Designer Notes

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Dec 18, 2019 • 2h 24min

Designer Notes 50: Alex Hutchinson

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.
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Nov 1, 2019 • 2h 30min

Designer Notes 49: Adam Saltsman - Part 2

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
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Oct 15, 2019 • 1h 56min

Designer Notes 48: Adam Saltsman - Part 1

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.
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Aug 5, 2019 • 1h 28min

Designer Notes 47: Brendon Chung - Part 2

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.
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Jun 29, 2019 • 1h 35min

Designer Notes 46: Brendon Chung - Part 1

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.
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Jun 5, 2019 • 2h 26min

Designer Notes 45: Rami Ismail

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.
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Dec 31, 2018 • 1h 41min

Designer Notes 44: Clint Hocking - Part 2

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.
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Nov 24, 2018 • 1h 54min

Designer Notes 43: Clint Hocking - Part 1

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.
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Oct 6, 2018 • 1h 47min

Designer Notes 42: David Sirlin - Part 2

David Sirlin, a veteran game designer known for his work on Super Street Fighter II Turbo HD Remix and Yomi, delves into game design principles and experiences in the industry. He discusses the balance of hit points in games, emphasizing how minimalism can enhance player experience. Sirlin shares insights on challenges faced in game development, including funding struggles and the competitive indie landscape. Additionally, he reflects on innovative mechanics in games like Puzzle Strike and Divekick, highlighting the importance of interaction and player engagement.
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Aug 8, 2018 • 1h 60min

Designer Notes 41: David Sirlin - Part 1

David Sirlin, a veteran game designer known for his work on Super Street Fighter II Turbo HD Remix, shares his insights on game mechanics and design philosophies. He argues that more mechanics don’t necessarily equal deeper gameplay. The conversation amusingly veers into whether fighting games should include cake baking. Sirlin also candidly discusses why he didn’t design Street Fighter 4, reflecting on early gaming influences and the complexities of balancing competitive integrity with accessibility in game development.

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