Think Like A Game Designer

Justin Gary
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17 snips
Oct 16, 2025 • 53min

Jordan Weisman — From Battletech to Shadowrun: The Power of Curiosity and Collaboration (#93)

About this EpisodeThis episode is a little different from the usual Think Like a Game Designer conversation. Instead of a freeform discussion, I came prepared with a curated list of questions to guide the conversation, giving us a structured look into Jordan’s creative process, his philosophies on innovation, and the lessons he’s learned over decades of building worlds. The result is a fast-paced, insight-packed episode that feels like sitting in on a masterclass in game design.About Jordan WeismanJordan Weisman is a legendary figure in interactive entertainment, whose career spans tabletop games, video games, theme parks, and beyond. As the creator of Battletech, Shadowrun, and Crimson Skies, and the founder of iconic companies like FASA and WizKids, Jordan has shaped generations of players and creators alike. His work is defined by boundless curiosity, fearless experimentation, and a lifelong commitment to collaborative storytelling.In this episode, Jordan and I explore what it means to think small, fail boldly, and keep learning no matter how much success you’ve had. We discuss how curiosity drives innovation, why emotional courage is more important than financial risk, and how respect—for yourself, your team, and your audience—is at the heart of great creative work. Whether you’re just starting your design journey or looking to rekindle your passion after decades in the industry, Jordan’s insights offer a masterclass in staying creative for life.Think Like A Game Designer is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber.Justin’s QuestionsWhat’s something that you’re passionate about outside of your career, and what do you love about it? (00:01:33)* During the pandemic, he rediscovered model building and diorama crafting, a childhood hobby that brings him therapeutic joy.* He enjoys it because it’s tangible, visual storytelling where you can actually see progress, a much different process than game design, which often feels abstract or slow.What do you love about that kind of model building and creating? (00:04:05)* It aligns with Jordan’s love of world-building and storytelling when creating small, detailed scenes that tell a story visually.* It’s satisfying because each session produces visible progress, reinforcing creativity and immersion.What is advice that you would give to someone that’s just starting out in your industry? (00:04:06)* Think small. Beginners often aim for massive projects like the ones they admire.* Start with something you can finish using your own limited resources.* Completion and execution teach more than ideas ever will.* Focus on learning through doing, not imagining.Now let’s flip to the other side of the equation: what do you see as an important lesson that industry veterans need to learn? Or put another way, what advice do you think your older self might give to you? (00:06:30) * Avoid hubris. Experience can blind you. Everything you know might be wrong.* Listen to young minds. Youth brings creativity because it hasn’t learned what’s supposedly impossible.* Over time, past failures make people too cautious; veterans must keep their beginner’s mindset.* Innovation demands courage to look foolish publicly; fear of embarrassment kills creativity.* Stay humble, keep experimenting, and reassess old assumptions regularly.Are there any practices or rituals or ways that you try to keep yourself in that beginner’s mind? How can one get the advantages of experience and minimize the disadvantages? (00:08:09)* You must be willing to “go face first into the mud.”* As he said in the previous question, public embarrassment is the price of innovation.* Surround yourself with young thinkers, question assumptions, and resist dismissing ideas based on past failures.* Always check whether past lessons still apply, because markets and contexts change. Jordan gives an example of a failed company born from his overconfidence, where he didn’t re-research the market because he assumed he already knew it.What do you consider the most important skills to cultivate for your profession, and how do you cultivate these skills? (00:15:13)* Endless curiosity: Study adjacent fields like comics, fiction, tech—anything that feeds creative cross-pollination.* Build a box: Instead of “thinking outside the box,” define constraints clearly to evaluate ideas. For example: He designed Mage Knight by creating a checklist of problems (ease of entry, low cost, retailer needs) and solving within that “box.”* He values self-education: when he didn’t know toy manufacturing, he paid a small company to teach him the process.So let’s get to the areas where the industry or you have been dead wrong. What common advice do you hear about your industry that is dead? (00:24:26)* “Nothing is ever dead.” Genres, mechanics, and IPs always come back (vinyl, RPGs, etc.) * When people say something’s over, it’s actually ready for reinvention.* He used to believe in-person collaboration was essential, but remote work proved him wrong.* He often misjudged products (like thinking Funko Pops would flop).* Absorb wisdom but not edicts.* Success and failure are cyclical, making timing and humility matter more than certainty.What books, articles, or learning resources have had the biggest impact on you? And if there are any key takeaways that stuck with you that come to mind? (00:30:53)* Mentions Reed Hastings’ book (Netflix culture) and Creativity, Inc. by Ed Catmull (Pixar). The value here is the small-team principles and leadership lessons, though he’s skeptical of the “find five geniuses” model.* His biggest lessons came from mentors, not books: Mark Miller (creator of Traveller): taught him kindness and professionalism. His father, Mort Weissman: joined FASA, ran the business side, and kept it alive.* He emphasizes mentorship, respect, and kindness as lasting business principles.What is the right way to find a partner? (00:33:14)* Finding a partner is like finding a life mate: talk about goals, work habits, expectations.* Negotiate the “prenup” early, meaning you should decide how you’ll split if things go wrong.* Avoid the naive approach he took (asking friends at the table).What about systems, software, and tools that have had a big impact on your workflow?(00:38:18)* Internal tool: his “box” process for evaluating ideas.* Software: Slack (no internal email, all communication centralized), Google Docs (collaboration), ClickUp/Jira (task tracking).* Avoid “Not Invented Here” syndrome: don’t build tools you can buy.* Focus on your core innovation; outsource or use existing solutions for everything else.* Reuse mechanics unless your innovation demands new ones.* Let your team choose tools bottom-up instead of enforcing top-down.What’s your favorite project, and what lessons did you learn from it? (00:45:46)* His favorite is always the one he’s working on now, but emotionally, Shadowrun and Crimson Skies stand out. Shadowrun came from trying to differentiate from Cyberpunk and combining fantasy with cyberpunk via the Mayan calendar. Crimson Skies was born from personal burnout after his wife pushed him to rediscover his passion. It led to reinvention and eventually Microsoft’s acquisition of his company.* His lesson here is that passion and reinvention are crucial; listen to loved ones and know when to move on from stale success.You can find the previous episode with Jordan below: This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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Sep 23, 2025 • 1h 14min

Jonathan Grant — Critics, Experiments, Secrets, and the Business of Play (#92)

Jonathan Grant, a creative director at Zynga and founder of Orbital Games, shares his insights into game design and the industry. He emphasizes the value of embracing criticism, suggesting it can fuel growth rather than be seen as a setback. Grant also discusses the importance of structured experimentation, highlighting that it should refine, not replace, creativity. Lastly, he shares his belief that great gameplay conceals secrets, enhancing the player's experience and driving engagement.
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19 snips
Sep 9, 2025 • 1h 18min

Elan Lee — Building Exploding Kittens, Marketing as Design, Retail Pitches, and Playing to Sell (#91)

Elan Lee, co-creator and CEO of Exploding Kittens, shares his journey from Xbox to a leading game studio. He emphasizes the art of rapid playtesting and how marketing is integral to design. Elan discusses the delicate balance between community feedback and creative intuition, while highlighting successful pitching strategies for retail giants like Target and Walmart. Insights on evolving crowdfunding landscapes and the importance of collaborative game design offer valuable lessons for aspiring creators. Get ready to rethink your approach to game making!
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15 snips
Aug 21, 2025 • 22min

Justin Gary — 5 Lessons From 15 Years (#90)

Celebrating 15 years of Ascension, Justin Gary shares lessons learned from transforming a prototype into a global sensation. He emphasizes the importance of rapid prototyping and iterating designs quickly. Community engagement plays a crucial role in developing gameplay that caters to both casual and hardcore players. Reflecting on his journey, Justin discusses decision-making and communication strategies that can elevate aspiring game designers. A blend of personal anecdotes and insightful tips makes this an inspiring listen for creators.
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45 snips
Aug 7, 2025 • 2h 31min

Tim Ferriss — Designing Coyote, Playing to Learn, Publishing Truths, and Saying "No" (#89)

Tim Ferriss, author of five New York Times bestsellers and host of a leading podcast, shares insights into his journey from writing to game design. He discusses the complexities of launching Coyote, the significance of playtesting, and the importance of storytelling in gaming. Tim emphasizes the power of passion and intuition when creating, alongside navigating the challenges of the publishing industry. He also explores how he balances creativity with market demands, highlighting the need for adaptability and strategic thinking in both game and book success.
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Jul 24, 2025 • 1h 16min

Cole Wehrle — Cute Creatures, Brutal Games, Asymmetric Design, and Subverting Expectations (#88)

About ColeCole Wehrle is one of the most innovative minds in board game design today. Cole is a partner at Leder Games, but best-known as the creator of Root, the woodland war game that redefined asymmetric play. Cole’s work reaches far beyond cute meeples and clever mechanics, with a background in history and a career in academia, Cole approaches game design as a way to explore systems of power, narrative ambiguity, and the complexity of human behavior. In this episode, Cole and I dive deep into the tension between control and chaos, discussing how historical research fuels good design, and why the best games ask players to grapple with uncomfortable truths. Whether you’re designing your first prototype or searching for deeper meaning in your work, this conversation will challenge you to think differently about what games can do. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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Jul 10, 2025 • 1h 8min

Amy Lowe — Finding Your X Factor, Marketing with Heart, and Serving the Right Players (#87)

About AmyAmy Lowe is a marketer, strategist, and lifelong nerd whose career spans over two decades helping brands connect with audiences in meaningful ways. Though she’s worked across industries, Amy found her passion in the tabletop gaming space as the marketing and communications manager for the Game Manufacturers Association (GAMA). Now she’s bringing hard-won insights about brand strategy, customer research, and authentic positioning to help game publishers and designers not just sell more games—but build sustainable, trusted brands. In this episode, we explore why marketing isn’t just promotion but the vital bridge between your company and your community, how to identify your X factor, and why the courage to lean into your authentic voice is the key to long-term success. Whether you’re launching your first game or trying to grow a studio, Amy’s wisdom will give you a roadmap for connecting with players in real, human ways. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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16 snips
Jun 24, 2025 • 1h 31min

Derek Sivers — Embracing Simplicity, Owning Your Weirdness, and Designing a Life with Intent (#86)

About Derek SiversDerek Sivers has worn many hats, musician, entrepreneur, author, and philosopher, but his work maintains a single throughline: a relentless pursuit of living deliberately. He first found success by founding CD Baby, an indie music platform that revolutionized digital distribution before he sold it for over $20 million and donated most of the proceeds. Since then, he’s become a bestselling author of books like Anything You Want, Hell Yeah or No, and Useful Not True, each filled with punchy, poetic wisdom earned from experience. In this episode, we explore how to treat your life like a design problem, why marketing is part of the art, and how vulnerability and weirdness aren’t liabilities—they’re the keys to resonance. Whether you’re building a company, making games, or just trying to figure out how to live a more meaningful life, this conversation will challenge your assumptions and invite you to take that first small but deliberate step. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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Jun 12, 2025 • 1h 9min

Dominic Crapuchettes — Designing for Constraints, Rebuilding After Failure, and Finding the Magic in Games (#85)

Dominic Crapuchettes is the founder of North Star Games and the designer of massive hits like Wits & Wagers, Say Anything, and the Evolution series—games that have sold over 4.5 million copies. In this episode, Dominic opens up about the rise and fall of North Star, from building a 30-person team and landing six SKUs at Target, to watching the company go bankrupt and eventually buying it back. He shares what he’s learned from those hard-won lessons, including how to build frothing fan communities, how to design with audience constraints in mind, and why brand and hook matter as much as gameplay. We also dive into his most ambitious project yet: Nature, a new modular game system launching at Gen Con that aims to bring the magic of collectible games to families and casual players alike. Whether you're a founder, designer, or someone trying to follow your passion while staying afloat, this is an episode you won’t want to miss.Think Like A Game Designer is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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May 27, 2025 • 9min

SolForge Fusion Shadows Over Solis

CHECK OUT SHADOWS OVER SOLIS TODAY ON GAMEFOUND5 Quick Lessons About Crowdfinding* Crowdfunding has changed: You need to bring your own audience and community. Success now requires months of preparation, including playtesting, reviews, and pre-launch marketing.* De-risk your campaign: Validate your product ahead of time (e.g., with digital play), use scalable local manufacturing, and print to order to reduce financial risk.* Offer meaningful, manageable exclusives: Make backers feel special with unique experiences or digital rewards that don’t overcomplicate fulfillment or inflate costs.* Lead with gratitude and humility: Crowdfunding is hard and full of uncertainty. Transparency, community connection, and willingness to own mistakes are vital for long-term support.* Build and contribute to community: Share not just your products, but your journey, learnings, and stories. That’s how you create lasting relationships and grow a global community around your games. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe

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