S1E9: All Good Things…

In the last episode for this season, we bring things to an end in games by using experience, exploration and player progression. Bonus foley comes from Lucifer, the parsley munching rabbit who was so hungry during the recording that he spent the first part in the spotlight. This is some deep ASMR yo’.

Thanks as always to everyone who has tweeted, emailed and LISTENED! It means so much to me and I hope you’re up for another season? Let me know!

Wurdz by me. Music by Monplaisir.

S1E8 Level Up! Part II – Location, Location, Location

Bringing exploration slowly into play is an exciting and entertaining part of gameplay. But how do we do it and what’s the damn point? Push your level design into a place of excellence for your player – we’re learning about what goes in and why the player cares.

Wurdz by me. A list by Gameranx.
Music by Monplaisir
Leave some love and spread some cheer in all the usual places. Thank you for listening!

Designer of the Week #8

Thinking about game design sometimes means concentrating and diluting ideas between core game and mechanics. Brenda Romero proves that from QA to Creative Direction, the simplest route is the bestest.

Some words by Wiki or IMDB, most words by me.
Music by TRG Banks

S1E7 Level Up! Part I – Map Squares Rule Ok?

Yes but how do I turn my brilliant game design into a 2×2 map square? This week I’m harping on about different types of level design, how to communicate ideas in level design and how to hold the vision.

Wurdz by me. A sentence by Wikipedia.
Music by Monplaisir
Leave some love and spread some cheer in all the usual places. Thank you for listening!