Summary: Join us as we take a look at the relationship between Game Design and UI/UX (User Interface/User Experience). Where do they overlap and how does the relationship change depending on the game’s medium?
Run time: 55min
Summary: Join us as we take a look at the relationship between Game Design and UI/UX (User Interface/User Experience). Where do they overlap and how does the relationship change depending on the game’s medium?
Run time: 55min
Summary: We jump into 2013 with our top 3 games of 2012. Surprisingly, there’s only ONE repeat game on our lists. Which game do you think we chose twice?
Mentions: Skyrim, Spaceteam, Nintendo Land, Journey, Deus Ex: Human Revolution, Botinicula, Faster Than Light, Johann Sebastian Joust, Hokra, Borderlands 2, FIFA for Playstation Vita, Shadow of the Colossus, The Walking Dead: The Game, Nemesis Factor, Limbo, Plink, Gorogoa, Ascension, Letterpress, Aban Hawkins & the 1000 Spikes, Spelunky, Dishonored, Ocarina of Time, Hotline Miami, Cart Life, DayZ
Run time: 86min
Summary: How do you design your game or product to enable a community to develop around it? Drawing from examples of current projects, projects passed, and communities that we’ve participated in, we discuss the good and bad examples of communities and attempt to distill what it is ultimately that makes a community work.
Mentions: League of Legends, Penny Arcade, theBlu, Solitaire Blitz, Global Resistance, Delectable, now.jit.su, NeoGAF, Habbo Hotel, Board Game Geek, Beer Advocate
Run time: 53min
Summary: After a hiatus, the group is back! We catch up a bit, touch on Francisco’s latest release at Schell Games and talk about gaming in the future: with the augmented reality technology of Google’s Project Glass. Note: We thought it was called Google Goggles, so that’s what you’ll hear in the episode.
Mentions: Tunnel Tail and Francisco’s accompanying talk at GLS, Project Glass, Pokemon, Love Plus, Sight (short film)
Run time: 47min
Summary: The year is almost over and so we get together to discuss our design-related learnings of 2011. The practical, the emotional and the existential - it’s all here.
Mentions: Delectable.com
Run time: 57min
Summary: We’re back to talk about indie games, IndieCade, and what makes an indie game indie: is it enough to just make a 2-D platformer?
Mentions: Way (makeourway.com), Dear Esther, Joust, Braid, Limbo, Nidhogg, Proteus, Deepak Fights Robots, The Depths to which I Sink, Solar 2, BasketBelle, Sissy’s Magical Ponycorn Adventure, Hero Generations, Halcyon, Kaleidoplay, Application Crunch, Binding of Isaac, Desktop Dungeons
Run time: 50min
Download the highlight reel from our PAX Dev talk!
Summary: Gamers love games. But what’s the value of games to non-gamers? And what does “non-gamer” mean, anyway? Francisco does his thang, led off by some sweet intro music by Robby Zar.
Mentions: Ico, Angry Birds, World of Warcraft, Bayonetta, God Of War, “Ghettoizing” (we totally coined it), From Dust, Mass Effect 2, JRPGs, Limbo, Disneyland, FarmVille, Blankets, Braid
Run time: 45min
Summary: Collaboration. In games. We talk about it. Francisco shows us the way.
Mentions: Zelda Four Swords, Halo, Counterstrike, Quake, Magic: The Gathering, Dungeons ‘n Dragons, Rock Band, Minecraft, Mario Kart Double Dash!, Disney Quest Bumper Cars, CityVille, Diablo, Way (Chris’s game from the Entertainment Technology Center), Demon’s Souls
Run time: 58min
Summary: What is the soul of a video game? Is it the core mechanic, or something else? Ben drives us towards a definition.
Mentions: Farmville, Cityville, Peggle, Jenga, Angry Birds, Boom Blox, World of Warcraft, Magic: The Gathering, Mega Man 2, Pokemon, Shadow of the Colossus, Ico, Mario 64, Flower, Half-Life, Well Played 2.0, Super Mario Bros. 3, Super Mario Galaxy
Run time: 59min