OM DENNE EPISODE
One of the important parts of doing Magic design is coming up with things players haven't seen before, but how much innovation is the right amount? In this podcast, I talk all about that issue.
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USA
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SØG BLANDT TIDLIGERE EPISODER
Søg efter gamle afsnit af Magic: The Gathering Drive to Work Podcast.
ANDRE EPISODE I DENNE PODCAST
In this podcast, I sit down with Yoni Skolnik, the lead set designer for Reality Fracture, to talk about the set's design.
In this podcast, I sit down with Meris Mullaley, the creative lead for Reality Fracture, to talk all about its creative elements.
Four years ago, I recorded a podcast episode where I talked about all the things we were working on at the time. Everything I talked about has been released, so it's time for a new concurrency podcast where I talk about things we're working on right now.
This podcast is the history of one of Magic's hungriest creature types, one I had a huge hand in designing.
This is the start of a new series I'll do from time to time called "What Went Wrong?" In it, I examine something we made that didn't work out. I'll explain why we made it and examine the problems it had. I begin by discussing March of the Machine: The Aftermath.
Ansvarsfraskrivelse: Podcasten og kunstværket, der er indlejret på denne side, er fra Mark Rosewater, som tilhører dens ejer og ikke er tilknyttet eller godkendt af Listen Notes, Inc.
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