“Decisions”, XCom’s “creeping problem”, and paper prototyping

Hi! Welcome to episode 53 of the Clockwork Game Design Podcast! This is the second of “season 2” of the podcast – it’s another hour plus episode chock full of cool features. First we talk about the whole “a series of interesting decisions” concept, which Sid Meier is well known for(here‘s his GDC 2012 talk … Continue reading "“Decisions”, XCom’s “creeping problem”, and paper prototyping"

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CGD Podcast Episode #52 – Start of Season 2!

I’ve been talking for awhile about giving my show an upgrade. This episode, which is number 52, represents the first significant step in that direction. I spent more time working on this episode, developing segments, working on audio and various other features, than I have on any previous episode. I hope that it shows, and … Continue reading "CGD Podcast Episode #52 – Start of Season 2!"

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Escaping the Omnochronom!, and “moonshot game design”

Hi! I’ve been thinking about writing this for awhile, and it’s time I just put pen to paper and got it out there. I started working on Escape the Omnochronom! back in 2015. It was the game that I really learned to use Unity on. The first version of it was like a Threes-style abstract … Continue reading "Escaping the Omnochronom!, and “moonshot game design”"

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