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Nice Games Club - a gamedev podcast!

Latest episodes

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Nov 1, 2024 • 0sec

Tutorialization with Puzzles (with Luke Spierewka)

"Tutorials shouldn’t feel like tutorials!" Like most aspects of game design, it's an easy concept to summarize but a difficult one to pull off. Luke Spierewka and the team at Afterburn Games have mastered it, using their charming approach in successful titles like Golf Peaks and Railbound. Come learn the arcane secrets of the puzzle game tutorial! Also featuring some great room sound.Afterburn Games (studio)Tutorialization with PuzzlesGame DesignOn crafting Railbound, a cozy track-bending puzzle game - Evgeny Obedkov, Game World ObserverDynablaster (game) - WikipediaLuke SpierewkaGuestLuke is a game designer, programmer, and jack of all trades. He makes games, organizes events, gives talks (and interviews) and does "lots of other stuff." He's worked on many titles, including Railbound, Golf Peaks, Gwent, and SUPERHOT. Learn more about Luke at http://spierek.net/
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Oct 24, 2024 • 0sec

"Please go vote." Runtime Asset Management; Double Jump vs. Dash

This week, your nice hosts talk a little bit about our civic duty before getting into two very on-brand topics. Make a plan to vote on (or before!) November 5th. Information at https://vote.org/Everything You Need to Vote - Vote.orgWhat States Allow Same Day Voter Registration and When? - Rock the VoteThe Only Patriotic Choice for President - The New York TimesThese are the Republicans endorsing Harris over Trump - Niha Masih, The Washington PostDonald Trump Is Unfit to Lead - The New York TimesDonald Trump’s First Term Is a Warning - New York Times Opinion, The New York TimesRuntime Asset ManagementPhaserSimplify your content management with AddressablesUnityWADDoom WikiDouble Jump vs. DashGames Are Better With Double JumpsHeather AlexandraKotakuWhy Celeste's dash feels great Alex WiltshireRock Paper ShotgunKaizoWikipedia
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11 snips
Oct 17, 2024 • 0sec

Combat Design (with Timothy Staton-Davis)

Timothy Staton-Davis, Lead Encounter Designer at Brass Lion Entertainment and Creative Director of Melanated Game Kitchen, dives into the art of combat design. He explores the importance of player agency and skill development, likening it to rock, paper, scissors. The conversation highlights how 'juice' enhances gameplay through visual effects and animations. Staton-Davis stresses the iterative process of balancing mechanics with player experience, using examples from beloved titles like 'Monster Hunter' and 'Hades' to illustrate his points.
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Oct 11, 2024 • 0sec

“That’s way too many pawns.” Communicating Difficulty; Remixed Play Modes

This week, Ellen kicks things off with a chat about how games tell players, “This might be tough!” and how to make that fun and fair. Stephen and Mark jump in with their takes on what makes difficulty settings shine. Then, Mark thinks about the practice taking familiar game mechanics and twisting them into something fresh. Think pacifist runs or limited equipment modes. Why limit yourself to one way to play when you can remix the whole game? As always, there are some goofs in here, too.Unity 6 Preview is now available - Nancy Larue, UnityUnity is canceling the Runtime Fee - Matt Bromberg, UnityUnite Conference - UnityHasbro Game Night (for Switch)We Were Here Series - Total Mayhem Games, SteamLoopy: a tool for thinking in systems - Nicky CaseMachinations: Create digital twins for your systems, processes or economies0:21:44Communicating DifficultyReally Bad ChessPuzzmoOrta Therox & Zach GageAggro Crab Studio"Why Quitting Is Usually Worth It"David Duchovny & Stephen DubnerFreakonomics Radio Network0:40:35Remixed Play ModesMetro NexusNoble Robot10 Most Unique Multiplayer Modes In Video GamesJames KennedyThe GamerExtra game modesUniversal Videogame ListPARKS Board Game59 Parks
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Oct 3, 2024 • 0sec

"Numbers go up." Scoring 101; Turning off the Gamedev Brain

The hosts dive into their educational journeys, balancing passion and traditional learning. There's a delightful discussion on a family game night and insights from a filmmaking class. They explore the different types of scoring systems in games, including experience points and victory points, and the impact on player experience. The conversation reveals the challenges of being both a creator and a consumer while reflecting on empathy in art. Finally, they discuss the perception of game development and its complexities compared to the film industry.
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Sep 26, 2024 • 0sec

Optimization (with Jarryd Huntley)

Entering the clubhouse this week is our the third Owl (employee of Owlchemy Labs) and first Peabody Award winner (as lead developer for We Are OFK), to talk about the "dos," "don'ts," and "good enoughs" of optimization.Cleveland video game designer Jarryd Huntley wins Peabody Award for ‘We Are OFK’ - Joey Morona, cleveland.comWe are OFK - Peabody AwardsCleveland Game Developers - LinktreeOptimizationHardwareProductionProgrammingIs Using LINQ in C# Bad for Performance? - James Vickers, The Startup For Vs Foreach In C# - Sagar Gavand, C# CornerJarryd HuntleyGuest
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Sep 19, 2024 • 0sec

"It's hard how my mind works." Audio Middleware; Psychic Distance

There are now episodes of Nice Games Club for each new day of the year! When you get to the last day of that year, you'll hear about Audio Middleware and Psychic Distance from us in the clubhouse.About the Fair - Minnesota State Fair0:17:06Audio MiddlewareAn example of audio tech conversations we've had in the past.Game Audio Tools and WorkflowsWwiseAudiokineticFMODFMOD0:51:32Psychic DistancePsychic Distance: what it is and how to use itEmma DarwinThis Itch of Writing
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Sep 12, 2024 • 0sec

Nice Thinking: "Player Personas"

Ellen, a key voice in user experience, joins the hosts to explore player personas and instructional design in gaming. They discuss the challenges of tailoring instructions for diverse players, from novices to veterans. Key insights include the need for clear rulebooks and visual aids, emphasizing emotional journeys during gameplay. The conversation also highlights collaborative game design and the significance of player feedback in enhancing accessibility. Dive into the valuable perspectives on improving player experiences and understanding game mechanics!
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Sep 6, 2024 • 0sec

The Duluth Basement Session

The hosts dive into the nitty-gritty of game design, discussing the ups and downs of playtesting their game 'Roboston'. They explore the delicate balance between rule clarity and player engagement. The conversation touches on the dynamics of collaboration and the challenges of working with diverse player experiences. Additionally, they highlight the importance of defining terms in game design to avoid confusion. Listeners will also learn about the impact of game session length on strategy and interaction, making for a well-rounded discussion on creating enjoyable gameplay.
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Aug 29, 2024 • 0sec

"Apply your context, thusly." Instructions; Cynicism

Ragnar Eythorsson, a YouTube content creator known for his engaging puzzles, and Karen Kavett, a creative force on YouTube, dive into a realm of game development curiosities. They explore the art of crafting clear game instructions, balancing clarity with immersive experiences. The conversation takes a turn to discuss navigating cynicism in the industry, addressing the challenges developers face while keeping enthusiasm alive. Lively anecdotes about their adventures in Duluth add a humorous touch to their insightful conversation.

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