi. When I thought about who to invite on for this game, I knew I had to talk to Isaac because I know of his love for it. I was more like a passenger on this episode because Isaac said a lot of really smart things about Hanabi's design and why it is such an incredibly g…
 
Eu preciso esperar datas especiais para fazer evento? Live-ops é só adicionar novas features? Existe tradução para live ops? Convidamos Marcelo Toshiaki (Game Designer) e Guilherme Quintana (Sênior Game Designer na Afterverse) para explicar o Live Ops. Conversamos sobre a construção de evento e conteúdo, mas também sobre como manter o jogo "vivo" d…
 
Lauryn and Nicholas continue from the free episode's conversation to critique the distinction between hard and soft world building in game narrative, how to avoid common pitfalls, and how to properly address the subjective feel of a game. Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidashi Twitter: https…
 
In the last couple of years, I've been looking to interview more designers of games that have something to say about history and through history about the world we currently live in. Tory Brown, designer of Votes for Women, joined me on the podcast to talk about the design of her new game from Fort Circle Games. I think there is a lot of learn from…
 
Bem-vindos ao esquecimento! Neste episódio do desconstruindo, conversamos com Arthur de Andrade e Ramon Moure, os criadores do sistema de RPG As chaves da torre. Conversamos sobre o processo de criar um jogo de RPG, como entender o publico e seu mercado, playtest e outros itens mais. Crowdfunding do As Chaves da Torre: https://www.catarse.me/aschav…
 
Lauryn and Nicholas cancel the Furidashi experience to become an Alchemy of Souls fancast... or they discuss the joys and pitfalls of world-building for game design. Also: Lauryn gets heartburn over Assassin's Creed. Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lauryn: https://twitter.com/thelaurynash Nichola…
 
Testar é só jogar um jogo? QA é uma boa área de entrada no mercado de jogos? O que exatamente é garantir qualidade? Convidamos Dio Franco (QA na Monomyto Studios) e Marcos Felipe (Sênior QA na Tapps Games) para falar sobre a profissão de Quality Assurance. Trocamos uma ideia sobre o momento que QA deve agir no projeto, sobre diferentes tipos de QA …
 
Lauryn and Nicholas get into the weeds about how progression and narrative systems both overlap and are distinct from one another. 67. Adventures in Management: Backpack Hero Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lauryn: https://twitter.com/thelaury…
 
Riffing on the dichotomy between dev driven game design and player driven design, Lauryn and Nicholas discuss the particulars of plotting game narratives and making them work with video game mechanics and systems. Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lauryn: https://twitter.com/thelaurynash Nicholas: …
 
Introduction to the Logo programming language. Useful for teaching functional programming to beginners. Explanation of using “turtle graphics” to draw various shapes. Download Slides as PDF Demo project – https://github.com/levidsmith/KnoxGameDesign/tree/master/logo Links and Notes Berkeley Logo Download – http://people.eecs.berkeley.edu/~bh/logo.h…
 
We have been exploring the realities of D&D's magic for quite a while, but a big gap in every episode has been spells in fourth edition, the Windows Vista of D&D editions. We have discovered why in this episode. You can look at the other cool stuff we do on: https://www.mom-hat.com Reaching us is as easy as using an email: whathespellemail@gmail.co…
 
This episode is a departure from my normal gaming guests. I invited two guys I know from my backyard wrestling federation on to talk about a tv pilot they are self-funding called The Last Temptation of Slice. This episode is about the creative process, which has parallels no matter what you are creating. We discussed the inspiration for the show an…
 
O que é um benchmark? Como decido se vale a pena arriscar na minha ideia? Por que o mercado influencia o meu jogo? Convidamos Giovanni Piton (Game e Marketing Intelligence Lead na By Aliens) e Carlos Pereira (Fundador da Game e Market) para falar sobre Análise de Mercado e sua importância para os desenvolvedores de jogos Link para Discord da CTRL A…
 
Lauryn and Nicholas dive deeper into the question of what story is in video games and address things like audio cuing, nonverbal signaling, and when the dissonance between gameplay and what's "supposed" to be happening can be used toward productive ends. Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidash…
 
Kim has historically had a way to commit a terrible crime that, in her mind, is a perfect and untraceable way of getting away with it. Coincidentally, there was a D&D spell that actually fits into the thing that Kim wants. A frozen, ice knife, but not really. This spell has a baffling history. We hope you enjoy hearing about it! You can look at the…
 
Convidamos Igor Carneiro, Pierluiggi e Gabriel Raposo do Garoa Studios para falar do processo de abrir um studio indie com amigos e o sobre o desenvolvimento do jogo de Puzzle Stand By Me. Trocamos ideia sobre a criação e desenvolvimento de puzzles, level design, sobre como é importante ter uma visão do projeto que está sendo criado e como estrutur…
 
Setting aside the endless talk of systems and mechanics, Lauryn and Nicholas discuss what story in games looks like and the ways in which it differs from other media, such as film or literature. Furidashi Youtube Channel Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lauryn: https://twitter.com/thelaurynash Nic…
 
Ben Nielsen (@BanditCampGames), designer of Wicked Ones RPG and head of Bandit Camp publishing, joined me to discuss his game with its latest Kickstarter for both a full print run and an expansion called Undead Awakening. This game puts you in control of the monsters of the dungeon rather than the heroes. We discussed a number of topics such as how…
 
Bianca Canoza, also known as Momatoes online, joins David and Kathryn to discuss her pathway into games, the lessons she’s learned, and the Southeast Asian RPG community. Bianca talks about different games she’s worked on, from the Honey Heist-inspired Capybara Capers to the tense, doom-defying ARC to the contemplative There Is a Light at the Edge …
 
Testar com meus amigos é User Research? Persona é só um jogo? Pesquisa mata a criatividade do Game Design? Convidamos Bianca Silva e Fernanda Nunes para responder essas perguntas e falar sobre User Research. Nesse papo conversamos sobre a importância do UR na empresa, como podemos começar esse processo, como lidar e tratar com essas informações e d…
 
Lauryn and Nicholas address the occasional overlap between narrative and progression systems but also get into the weeds about what make them distinct from both a gameplay and backend perspective. Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lauryn: https:…
 
A recurring guest comes back to the show to talk about his new game studio and publisher, The Game Builders. Ode (@AndreasOdendahl) joins me to talk about making the leap into publishing and how his deep connection to famed designer Uwe Rosenberg will help jumpstart this company. We also discuss emo music, punk music and how Ode's DIY roots helped …
 
Nesse novo segmento do GD de Bolso, convidamos desenvolvedores nacionais para falar de seus jogos e o processo de desenvolver eles. Começamos com o DesConfronto, um boardgame inspirado no RPG e que será financiado via catarse. Convidamos Guilherme Haenisch para falar dos processos de criação, como foi o entendimento do público alvo, a definição de …
 
Lauryn schools Nicholas about the several methods games use to convey narrative content, and no... we're not just talking cutscenes. Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lauryn: https://twitter.com/thelaurynash Nicholas: https://twitter.com/academicality…
 
Michael Addison, designer of Rebels of the Outlaw Waste, joined the show to talk about his role-playing game due out later in the Fall. We covered a lot of topics ranging from the inspirations that Michael drew upon for this game to the way this game brings new life to a genre that might feel a bit tired at this time.…
 
Dominique joins Dirk and David to talk about TTRPG design. Topics covered include Dominique’s pathway into the field through a student internship with Monte Cook Games, the challenges of approaching theme-first design with different RPG rulesets, and how Dominique’s personal connection with many of their games' themes stems from a desire to create …
 
Um episódio de review de dois dos maiores eventos para profissionais de jogos que temos no Brasil. John e Pietro conversam sobre a experiência de ir em cada um deles, a importância para quem desenvolve estar lá e também um olhar sobre os jogos que chamaram atenção durante o evento e os aprendizados de Game Design que eles trazem. Link dos jogos e e…
 
Lauryn and Nicholas return to the MDA (Mechanics, Dynamics, Aesthetics) framework to show how it was of a particular time and describes a game production process that may not be as useful in the current era. Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidashi Twitter: https://twitter.com/furidashipod Lau…
 
Overview of four types of curves that can be used in game development. Basic parabola for moving objects in an arc. Sine function for moving objects in a wave motion. Physics using velocity and acceleration for simulating actions such as jumping and falling. Bezier curve for moving objects along a curved path. Examples of functions … Continue readi…
 
Matt Wolfe (@mattwolfe) joins Mark McGee (@mmark40) to talk about designing games in different genres. -- Tell Me Something Good -- Main topic: Designing Games in Different Genres Discuss this episode in our guild at podcast.gdofnc.com. Follow us on Twitter at @GDofNC. Visit our site at www.gdofnc.com.…
 
Lauryn and Nicholas take a look at the MDA Framework for game design, how it envisions games as "artifacts," and how it structures the design process as a discrete series of movements from mechanics to systems to player experience. MDA: A Formal Approach to Game Design and Game Research Episode 3: Gaming Player Psychology (re: Jason VandenBerghe) P…
 
There's a bunch of spells throughout the history of D&D that involve hands. This episode is going to cover anywhere between 1 and 20 of them. It's time to get our hands dirty with the Bigby's hand family of spells. Will Joe-Joe and Kim be able to keep track of all the different versions? No. No they won't. You can look at the other cool stuff we do…
 
Matthew Dunstan (@wisegoldfish), full-time designer of many games such as the Kosmos Adventure game series and the Ravensburger Echoes series, joined me to talk about some of the nitty gritty of what it was like to be a game designer. We discussed contracts, payments, and more. Anyone who likes what they hear from Matthew can support him by going t…
 
É difícil ser Game Designer em Board Games? Por onde eu começo a desenvolver o meu? Como são feitos os testes? Como saber quais componentes colocar no meu jogo? Convidamos Samanta Geraldini (Game Designer da Pipa Studios) e Tomás Queiroz (Fundador e Game Designer da Cordilheira Games) para conversar sobre o universo de desenvolvimento de Board Game…
 
Lauryn and Nicholas discuss the similarities and differences between narrative and progression systems as well as how games have in recent years moved away from the "narrative wrapper" to make storytelling a more fully integrated game function. Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidashi Twitter:…
 
This episode is 2 weeks late because my side of the audio needed to be rebuilt, but it is finally here! Taylor Shuss, designer of Stonewall Uprising, joined me to talk about this game. It was an interesting discussion exploring the ways in which the game's theme really shines through some incredibly smart design decisions by Taylor. The game is cur…
 
After getting through all the big spells, Joe suggests taking a look at one of the most silly spells you can possibly use, Grease, which Kim correctly guesses makes things very, very greasy. It's a bad time. Talking points from this episode include if grease is flammable, slipping around, and how horrible grease is. Bon appétit? You can look at the…
 
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