Designer Notes
Idle Thumbs
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.
Episodes
Mentioned books
Sep 9, 2015 • 1h 39min
Designer Notes 11: Chris Avellone
In this episode, Soren interviews game designer Chris Avellone, who is best known for his work on Fallout 2, Planescape: Torment, Star Wars: Knights of the Old Republic 2, Fallout: New Vegas, and Wasteland 2. He is currently working at inXile Entertainment on Torment: Tides of Numenera. They discuss why he owes his career to publisher desperation, how Torment reflects that players only care about themselves, the mystery of how Black Isle lost the D&D license, and why game writing is overrated.
Aug 5, 2015 • 1h 13min
Designer Notes 10: Nina Freeman
In this episode, Adam Saltsman interviews indie game developer Nina Freeman, who is best known for her personal vignette games How Do You Do It?, Freshman Year, and the upcoming Cibele. She is currently working at Fullbright as a level designer on the upcoming game Tacoma. They discuss why all VR games are about sitting in chairs, how a background in poetry influences her work, and how to write about your own personal flaws in a game.
Jun 26, 2015 • 2h 4min
Designer Notes 9: Bruce Shelley
In this episode, Soren interviews veteran game designer Bruce Shelley, who is best known for his work on Railroad Tycoon, Civilization, and the Age of Empires series. He is currently working at Bonus XP on Servo, a new RTS. They discuss what the two Sids have in common, why they took disasters out of Railroad Tycoon, what game got shoved out the door to make way for Civilization, why Ensemble games always look so bright, and why he always does his research in the children's section of the library.
Jun 8, 2015 • 1h 45min
Designer Notes 8: Daniel Benmergui
In this episode, Adam Saltsman interviews independent game developer Daniel Benmergui, who is best known for experimental story games like Today I Die, I Wish I Were The Moon, and the IGF-winning Storyteller. He is currently working on the Indie Fund-backed puzzle game Ernesto. They discuss why games should not be designed backwards, how to recover from the burden of success, why players have difficulty committing a murder of jealousy in Storyteller, and whether Chris Hecker hates Ernesto.
May 4, 2015 • 2h 56min
Designer Notes 7: Brad Muir
In this episode, Soren interviews Brad Muir, who is a designer/programmer at Double Fine. He was a programmer on Psychonauts, the lead designer of Brutal Legend, and the project leader on Iron Brigade. Brad is currently leading the development of Massive Chalice, a tactical strategy game now available on Steam Early Access. They discuss trying to make peace with narrative-based games, why consoles (and not tablets) are the future of MOBAs, what it's like pitching ideas to publishers, and why Brad worked at Raven for 89 days.
Apr 20, 2015 • 1h 39min
Designer Notes 6: Chelsea Howe
In this episode, Adam Saltsman interviews Chelsea Howe, who is a Creative Director at EA Mobile. She is best known for her work at TinyCo, where she led the design of Family Guy: The Quest for Stuff, and for her community efforts organizing the Queerness and Games Conference, the Global Game Jam in San Francisco, student workshops, and more. They discuss how DAU's and LTV's compare to Quarterback Ratings, why F2P games end up as conservative as AAA games, why mobile devs have to pay people to play their games, and if a game is worthwhile if the player isn't learning something.
Mar 9, 2015 • 2h 15min
Designer Notes 5: Daniel Cook
In this episode, Soren interviews Daniel Cook, who is the Chief Creative Officer at Spry Fox. He is best known for his design work on games such as Triple Town, Realm of the Mad God, and Steambirds as well as for his writing on game design at lostgarden.com. They discuss the joy of making tile sets, why Lost Garden was originally an anonymous blog, whether Triple Town should be free-to-play, and why we wish we had been neighbors.
Feb 10, 2015 • 1h 36min
Designer Notes 4: Henrik Fahraeus
Joined by Henrik Fahraeus, Game Director at Paradox Interactive, and Jon Shafer, lead designer of Civilization 5, the discussion takes a deep dive into the art of designing historical strategy games. They explore whether Civ and EU games exist in alternate dimensions and debate the merits of provinces versus hexes. The unique storytelling approach of Crusader Kings 2 captivates as they highlight emergent narratives and navigate the balance between historical accuracy and engaging gameplay. Get ready for insights on diplomacy and the delicate dance of complexity in strategy design!
Jan 12, 2015 • 1h 41min
Designer Notes 3: Frank Lantz
In this episode, Soren interviews Frank Lantz, currently Director of the NYU Game Center. Frantz was also the co-founder of Area/Code where he led the design of Drop7. We discuss how to make sure your game gets written up in Boing Boing, why most people who like ARGs have never played one, and how to take advantage of your friend's trip to the hospital in Parking Wars.
Dec 11, 2014 • 2h 7min
Designer Notes 2: Rob Pardo - Part 2
Soren is not done with Rob yet! In the second half of the interview, they discuss the MMO that shocked everyone (including Blizzard), how to hire game designers, why they didn't make DOTA2, removing the auction house from Diablo 3, and what might come next from Rob.


