
Think Like A Game Designer
112 episodes — Page 2 of 3

Steven Pressfield — Conquering Creative Resistance, The Craft of Historical Fiction, and the Interplay of Games and the Muse (#57)
Steven Pressfield stands as a titan in the literary world, a master of historical fiction with profound insights into the creative process. He's renowned for works like "The Gates of Fire," which earned him accolades, including Spartan citizenship. His book, "The War of Art," introduces the concept of resistance, offering strategies for artists to overcome this ruthless creative demon. We discuss his days grappling with self-doubt and his triumphs as a legendary author. His stories are not just tales of the past, but lessons in perseverance and the relentless pursuit of creativity. Hosting Steven on the Think Like A Game Designer Podcast holds special significance for me. His books and stories about confronting creative resistance mirror the difficulties I’ve faced in each of my creative endeavors. It's an honor to share this episode with our listeners. 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

Tim Hutchings — Thousand-Year-Old Vampire, Blending Fine Arts with Game Design, Crafting Emotional RPG Experiences, and Teaching Design Through Philosophy (#56)
Tim Hutchings is a unique voice in the world of game design, known for his innovative approach that blends his rich background in fine arts with interactive storytelling. Hutchings' journey from the world of high art to game design is marked by his acclaimed creation, 'Thousand Year Old Vampire,' a solo-RPG game that exemplifies his talent for crafting deeply emotional and immersive experiences. As a professor of game design, Hutchings imparts both practical and theoretical wisdom, guiding his students through the exploration of games in innovative and thought-provoking ways. It was a joy to have him on the show to discuss the art and philosophy of game design. 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

Michael Borys — The Art of Immersive Gaming Experiences, Blending Storytelling with Interactive Design, and Crafting Alternate Realities (#55)
Michael Borys stands out in the game design landscape for his exceptional blend of interactive design expertise and storytelling prowess. He has worked on some of the world's biggest brands, including Disney, Warner Brothers, Microsoft, Activision, Paramount, and Sony. As Vice President of Interaction Design at 42 Entertainment, he led the creation of groundbreaking experiences, earning consecutive Cannes Lions Grand Prix Awards for his innovative Alternate Reality Games. These games, which spanned franchises like Batman and Call of Duty, engaged millions globally. Michael's work covers various mediums, from theme park attractions to cutting-edge augmented reality and location-based entertainment projects. Beyond his design career, Michael is a magician member of The Magic Castle in Hollywood. He is celebrated for his immersive show “The 49 Boxes,” which has captivated audiences across the United States. Borys' dedication to authenticity, magic, and history, combined with his love for storytelling, imbues his creations with a truly unbelievable level of immersion. His newest experience is a tabletop game called The Arkham Asylum Files for the company Infinite Rabbit Holes. Having him share his insights and experiences on the Think Like A Game Designer Podcast was a privilege. 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

Morgan Page — Finding the Shared Rhythms of Music and Game Design, Maximizing Creative Collaborations, and the Importance of the Fundamentals (#54)
Morgan Page, the renowned DJ and music producer, has etched his mark in the world of electronic music with hits like "The Longest Road" and "In the Air." His influence transcends pulsating beats and catchy melodies, extending into the realm of songwriting, sound design, and even the science of creativity.In this episode, we unravel the layers of Morgan's creative endeavors, delving into his artistic pursuits and insights into harnessing one's creative juices. Whether you're a budding game designer, musician, or someone seeking to inject creativity into your daily life, this conversation promises a treasure trove of knowledge. Tune in and Enjoy! 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

Mark Otero — The Artistry of Game Development, Navigating the Crossroads of Engagement and Economics, Reimagining In-Game Asset Strategies, and Cultivating Community Through Gaming (#53)
About Mark OteroIn this episode, join us for an insightful discussion with Mark Otero, a true innovator in the gaming sphere. Starting with his humble beginnings founding KlickNation, an entity that caught Electronic Arts' attention, Mark's journey is one of risk, innovation, and striking success in game design. His unique perspective on community engagement, in-game economics, and narrative-driven experiences has reshaped how we think about interactive environments. Dive into a conversation exploring the challenges and triumphs that have defined his career, and glean invaluable wisdom from one of the industry's pioneering minds. 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

Reiner Knizia — Systems for Publishing 700+ Games, Crafting Profound Gameplay from Simple Rules, Innovations in Scoring and Auction Systems, and The Joy of Tabletop Gaming (#52)
Join us in this episode as we chat with the legendary Reiner Knizia, the mastermind behind over 700 games. With a Ph.D. in mathematics, Reiner transitioned from banking to establish one of the most recognized and enjoyed brands in the gaming world. From his early titles like Gold Digger and Desperados, his influence spans collaborations with global licenses such as The Lord of the Rings, LEGO, and Star Wars. With over 13 million sales worldwide, standout titles include his acclaimed auction and tile-laying trilogies. It was an absolute pleasure to explore his game design philosophy! 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

Stefan Engblom — Designing games for millions of people and billions of dollars, Secrets of building game communities, The 2AM Party Principle, Reacting to player feedback (#51)
Stefan’s journey in game design has been nothing short of exceptional. Hailing from Supercell, the creative force behind hits like Hay Day and Clash of Clans, Stefan’s career has defied genre boundaries. As a Game Designer on the Clash Royale team at Supercell, Stefan immerses himself in every facet of game design. His primary focus revolves around gameplay balancing, crafting the intricate game economy, and shaping the game’s systems to perfection. With a passion for creating unforgettable gaming experiences, Stefan Engblom brings his unique insights and expertise to the table. Join us for an awesome discussion with Stefan Engblom on this episode of Think Like A Game Designer. 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

Soren Johnson (Part II) — Innovating 4X Strategy Games, Insights from Civilization IV, and Designing the Future of Gaming. (#50)
Soren Johnson is a legend in the gaming industry. He was one of the designers on Civilization III and the lead designer for Civilization IV at Firaxis Games. He co-founded his own company called Mohawk Games. As the studio’s founder and lead designer, he aimed to create strategy games emphasizing player agency, complexity, and meaningful decision-making. We discuss 4x game design, player interaction, and how modding affects the digital gaming world. The two of us had so much fun discussing games that the episode needed to be broken into two parts. So, enjoy part one of Think Like A Game Designer with Soren Johnson. 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

Think Like a Game Designer: Shards of Infinity Kickstarter Special
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Soren Johnson (Part I) — Building Civilization Through 4X Design, Bridging Digital and Physical Gaming, Navigating the Evolving TCG Landscape, and Crafting Games for Varied Playtimes (#49)
Soren Johnson is a legend in the gaming industry. He was one of the designers on Civilization III and the lead designer for Civilization IV at Firaxis Games. He co-founded his own company called Mohawk Games. As the studio’s founder and lead designer, he aimed to create strategy games emphasizing player agency, complexity, and meaningful decision-making. We discuss 4x game design, player interaction, and how modding affects the digital gaming world. The two of us had so much fun discussing games that the episode needed to be broken into two parts. So, enjoy part one of Think Like A Game Designer with Soren Johnson. 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

Jon Barry — Mastering Game Accessories with Forged Gaming: From Community Insights to Crowdfunding Masterpieces, and the Role of AI in Future Gaming (#48)
Jon Barry is the founder of Forged Gaming, a renowned game accessories company. Jon has dedicated himself to creating a plethora of products that enhance the gaming experience, such as dice and game master screens. His pursuit of excellence and deep passion for gaming have driven him to push the boundaries of the industry, establishing Forged Games as a leader in the gaming accessory market. For those eager to learn about game accessory creation, this episode offers a wealth of invaluable lessons and insights. 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

Gary Arant — Ascending the Ranks at Stone Blade: From Intern to COO, Designing Iconic Card Games, and Challenging Assumptions in Game Development (#47)
As a member of the Stone Blade team, I’ve had the pleasure of working alongside Gary Arant since the company’s earliest days. Gary has played a crucial role in every game we’ve ever made, including Ascension, Ascension Tactics, Shards of Infinity, and SolForge Fusion. I was honored to speak with Gary on an episode of Think Like A Game Designer. I couldn’t be more grateful to have such a talented and dedicated colleague in the field. Gary’s contributions have been instrumental in shaping the games we create at Stone Blade, and I can’t wait to see what we’ll accomplish together in the future. 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

Jamey Stegmaier — Kickstarter Beginnings, Revolutionizing Rulebooks, Mastering Solo Gameplay, and Balancing Game Design with Time Management (#46)
Jamey Stegmaier is the CEO of Stonemaier Games and the creator of games such as Scythe and Viticulture. He is a prolific content creator and thought leader in the Kickstarter and game design space, who’s spent years making videos and writing articles on nearly every aspect of running a game company. To be fair, Jamey probably interviews me just as much as I interview him, and we end up discussing everything from creating games to content generation to crowdfunding—so much knowledge is packed into this episode that it would be hard to list it all here! Enjoy! 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

Matt Fantastic — The Indy Game Ethos, Punk Rock Designs, Navigating Success Beyond Sales, Collaborative Dynamics, and the Power of Empathy in Game Design (#45)
Matt is easily the most punk rock game designer I’ve ever interviewed, and it’s no wonder because their professional life is rooted in collectivism, art, nerdery, social justice, and DIY punk rock. He is the Creative Director of Forever Stoked Creative, a studio they founded over a decade ago. Matt also owns Elm City Games, a game shop/library in New Haven, Connecticut. They founded the New Haven Game Makers Guild, organized Fantasticon, and do consulting across the game industry as well as for corporate, NGO, and institutional clients like Netflix and Yale. In this episode, we discuss the world of indy games and have a fantastic time! 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

Think Like a Game Designer: Ascension Tactics Inferno Special
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Isaac Vega — From Humble Prototypes to Bioshock Tables, Navigating Unexpected Successes, and the Freedom of Forging One’s Path in Game Design (#44)
Isaac Vega has been designing board games for over a decade. Isaac has sold over 500,000 copies of his games worldwide and is an award-winning designer. He co-founded Rose Gauntlet Entertainment and is the designer of the hit game Dead of Winter. There are so many awesome lessons in this episode. Let’s get started! 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

Sean K. Reynolds — Crafting Legendary RPGs, Building Worlds & Teams, Valuing Writer Voices, and the Anatomy of Game Design (#43)
Sean K. Reynolds is a prolific writer and game designer who’s worked on hundreds of supplements for various RPGs, including Dungeons & Dragons. Sean and I met years ago when we were both working for Upper Deck, where Sean was an IP developer. From there, he left to develop the Pathfinder RPG at Paizo. He currently works for Monte Cook Games, where he just finished the Kickstarter for the Planebreaker RPG alongside legendary RPG designers Bruce R. Cordell and Monte Cook. Sean is an awesome guest with lots to share! 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

Ben Brode — From Pizza Delivery to Hearthstone's Helm: Crafting Digital Card Games, the Essence of Decision-Making, Building Trust in the Gaming Industry, Innovating with Marvel Snap (#42)
Ben Brode worked for Blizzard for 15 years, working his way up from a low-level position to become one of the lead designers of the monstrously successful game Hearthstone. He is now the Chief Creative Officer at his own game studio called Second Dinner, which created the digital collectible card game for Marvel called Marvel Snap. This episode was super-fun to record, with some great stories and many great lessons about creating some of the biggest digital card games on the planet! 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

Alex Watkins — From Evolutions in Mechanics to Shaping the Future of Organized Play, The Journey of Crafting a New Gaming Experience in Soulforge Fusion (#41)
Alex Watkins is the head of organized play for SolForge Fusion, but before joining our team, he had years of experience running organized play for games like Keyforge and X-Wing. We're super excited to have him on the show today, discussing how organized play systems are developed, the relationship between organized play and game design, and what organized play will look like for SolForge Fusion. 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

John D. Clair — Crafting Award-Winning Games, Navigating Legal Pitfalls, Lessons from Downfall, and Innovating with Kinetic Design (#40)
John D. Clair is the designer of Mystic Vale, which was awarded the ORIGINS Award and Gamer’s Choice award in 2017. His other titles include Downfall, Rumble Pie, Custom Heroes, Space Base, and Edge of Darkness. He is a fantastic designer with a lot of wisdom to share. In this episode, we discuss learning from mistakes made in previous designs, handling legal protections for new designs, and making the most of game components to make your games more fun and exciting. 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

Luke Peterschmidt — From Dungeons & Dragons to Bakugan: Leveraging Game Design in Marketing, Teaching, and Global Phenomenons (#39)
Luke has done a lot of incredible work as a game designer, working on indie games like Miskatonic School for Girls all the way up to massive games like Bakugan. He’s worked for a lot of awesome companies (Games Workshop, AEG, SpinMaster, Wizards of the Coast) in a variety of different positions and knows the industry from top to bottom. In today’s episode, we talk a lot about how the game design mindset applies to not just the game industry but also to business and life—Enjoy! 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

Phil Walker-Harding — Crafting Accessible Games, The Journey from Self-Publishing to Global Success with Sushi Go!, and Mastering the Art of Core Game Mechanics. (#31)
Phil has a great origin story because it is one that represents what it’s like for most designers to make it in the industry. His most popular game, Sushi Go!, has sold over a million copies and has been translated into 20 languages. Phil specializes in games that are easy to learn, and that can be played by people of all ages. In the Think Like A Game Designer course, I often use Phil’s games like Gizmos and Sushi Go!, as examples of elegant distillations of core principles. There are some amazing lessons in this episode—Enjoy! 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

Think Like a Game Designer: Level Up!
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Alan Phan — Charting New Territory: From First-time Game Ideas to Million-Dollar Kickstarters and The Power of Nostalgia in The Grand Archive (#37)
Alan Phan and his team recently launched a million-dollar Kickstarter for a trading card game called The Grand Archive. What’s amazing is that he and his friends had never made a trading card game before, so today we’re going to learn a little bit more about Alan and his story. Enjoy! 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

Richard Bartle — Pioneering Virtual Worlds: From M.U.D. to MMOs, Understanding Player Motivations, and Navigating the Ethical Maze of Online Interactions (#36)
Richard Bartle is a legend among game designers. He has a Ph.D. in artificial intelligence and is the co-creator of the first virtual world ever to exist, a game called Multi-Use Dungeon or M.U.D. Richard authored the book Designing Virtual Worlds and his most recent book is How to be a god: A Guide for Would Be Deities, in which he examines the history, ethics, structure, and technology of MMOs. His research on player personalities and what’s called the Bartle Test had a significant impact on my designs, which is why I’m so excited to interview him today. This episode is a fascinating one, that focuses on virtual worlds: past, present, and future! 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

Alan Gerding — From Core Principles to Kickstarter Success: The Psychology and Strategy Behind Crafting Mothership: Sci-Fi Horror RPG (#35)
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Think Like a Game Designer #34: Mike Turian
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Brotherwise Games — From Sibling Bets to Publishing Success: Navigating Collaboration, Fostering Relationships with Influencers, and Championing Local Game Stores (#33)
Brotherwise Games, headquartered in Los Angeles, was established in 2012 by the dynamic duo, Chris and Johnny O’Neal. Over the years, the "Brothers Wise" have carved a niche for themselves, emerging as one of the most notable indie success stories in the tabletop gaming arena. In today's episode, we delve into the intricacies of collaborating with family, effective game marketing strategies, the art of partnering with influencers, and insights into what publishers seek in games. This episode promises a wealth of knowledge, and I'm so excited to bring it to you. Dive in and enjoy! 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

JT Smith — Crafting the Game Design Journey: From Prototyping with Game Crafter to Navigating Digital Playtesting and Harnessing the Power of Audacity (#32)
JT Smith started designing games when he was in high school and wanted an easier way to prototype his game. His drive to find a better way to prototype led him to found the company Game Crafter, a company that allows you to print prototypes and even produce your game on a small scale. In addition to Game Crafter, JT has programmed a number of incredible tools for creating card prototypes, migrating your physical games to programs like Tabletop Simulator, and even running entire conventions. Thanks to JT this episode of the Think Like A Game Designer will, no doubt, make your game design life easier. 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

Richard Garfield — Crafting Game Legacies: The Evolution of Unique Deck Games, Innovating SolForge Fusion, and Deep Dives into Procedural Generation (#31)
Richard is the creator of Magic: The Gathering, KeyForge, Netrunner, Vampire: The Eternal Struggle, Battletech(CCG) and a lot more. He is a pioneer in the collectible card game genre and one of the most well-known game designers in the world. In this episode of the show, we discuss his life in game design, the development of Magic: The Gathering and KeyForge, and a variety of topics dealing with the challenges of creating collectible card games. This episode is, without a doubt, one of the most remarkable episodes I’ve recorded for Think Like a Game Designer – grab a notebook and take a listen! 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

Peter Adkison — Building Gen Con, Empowering Game Designers, and the Thrill of Gathering the Gaming Tribe (#30)
Peter Adkison is not just a cornerstone of the gaming industry; he's the force behind revolutionizing it. As the founder of Wizards of the Coast, he introduced the world to phenomena like Magic: The Gathering and reinvigorated Dungeons & Dragons, shaping modern gaming. Now, as the owner of Gen Con and the creative mind at Chaldea Studios, he's melding gaming with filmmaking. In this episode, we explore Peter's unparalleled journey, insights from founding to selling a company, and his continual passion for innovation. 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

Elizabeth Hargrave — Breaking the Mold with Wingspan, Lessons In Successful Game Pitches, Embracing Unique Genres, and Championing Inclusivity in Game Design (#29)
Elizabeth Hargrave’s games are known for breaking the thematic mold. In her first game, Wingspan, you play as bird enthusiasts out to discover and attract the best birds to your network of wildlife preserves. The game is wildly popular and won the 2019 Kennerspiel des Jahres. In this episode, we discuss designing, playtesting, and pitching these groundbreaking 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

Jason Charles Miller — From Rockstar Stages to Voiceover Booths, Navigating the Entertainment Labyrinth, Time with Ozzy, Breathing Life into Characters, and The Magic of Live Streaming RPGs (#28)
Jason Charles Miller is a multifaceted artist, best known for his accomplished music career and significant voice acting roles. As a musician, Miller has released numerous albums, both as a solo artist and with his band, and has shared stages with prominent names in the music industry. Transitioning to voice acting, he has lent his voice to a variety of characters across video games and animated series, solidifying his place in the entertainment industry. In addition to music and acting, Jason is an avid live streamer, engaging with fans through platforms like Twitch where he shares stories, plays music, and even collaborates on songwriting. With his undeniable passion and wide-ranging talents, Miller continues to leave an indelible mark on every medium he touches. It’s awesome to have him here to tell his amazing stories! 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

Bruno Faidutti — Merging Game Mechanics, Simplifying Design, The Art of Drafting, and Unraveling the Myth of Unicorns (#27)
Bruno Faidutti is the legendary creator of Citadel and Knightmare, two games that have inspired me throughout the years along with 40+ additional published games. In addition to game design, Bruno has studied law, economics, and history, and knows an awful lot about unicorns. This episode is full of lessons on design fundamentals, rules creation, and drafting games, in particular. Enjoy! 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

Rodney Thompson — Designing Across Platforms, Crafting Worker Placement Games, Delving into RPGs, and Transitioning from Tabletop to Destiny (#26)
Rodney Thompson has been designing games professionally for over 15 years. He has worked on some of the industry’s most significant properties, including Star Wars, Dungeons & Dragons, Lords of Waterdeep, Tyrants of the Underdark, and Dark Sun. He’s currently a designer for the Destiny franchise at Bungie and develops his personal projects at Scratchpad Publishing. This episode has a detailed deep dive into building worker placement games and roleplaying games. If you love these games, you’ll love this episode. 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

John Zinser — From Pizzas to Publishing, Pioneering CCGs, Community Management, and Trusting the Strength of a Team (#25)
John Zinser is the CEO of Alderac Entertainment Group. His game design career started over 30 years ago, with Shadis Magazine and the CCG Legend of the Five Rings. In this episode, he tells one of the most entertaining and educational origin stories on the podcast. He’s a great storyteller and an even better teacher. 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

Think Like a Game Designer Mastery Course
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Monte Cook — Crafting Immersive RPGs, Mastering Game Narratives, Refining Dungeons & Dragons, and the Nuances of Effective Playtesting (#24)
Monte Cook is a legend among roleplaying game designers. Monte has worked on hundreds of roleplaying products. He is probably best known for his work on the 3rd Edition of Dungeons & Dragons, Planescape, Ptolus, and Arcana Evolved. In addition, his own games Numenera, the Cypher Systems, and Invisible Sun, have won numerous awards. In this episode, we’ll discuss Monte’s philosophies on developing roleplaying games, the importance of clear rules and good writing, and what it takes to bring new people into strange and wondrous worlds. Enjoy! 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

Rob Daviau — Innovating Legacy Gameplay, Revitalizing Classics, Unpacking the 'Elevator Pitch', and Balancing Game Aesthetics with Mechanics (#23)
Rob Daviau pioneered the legacy game genre, starting with Risk: Legacy. In addition, he’s worked with a variety of beloved titles: Star Wars, Axis & Allies, Pandemic, Betrayal at House on The Hill, just to name a few. In this episode, we go into detail about Legacy Game development and how to successfully work with beloved properties. 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

Matt Place — From Pro Magic Player to Digital TCG Innovator, Embracing Randomness, Teaching the Fun, and Mastering the Autobattler Genre (#22)
Matt and I both started our careers as Magic Pro Players. Since then he’s garnered more experience in digital trading card games than anyone I know. Matt has worked for Wizards of the Coast, Dire Wolf, and Blizzard on games including Magic Online, Hearthstone, and Eternal. Matt is currently working on his own auto-battler game called Story Book Brawl. I’m excited to sit down with one of my oldest friends in the industry and talk about game design. 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

Michael Gnade — From Indie Game Journalism to Board Game Creation, Embracing Feedback, Navigating Kickstarter, and The Cost of Game Marketing (#21)
Michael Gnade is the founder and lead designer at Rock Manor Games. He started his career in games with Indie Game Magazine, writing and reporting about the newest games from independent creators. Inspired by Ascension, Michael developed Brass Empire, which he created on Kickstarter. Michael Gnade put together one of the more comprehensive looks at Kickstarter metrics out there; if you’re interested, you can check that out here. Otherwise, grab your notebook; there’s some awesome advice on this one! 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

Elan Lee — From Star Wars Intern to Kickstarter Triumph, Embracing Risk in Game Design, The Power of Storytelling, and Crafting Games that Build Communities. (#20)
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Scott Gaeta — From Comics to Card Games, The Art of Forecasting, Driving Growth Through Organized Play, and Lessons from Decades in Game Industry (#19)
Scott Gaeta has been in the game industry for over 20 years. He’s the founder of Renegade Game Studios. Scott started as a comics and game store owner before shifting into game design, cutting his teeth on popular products such as the Star Wars, Star Trek, and Lord of the Rings CCGs. He’s worked as the Senior Vice President of Decipher and Senior Director at Upper Deck (that’s where we first met!). At Upper Deck, Scott worked on Yu-Gi-Oh!, DC Comics, World of Warcraft, Marvel Comics, Hello Kitty, and more. I was super excited to catch up and learn some lessons from the veteran of the industry. 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

Isaac Childres — Crafting the Gloomhaven Legacy, The Power of Audience, Daring Game Design Choices, and Ascending to BoardGameGeek’s #1 Spot (#18)
Isaac Childres is the creator of Gloomhaven and Frosthaven. Gloomhaven is the #1 rated game on BoardGameGeek for three years, and Frosthaven, the highest funded game on Kickstarter. We’ll dig into what motivated Isaac to create these legendary games, and what he’s learned along the way. 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

Think Like a Game Designer: Ascension Tactics Special
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Eric Lang — Crafting Immersive Game Experiences, From Sugar Packet Prototypes to Epic Viking Sagas, Navigating Kickstarter Successes, and Fostering Empathetic Design Teams (#17)
Eric Lang is a legendary game designer who has created more games that I’ve personally enjoyed than almost anyone. Just to name a few, Eric designed: The Game of Thrones Card Game, Quarriors, and Blood Rage. He’s launched several highly successful Kickstarters and has a lifetime's worth of wisdom in game design. There are a lot of lessons here. Grab your notebooks. 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

Tom Lehmann — From Economics to Game Mechanics, Crafting Strategic Choices, and The Nuances of Cooperative Play (#16)
Tom Lehmann is a former economist, programmer, and game publisher turned full-time game designer. He created Race for the Galaxy and has created expansions for games like Pandemic and St. Petersburg. Today, we discuss everything from economics, expansions, and game reward systems. There’s a lot of wisdom here, so grab a notebook! 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

Keith Baker — Crafting Worlds and Weaving Tales: From Ebberon's Origins to Phoenix Dawn Command's Innovations (#15)
Keith Baker is a renowned game designer and storyteller. He was the creator of the D&D setting Ebberon and Gloom. He has traveled the world creating and running Story based games. If you’re into role-playing games like D&D or any other story-driven games there’s a lot to learn here. 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

Satine Phoenix — Mastering the Art of Storytelling, Building Gaming Communities, The Power of Streaming in Game Design, and The Journey from Passion to Profession in the World of Role-Playing (#14)
Satine Phoenix is the first non-game designer on our podcast, but she is an icon in the gaming industry. Satine is a professional Dungeon Master and storytelling coach who supports people in regards to writing games, RPG adventures, screenplays, and novels. What’s even wilder is that she travels the world playing role-playing games and bringing gaming communities together. I can’t wait to dig into this episode. 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

Devin Low — From Magic to Marvel: Game Narratives, Corporate Design Insights, and the Power of Effective Communication (#13)
Devin Low is an award-winning designer who’s worked on some of the most popular games in the world. He was the head developer of Magic: The Gathering, and the lead designer of Legendary: The Marvel Deck-Building Game and Plants vs. Zombies Heroes. 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