Designer Notes
94 episodes — Page 1 of 2
Designer Notes 94: Charles Cecil - Part 2
Designer Notes 93: Charles Cecil - Part 1
Designer Notes 92: Paul Kilduff-Taylor
EIn this episode, Soren interviews Paul Kilduff-Taylor, best known for his work on Frozen Cortex and the Frozen Synapse series. They discuss whether a sword-fighting game should be controlled with a mouse, why Frozen Synapse uses simultaneous turns, and how it ended up as one of the first indie games on Steam. This episode was recorded on July 15, 2025.
Designer Notes 91: Tomislav Uzelac
EIn this episode, Soren interviews Tomislav Uzelac, best known for his work on the Unity of Command series. They discuss how he taped his first games from a radio station, building the MP3 encoder for Winamp, and whether there is a solution to snowballing in campaign modes. This episode was recorded on April 15, 2025.
Designer Notes 90: Patrice Desilets - Part 2
EIn this episode, Soren interviews veteran game designer Patrice Desilets, best known for his work on Prince of Persia: The Sands of Time, the Assassin’s Creed series, and Ancestors: The Humankind Odyssey. They discuss why they couldn’t put rewind into Assassin’s Creed, the problem with designing for a meeting, and why he needed to have players beat up the pope. This episode was recorded on April 15, 2025.
Designer Notes 89: Patrice Desilets - Part 1
EIn this episode, Soren interviews veteran game designer Patrice Desilets, best known for his work on Prince of Persia: The Sands of Time, the Assassin’s Creed series, and Ancestors: The Humankind Odyssey. They discuss being hired as the first developer at Ubisoft Montreal, the similarities between improv theater and game design, and why he wants to remove UI from his games. This episode was recorded on April 15, 2025.
Designer Notes 88: Caroline Marchal - Part 2
EIn this episode, Soren interviews veteran game designer Caroline Marchal, best known for her work on Heavy Rain, Beyond Two Souls, and As Dusk Falls. They discuss how much a narrative game should acknowledge that it is a game, if a 50/50 player split for a binary choice is desirable, and whether you are in the shower or under the shower. This episode was recorded on September 6, 2024.
Designer Notes 87: Caroline Marchal - Part 1
EIn this episode, Soren interviews veteran game designer Caroline Marchal, best known for her work on Heavy Rain, Beyond Two Souls, and As Dusk Falls. They discuss whether narrative games should show all paths to players, should we care if characters walk up stairs correctly, and how Heavy Rain was built for non-gamers but enjoyed the most by gamers. This episode was recorded on September 6, 2024.
Designer Notes 86: Anton Strenger
EIn this episode, Soren interviews Anton Strenger, best known for his work on Civilization 5, Civilization 6, and Beyond Earth. They discuss how he ended up paying Carnegie Mellon so that he could work at Firaxis, why there aren’t many Great People after 1900, and whether Civilization has secretly become a live-service game. This episode was recorded on October 22, 2023.
Designer Notes 85: Zach Barth - Part 2
EIn this episode, Soren interviews independent game developer Zach Barth, best known for his puzzle games, including SpaceChem, Infinifactory, Shenzhen I/O, and Opus Magnum. They discuss why he made a game about assembly language, how he guaranteed that Fortune’s Foundation is winnable, and whether he knows how to make fun games. This episode was recorded on September 11, 2023.
Designer Notes 84: Zach Barth - Part 1
EIn this episode, Soren interviews independent game developer Zach Barth, best known for his puzzle games, including SpaceChem, Infinifactory, Shenzhen I/O, and Opus Magnum. They discuss why he never originally wanted to make money on his games, why puzzle games are terrible, and whether he has ever played Minecraft. This episode was recorded on September 11, 2023.
Designer Notes 83: Mitch Lasky - Part 2
EIn this episode, Soren interviews noted game investor Mitch Lasky, best known for his work as a venture capitalist at Benchmark, as the CEO of JAMDAT, and as an executive at Activision and Electronic Arts. They discuss how the industry’s business models have always affected design, why he was wrong about the Halloween pack ruining League of Legends, and why the litigation leaks are better than GDC. This episode was recorded on October 23, 2023.
Designer Notes 82: Mitch Lasky - Part 1
EIn this episode, Soren interviews noted game investor Mitch Lasky, best known for his work as a venture capitalist at Benchmark, as the CEO of JAMDAT, and as an executive at Activision and Electronic Arts. They discuss how the Doom shareware model was a preview of free-to-play, why a console transition led to EA buying Maxis, and how Jamdat pioneered paying for visibility on mobile. This episode was recorded on October 23, 2023.
Designer Notes 81: Jake Solomon - Part 2
EIn this episode, Soren interviews veteran game developer Jake Solomon, best known for the XCOM reboot and Midnight Suns. They discuss his first, failed attempt at XCOM, why 75% does not mean 75%, and how many copies of XCOM he sold at Power Gamer in Glen Burnie, MD. This episode was recorded on April 26, 2023.
Designer Notes 80: Jake Solomon - Part 1
EIn this episode, Soren interviews veteran game developer Jake Solomon, best known for the XCOM reboot and Midnight Suns. They discuss how much money he had to give back to Accenture, how to animate multiple units at the same time, and why Sid suddenly started golfing so much. This episode was recorded on April 25, 2023.
Designer Notes 79: Trent Kusters - Part 2
EIn this episode, Soren interviews veteran game developer Trent Kusters, co-founder of League of Geeks, best known for the strategy game Armello. They discuss why Armello has so much output randomness, whether they fudge the odds, and how to turn off a Game-as-a- Service. This episode was recorded on September 8, 2023.
Designer Notes 78: Trent Kusters - Part 1
EIn this episode, Soren interviews veteran game developer Trent Kusters, co-founder of League of Geeks, best known for the strategy game Armello. They discuss how he faked his way into games journalism, how to sneak risky ideas past licensors, and how to make games feel big. This episode was recorded on September 8, 2023.
Designer Notes 77: Cole Wehrle
EIn this episode, Soren interviews tabletop designer Cole Wehrle, best known for his work on Root, Oath, Pax Pamir, and John Company. They discuss whether John Company is satire, how the East India Company was like QWOP, and the importance of German postal rates. This episode was recorded on March 22, 2023.
Designer Notes 76: Tanya Short
EIn this episode, Soren interviews veteran game designer Tanya Short, co-founder of Kitfox Games and best known for her work on Moon Hunters and Boyfriend Dungeon. They discuss why her parents had to get a second phone like, how she accidentally made a roguelike, and whether Moon Hunters should have combat. This episode was recorded on March 23, 2023.
Designer Notes 75: Moonbreaker
EIn this episode, Soren and Leyla interview veteran game designer Charlie Cleveland, founder of Unknown Worlds and best known for his work on Natural Selection and Subnautica. They discuss why Moonbreaker is the first digital miniatures game, if players would notice if critical hits were removed, and whether the game should have an undo. This episode was recorded on March 19, 2023.
Designer Notes 74: Charlie Cleveland
EIn this episode, Soren and Leyla interview veteran game designer Charlie Cleveland, founder of Unknown Worlds and best known for his work on Natural Selection and Subnautica. They discuss why Charlie Cleveland moved to Cleveland, how he did Kickstarter before Kickstarter, and whether Subnautica was intended to be a survival game. This episode was recorded on March 20, 2022.
Designer Notes 73: Liz England
EIn this episode, Soren interviews veteran game designer Liz England, best known for her work on Scribblenauts, Sunset Overdrive, and Watch Dogs: Legion. They discuss how she organized her mom’s RPG inventories, what is the boiling point of a lion, and whether system complexity matters if the player can’t see it. This episode was recorded on September 17, 2022.
Designer Notes 72: Harvey Smith
EIn this episode, Soren and Leyla interview veteran game designer Harvey Smith, best known for his work on the Deus Ex and Dishonored series. They discuss what TDA stood for at Origin, if Dishonored is just Thief but faster, and why it is sometimes better to be heavy handed. This episode was recorded on March 23, 2022.
Designer Notes 71: Matthew Davis
EIn this episode, Soren interviews independent game developer Matthew Davis, co-founder of Subset Games and best known for his work on FTL and Into the Breach. They discuss whether FTL is a roguelike, how they resolve conflict at Subset, and whether Soren can convince them to add unlimited undo to Into the Breach. This episode was recorded on Sept 19, 2022.
Designer Notes 70: Justin Ma
EIn this episode, Soren interviews independent game developer Justin Ma, co-founder of Subset Games and best known for his work on FTL and Into the Breach. They discuss how he bombed his first game industry interview, why the AI in FTL can’t behave like a human, and whether Into the Breach should have unlimited undo. This episode was recorded on March 24, 2022.
Designer Notes 69: Chris Delay - Part 2
EIn this episode, Soren and Leyla interview independent game developer Chris DeLay, co-founder of Introversion Software and best known for his work on Uplink, Darwinia, Defcon, and Prison Architect. They discuss how to play Prison Architect without a prison, why the game needed cutscenes, and how to design an economy when the world is ending. This episode was recorded on March 24, 2022.
Designer Notes 68: Chris DeLay - Part 1
EIn this episode, Soren and Leyla interview independent game developer Chris DeLay, co-founder of Introversion Software and best known for his work on Uplink, Darwinia, Defcon, and Prison Architect. They discuss why they hid the credits screen for Uplink, who Darwinia’s Dr. Sepulveda is based on, and whether you can have too much fun playing Defcon. This episode was recorded on March 22, 2022.
Designer Notes 67: Old World
EIn this episode, Tom Chick and Bruce Geryk interview Soren and Leyla Johnson about their new historical 4X, Old World. They discuss whether the Old World timeline really makes sense, how they approach Early Access differently, and why Soren didn’t want to give up on the name 10 Crowns.
Designer Notes 66: Luca Redwood
EIn this episode, Soren interviews Luca Redwood, the developer of 10000000, You Must Build a Boat, and Photographs. They discuss why 10000000 has no commas, how he makes sure the player never gets unlucky, and why you need to build a boat. This episode was recorded March 18, 2019.
Designer Notes 65: Robin Hunicke - Part 2
EIn this episode, Soren interviews veteran game developer Robin Hunicke, co-founder of Funomena and best known for her work on MySims, Boom Blox, and Journey. They discuss why developers overperform their authority in large companies, how they almost accidentally made Journey a competitive game, and why they decided to let thatgamecompany run out of money to ship the game. This episode was recorded December 1, 2021.
Designer Notes 64: Robin Hunicke - Part 1
EIn this episode, Soren interviews veteran game developer Robin Hunicke, co-founder of Funomena and best known for her work on MySims, Boom Blox, and Journey. They discuss why HyperCard was so great, why AI development is game design, and how Steven Spielberg almost made Angry Birds for EA. This episode was recorded March 24, 2018.
Designer Notes 63: Josh Sawyer - Part 2
EIn this episode, Soren interviews veteran RPG designer Josh Sawyer, best known for his work on Icewind Dale, Fallout: New Vegas, and Pillars of Eternity. They discuss the purpose of grinding, the difference between viable and optimal characters, and why RPG players don’t welcome rebalancing their games. This episode was recorded December 1, 2021.
Designer Notes 62: Josh Sawyer - Part 1
EIn this episode, Soren interviews veteran RPG designer Josh Sawyer, best known for his work on Icewind Dale, Fallout: New Vegas, and Pillars of Eternity. They discuss how making a website for a tattoo parlor led to his game career, what is the purpose of traps in an RPG, and how much lore is too much lore. This episode was recorded March 24, 2018.
Designer Notes 61: Chet Faliszek
EIn this episode, Soren interviews veteran game developer Chet Faliszek, who co-founded Stray Bombay and is best known for his work at Valve on games such as Left 4 Dead and Portal 2. They discuss what shampoo sales have to do with Old Man Murray, why he tests his games in a foreign language, and why game design is easier for co-op games. This episode was recorded August 17, 2021.
Designer Notes 60: Andy Schatz - Part 2
EIn this episode, Soren interviews independent game developer Andy Schatz, who founded Pocketwatch Games and is best known for his work on Monaco and Tooth and Tail. This episode was recorded March 23, 2018. They discuss what Monaco and Rashomon have in common, how familiarity with your best players can be more valuable than metrics, and why the flag bearer in Tooth and Tail can’t attack.
Designer Notes 59: Andy Schatz - Part 1
EIn this episode, Soren interviews independent game developer Andy Schatz, who founded Pocketwatch Games and is best known for his work on Monaco and Tooth and Tail. This episode was recorded March 23, 2018. They discuss how he tried to live out Ultima’s virtues, why no one was ever able to rip-off The Sims, and why we both hate click-the-stick.
Designer Notes 58: Rob Daviau - Part 2
EIn this episode, Soren interviews board game designer Rob Daviau, best known for his work on Risk: Legacy and Pandemic: Legacy. They discuss the criteria for a good Legacy game, how to put just a little PvP in a game without overdoing it, and why he removed his phone number from his website.
Designer Notes 57: Rob Daviau - Part 1
EIn this episode, Soren interviews board game designer Rob Daviau, best known for his work on Risk: Legacy and Pandemic: Legacy. They discuss bluffing his way through his first game job interview, how he designed Betrayal at House on the Hill without either starting or finishing it, and why Risk Legacy bombed in Germany.
Designer Notes 56: David Dunham
EIn this episode, Soren interviews independent game designer David Dunham, best known for his work on the narrative strategy games King of Dragon Pass and Six Ages. They are joined by writer and designer Meg Jayanth, best known for her work on 80 Days. The three discuss whether the advisors in Dragon Pass lie to the player, what Six Ages and 80 Days have in common, and whether the anthropomorphic ducks are ducks with human-level intelligence or humans who have been turned into ducks.
Designer Notes 55: Meg Jayanth
EIn this episode, Soren interviews independent game developer Meg Jayanth, the writer on 80 Days. They discuss how fan fiction is similar to modding, if 80 Days is a criticism of the Bioware companion system, and why it’s important to do your work.
Designer Notes 54: Jon Ingold - Part 2
EIn this episode, Soren interviews veteran game developer Jon Ingold, who co-founded inkle and is best known for his work in interactive fiction, including All Roads, 80 Days, and the Sorcery! series. They discuss how to get the player to trust the designer, why pursuing fairness can take away what is special about a game, and whether packing should be done in real-time.
Designer Notes 53: Jon Ingold - Part 1
EIn this episode, Soren interviews veteran game developer Jon Ingold, who co-founded inkle and is best known for his work in interactive fiction, including All Roads, 80 Days, and the Sorcery! series. They discuss why Plundered Hearts is his favorite Infocom game, how being a maths teacher is like being a level designer, and when he realized that parsers were a commercial dead-end.
Designer Notes 52: Roger Keating
EIn this episode, Bruce Geryk interviews veteran game developer Roger Keating, co-founder of Strategic Studies Group (SSG). Roger is best known for his work on the Warlord series as well as many digital wargames. They discuss what it was like to do pathfinding before A*, how SSG worked from home before it was cool, and how to determine who is a game designer.
Designer Notes 51: Michał Drozdowski and Przemysław Marszał
EIn this episode, Soren and Leyla Johnson interview Creative Director Michał Drozdowski and Art Director Przemysław Marszał of 11 Bit Studios, best known for their work on This War Of Mine and Frostpunk. They discuss why This War of Mine does not judge the player and why Frostpunk does.
Designer Notes 50: Alex Hutchinson
EIn 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.
Designer Notes 49: Adam Saltsman - Part 2
EIn 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
Designer Notes 48: Adam Saltsman - Part 1
EIn 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.
Designer Notes 47: Brendon Chung - Part 2
EIn 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.
Designer Notes 46: Brendon Chung - Part 1
EIn 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.
Designer Notes 45: Rami Ismail
EIn 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.