Single Player Competition: Strategy Games You Can Live In (my Indiecade ’17 Talk)

Hi everyone! As you may know, I did a talk at Indiecade ’17 last month. It went really well, so I thought I’d piece together a lot of that talk into a podcast episode to share with you guys. It’s about the special problem of avoiding toxicity, violence, and hostile feelings in strategy games, and … Continue reading "Single Player Competition: Strategy Games You Can Live In (my Indiecade ’17 Talk)"

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CGD Podcast Ep. 41 – This summer, being anti-social, and Push the Lane

Hi everyone! It’s been awhile since I made a podcast episode. Today’s episode is just me – no guest, although I do have a long list of guests that I intend to get on soon. In this episode I talk about the crazy summer I had and some major realizations that I’ve had about art … Continue reading "CGD Podcast Ep. 41 – This summer, being anti-social, and Push the Lane"

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Interview with Greg Street, Lead Designer at Riot Games

This week, I have an interview with Riot Games lead designer, Greg Street. A few months ago, the League of Legends YouTube channel posted a “Dev Diary” video. A few people who follow my work alerted me on social media about this video, telling me that it sounded a bit like theory I often advocate … Continue reading "Interview with Greg Street, Lead Designer at Riot Games"

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Interview with James Lantz, designer of Invisible, Inc.

Today I interviewed James Lantz, game designer at Klei. Among numerous other games, he was for me most notably a designer on Invisible Inc., a really interesting X-Com-ish tactical strategy game, and Mercury, a small indie Rogue-like game that really boiled down how Rogue-likes really work in the smartest way I’ve ever seen. (By the … Continue reading "Interview with James Lantz, designer of Invisible, Inc."

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Game Grammar and Game Design Theory – Interview with Raph Koster

Today I had a conversation with the author of my favorite book on game design, as well as a designer on one of my favorite interactive experiences of my high school years, Raph Koster. The conversation goes for about 90 minutes, and like Raph said, we could have easily gone another four hours afterward. It … Continue reading "Game Grammar and Game Design Theory – Interview with Raph Koster"

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