Nice Games Club - a gamedev podcast!
Leisure:Video Games
How much of the culture around a game is rooted in its design? That's one of the questions that comes up as Mark takes us on a tour of curling—an Olympic sport that's described as "chess on ice." We examine its origins, the Spirit of Curling, and some specific rules that may have a big impact on how players behave towards one another. Later, Stephen considers some questions about off-ramps, the parts of a game that guide players as they end a play session. Should we as designers encourage players to take breaks?
Nice Games Jam: "Soapbox Derby OF TIME"
Tutorialization with Puzzles (with Luke Spierewka)
"Please go vote." Runtime Asset Management; Double Jump vs. Dash
Combat Design (with Timothy Staton-Davis)
“That’s way too many pawns.” Communicating Difficulty; Remixed Play Modes
"Numbers go up." Scoring 101; Turning off the Gamedev Brain
Optimization (with Jarryd Huntley)
"It's hard how my mind works." Audio Middleware; Psychic Distance
Nice Thinking: "Player Personas"
The Duluth Basement Session
"Apply your context, thusly." Instructions; Cynicism
"The lensing effect of the window." Theming vs. Aesthetics; Parries
Accessibility (with Dave McKee)
"Imagine it's running on a potato." Targeting Multiple Platforms; Spirit Island Spirits
Physics 101 (with Scott Lembcke)
"Gentlemen, is this where the fisticuffs occur?" Familiarity; Pacing Mechanics
Nice Games Jam: "The Bike Boom"
"Ellen's going to be so mad!" Creative Direction; Time Management
The Intersection of Puzzle and Story (with Ron Gilbert)
"The super-powerful beam or whatever." Code Libraries; Game Overs
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