
Designer Notes
Why do we make games? Every designer has a different and very personal answer to that question. Soren Johnson, founder of Mohawk Games, sits down with noted designers to find out by examining their careers as a whole.
Latest episodes

Jun 16, 2017 • 2h 52min
Designer Notes 28: George Fan
In this episode, Soren interviews independent game designer George Fan, who is best known as the creator of Insaniquarium and Plants vs Zombies. They discuss why he learned to program instead of just focusing on art, how most Diablo monster design is a variation of kill-me-first, and why Plants vs. Zombies wasn’t Fish vs. Aliens.

5 snips
May 21, 2017 • 1h 4min
Designer Notes 27: Lucas Pope
In this episode, Adam Saltsman interviews independent game developer Lucas Pope, best known for the immigration officer simulation Papers Please. They discuss how Naughty Dog taught him to mercilessly cut features, why it might be a good thing if Obra Dinn is bad, and how Adam has time to do these interviews.

May 6, 2017 • 1h 43min
Designer Notes 26: Sid Meier - Part 4
In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss what game Sid wishes he designed, how to determine if a prototype should be turned into a game, and why we need a Zombie civilization.

Feb 23, 2017 • 1h 51min
Designer Notes 25: Sid Meier - Part 3
In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss why dinosaurs need to have ranged attacks, how deals go down on the SimGolf course, and if Civ games have an ideal length.

Nov 23, 2016 • 1h 47min
Designer Notes 24: Sid Meier - Part 2
In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss how Sid’s stealth fighter was more interesting than the real one, whether XCOM violates the Covert Action rule, and when the world was ready for hexes.

Oct 25, 2016 • 1h 25min
Designer Notes 23: Sid Meier - Part 1
Soren Johnson interviews legendary game designer Sid Meier. They discuss using the Ayatollah Khomeini as an enemy, how Strike Eagle differentiated itself from Flight Simulator, and why the torpedo doesn’t go where the player aims it in Silent Spring.

Oct 4, 2016 • 1h 39min
Designer Notes 22: Amy Hennig - Part 2
In this episode, Soren Johnson interviews veteran game designer Amy Hennig, best known for her work on the Legacy of Kain and Uncharted series. They discuss what elements from film can’t work in games, how many hours she averaged per week working on the Uncharted series, and how to capture great acting performance for video games.

Sep 20, 2016 • 1h 44min
Designer Notes 21: Amy Hennig - Part 1
In this episode, Soren Johnson interviews veteran game designer Amy Hennig, best known for her work on the Legacy of Kain and Uncharted series. They discuss what happened in 1977, how to make a platformer about Michael Jordan, and whether women are now being scared away from game development the way she was from the film industry. In true adventure game fashion, we end on a cliffhanger!

Aug 4, 2016 • 1h 22min
Designer Notes 20: Liz Ryerson
In this episode, Adam Saltsman interviews independent game developer Liz Ryerson, known for experimental games like Problem Attic. They discuss whether we should ever make players uncomfortable, why horror games have more freedom to try unconventional design, and whether Twitter is a game.

Jun 15, 2016 • 2h 37min
Designer Notes 19: Louis Castle
In this episode, Soren interviews Westwood Studio co-founder Louis Castle. They discuss why early video game artists were also great at Etch-a-Sketch, why Dune 2 was not Dune 1, how Boom Blox was almost Angry Birds, and why narrative games can’t end on a negative.