The Clockwork Game Design Podcast
About this podcast
Game Design Philosophy
About this podcast
Game Design Philosophy
The Clockwork Game Design Podcast
The Clockwork Game Design Podcast - Alexander King
Alexander King, who teaches at the NYU Game Center and the Parsons School of Design, has been tweeting about math for game designers a bunch – you should definitely go check out his tweet thread on the topic here. It also got me interested to have him on the show – I don’t think we’ve … Math for Game Designers, with Alexander King Read More »
Talking RPGs with Dayan Radisic
Today’s guest is Dayan Radisic, the lead developer at Stygian Software, the team behind the indie CRPG UnderRail. I’ve personally only played a handful of hours of the game so far, but it’s definitely the kind of game that’s in the “RPG Project” territory – it’s quite clearly super inspired by games like the original … Talking RPGs with Dayan Radisic Read More »
Skill Compensation, Randomness, and the lifespan of games with Brett Lowey
Hello again! This here is probably the most nitty gritty strategy game design podcast episode I’ve had on the show yet, which is made possible because I have a shared language and understanding with today’s guest. This guest, by the way, is none other than Brett Lowey, who has been on the podcast several times … Skill Compensation, Randomness, and the lifespan of games with Brett Lowey Read More »
Interview with Jaron Kong, creator of Quantum Protocol
If you listened to my last episode all the way to the end, you might’ve heard Justin Ma mention a game that he’s been playing recently that he thought was cool. That game, which he recommended and I ended up playing, was Quantum Protocol. Quantum Protocol is a one-player digital card game that isn’t a … Continue reading "Interview with Jaron Kong, creator of Quantum Protocol"
Conversation with Justin Ma
I spoke with Justin Ma, co-founder of Subset Games, who are well known for their hit indie games FTL and Into the Breach. Our conversation touched on a pretty wide range of topics, from their creative process at Subset games, to the state of the industry, to Justin’s feelings on game design theory in general. … Continue reading "Conversation with Justin Ma"
RPGs and more, with Tanya X. Short
Today’s guest is Tanya X. Short, the co-founder of Kitfox Games, and the designer behind Moon Hunters and most recently, Boyfriend Dungeon. Tanya is also a contributor over at Gamasutra, where she writes about a bunch of game development and marketing stuff. I had wanted to get Tanya on the podcast for a long time, … Continue reading "RPGs and more, with Tanya X. Short"
A Conversation with Raph Koster
Hello all and welcome to another episode of the Clockwork Game Design Podcast! This is Raph’s second time on the podcast (the first time was Episode 37) but it’s always good to have him on the show. On this episode, Raph and I talk a lot about simulationist RPGs, some of his experience working on … Continue reading "A Conversation with Raph Koster"
Brett Lowey on win conditions and ideal design theory
Hi! I come bearing the latest episode of the Clockwork Game Design Podcast! This one features Brett Lowey of Braingoodgames, who has been on the show before! He’s a great person to talk to for me, because we have just enough agreement and disagreement to have good discussions. In this episode, we talk about his … Continue reading "Brett Lowey on win conditions and ideal design theory"
Turn Based Tactics Combat Systems, and more on quarterbacking in co-op games
Hey everyone! Thanks for listening to this, the 82nd episode of the Clockwork Game Design Podcast. This episode doesn’t have a guest, it’s all me, and I’m talking about a bunch of stuff I’m thinking of with turn based tactics combat systems. A lot of this stuff is still up in the air, at … Continue reading "Turn Based Tactics Combat Systems, and more on quarterbacking in co-op games"
The Clockwork Game Design Podcast - Kyle Kushtel
Kyle Kukshtel said he sees himself as a bit like an “alternative universe version of himself”, because we’re both solo indie devs working on turn-based tactical wargames that do things differently. His game, Cantata, is looking really cool and different, and he’s been working on it for somewhere around six years! I’m really excited for … Continue reading "Kyle Kukshtel on indie strategy game design and development"
Adam Stewart of One Man Left, on tactics games, and game dev survival
Today I had a conversation with Adam Stewart of One Man Left, one of my favorite indie developers of all time. The company has downsized since its heyday of the early 2010’s, and after operating for about ten years, there is now literally just one man left carrying the torch. Adam is currently working on … Continue reading "Adam Stewart of One Man Left, on tactics games, and game dev survival"
CGD Podcast: Solo-dev priorities, and Dark Souls with Pete Siecienski
Today’s show has two main topics: how do we prioritize what to do as solo devs working on large projects? And secondly, we discuss Dark Souls and the other Fromsoft games. Today’s guest is Peter “Nomorebirds” Siecienski, who some might know as the winner of our Push the Lane Fan Art Contest, or as a … Continue reading "CGD Podcast: Solo-dev priorities, and Dark Souls with Pete Siecienski"
Kickstarters and Game Design Theory with Fabian Fischer
On today’s show, we have an interview with designer and theorist Fabian Fischer. Fabian is the designer behind Crimson Company, which is now running its fourth Kickstarter, which is currently doing incredibly well—at the time of this writing, it has over $33,000 pledged (and they were only asking or $11,000)! On the show, we discuss … Continue reading "Kickstarters and Game Design Theory with Fabian Fischer"
CGD Podcast Episode 73 – Emergent Complexity
Hi everyone! Today’s episode goes into some depth about emergent complexity: what is it, what isn’t it, why would we want it, and how do we get more of it? We talk about specific examples in games like 4X strategy games, and most importantly (because I’m making one), squad tactics games. I want to say … Continue reading "CGD Podcast Episode 73 – Emergent Complexity"
Richard Terrell on Smash Bros and more
Hey everyone! Weird times. I’ve actually been a little sick myself (don’t worry, I’m doing all of the things) and less productive over the past week or so than I’d like to have been. I originally wanted to have a new podcast episode ready for you guys today but sadly because of how weird everything … Continue reading "Richard Terrell on Smash Bros and more"
A conversation with Arnold Rauers of TiNYTOUCHTALES
Today’s show features a conversation with Arnold Rauers, one of the world’s most successful single-player strategy game designers. We talked about the business of indie games, how Arnold makes things work, some thoughts on his latest game, Maze-Machina, and a lot more. If you haven’t checked out any of the TinyTouchTales’ games, I strongly recommend … Continue reading "A conversation with Arnold Rauers of TiNYTOUCHTALES"
CGD Podcast Episode #70: Actor removal, and thoughts on score systems
“Points quantify something which should remain in the realm of qualitative measurement.” This is the most succinct way that I know to express my problem, not so much with “score systems” per se as described in Ella Hoeppner’s recent blog post – which also spurred a bunch of conversations on my (now daily!) Twitch stream … Continue reading "CGD Podcast Episode #70: Actor removal, and thoughts on score systems"
“Easy” Games, with Brett Lowey
Today on the Clockwork Game Design Podcast I have an interview with game developer & designer Brett Lowey (AKA BrickRoadDX), the lead (and only!) developer at BrainGoodGames. Under this company he has made a number of cool, interesting and fun single player strategy games which you should definitely check out (here they all are on … Continue reading "“Easy” Games, with Brett Lowey"
CGD Podcast Episode 66 – Dev journal, recent games, and asymmetry
Hi everyone! Today is one of those “a bunch of stuff” episodes, featuring a bit of a dev journal on stuff like Uninstall Academy (a very tiny gag game I released last week), Gem Wizards Tactics (yes, that’s the name again), and a bunch more. I also talk about a bunch of games I’ve been … Continue reading "CGD Podcast Episode 66 – Dev journal, recent games, and asymmetry"
Prospects for Indie Devs, with Jeremiah Reid
Today on the show I have a conversation with Jeremiah Reid, a software dev and indie Rogue-like game developer. Jeremiah first came on my radar when he wrote this article on the topic of the “Indie Game Apocalypse”, wherein he mentioned my work and its difficulty getting press and sales, despite the fact that I … Continue reading "Prospects for Indie Devs, with Jeremiah Reid"