INFORMAZIONI SU QUESTO EPISODIO
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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CERCA TRA GLI EPISODI PASSATI
Cerca gli episodi passati di Magic: The Gathering Drive to Work Podcast.
ALTRI EPISODI IN QUESTO PODCAST
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.
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.
In this podcast, I sit down with Meris Mullaley, the creative lead for Reality Fracture, to talk all about its creative elements.
In this podcast, I sit down with Yoni Skolnik, the lead set designer for Reality Fracture, to talk about the set's design.
Dichiarazione di non responsabilità: Il podcast e la grafica incorporati in questa pagina provengono da Mark Rosewater, che è di proprietà del suo proprietario e non è affiliato o approvato da Listen Notes, Inc.
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