# Zach Gage
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zach gage is an indie video game developer based in New York City and best known for his iOS games, including SpellTower.
Gage learned to code throughout his youth and studied art at Skidmore College and Parsons School of Design, where he created installation and interactive works. With the 2008 opening of Apple's App Store, Gage created multiple apps and games, including the word games SpellTower (2011), TypeShift (2017), and collaborative work on Vlambeer's 2013 Ridiculous Fishing and Bennett Foddy's 2017 Getting Over It iOS port.
37: Designing Around Language with Zach Gage
We get cozy with our own Zach Gage to talk about his just-released SpellTower+, the follow-up to the puzzle game that put him on the map. We discuss making word searches interesting, the design of letter distribution, and making the Westworld of word games.
SpellTower+ zachgage.com Kinnijup's new …
29: Card of Darkness with Zach Gage
The gang's all here to chat with our own Zach Gage (SpellTower, Tharsis) about his new Apple Arcade adventure game, Card of Darkness. We discuss distilling roguelikes, the role of randomness, and designing 52 cards in two days.
Things we discussed:
Card of Darkness
Andy's baby!
World 23 Spelu…
08: Designing Tharsis with Zach Gage
We chat to our own Zach Gage about his 2016 spacefaring strategy game Tharsis, from its roguelike and tabletop influences, to promoting player narrative, to the psychology of randomness. Plus first impressions of Twinfold and Below!
Some things we mentioned: The Systems Design of TharsisLet's Get …
Setting the Stakes, with Ezra Szanton
Ezra Szanton painstakingly platforms his way over to talk about To The Flame, the first in his new studio's forthcoming kinda-trilogy of horror games. He also talks about how to effective horror, what makes a game interesting to watch as well as play, and some of the potentially-actually-pretty-int…
In Sokpop We Trust, with Tijmen Tio
Tijmen Tio is one quarter of the game dev collective/boyband Sokpop, who've been putting out a game every two weeks since 2018. It's a way of working that requires a great deal of trust among the developers, and between them and their audience—which makes it unique, and beautiful, and especially wo…
Just a Big Old Mess, with Ricky Haggett
Ricky Haggett takes stock of his work on Wilmot's Warehouse, Hohokum, Loot Rascals, Frobisher Says, Tenya Wanya Teens, and his other odd, wondrous work. We talk about the primacy of collaboration in his games, the importance of making game development rewarding (practically and financially as well …
A Consigliere’s Life for Me, with Alan Dang
Alan Dang emerges from the shadows to talk about his work on the Skullgirls mobile game, the VR garden-'em-up Fujii, and the indie arcade esport stalwart Killer Queen. Plus, we talk about the broader possibilities for virtual reality, the criminally ignored potential of games for education, and the…
Music Part 1: How We Listen
[[audio_player]] This week, Federico and John talk about Apple Arcade’s big expansion and the iOS component of John’s retro gaming project before beginning a new mini-series focused on music. For the first installment, Federico and John focus on hardware and services, covering their current setups,…
An Interview with Zach Gage
[[audio_player]] Federico and John are joined by independent game developer Zach Gage the creator of hit games like Ridiculous Fishing, SpellTower, Really Bad Chess, Typeshift, Flipflop Solitaire, and Pocket Run Pool to discuss the App Store’s effect on gaming. This episode is sponsored by: OmniFoc…
DGC Ep 483: Peggle/Casual Games (part three)
Welcome to Dev Game Club, where this week we complete our series on two entries from the casual space by PopCap. We discuss Peggle before turning to takeaways. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played: All mainli…
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