O TYM PODKAŚCIE 🔗
Why do we make games? Every designer has a different and very personal answer to that question. Soren Johnson, founder of Mohawk Games, sits down with noted designers to find out by examining their careers as a whole.
Prowadzący:
Częstotliwość aktualizacji:
every 52 days
Średnia długość dźwięku:
125 minutes
Wywiady gościnne
Język angielski
Stany Zjednoczone
98 odcinków
od 30 października 2014
episodic
AUDIENCE OF THIS PODCAST 🔗
~66.00% of listeners are from United States.
🇺🇸
US
66.00%
🇩🇪
DE
5.80%
🇮🇳
IN
4.20%
🇬🇧
GB
3.20%
🇦🇺
AU
3.00%
🇵🇱
PL
2.60%
🇨🇦
CA
2.60%
🇳🇴
NO
1.20%
🇮🇹
IT
1.20%
🇷🇴
RO
1.00%
🇯🇵
JP
0.80%
🇷🇸
RS
0.80%
🇧🇷
BR
0.80%
🇩🇰
DK
0.80%
🇹🇷
TR
0.80%
🇳🇱
NL
0.60%
🇲🇾
MY
0.40%
🇫🇮
FI
0.40%
🇨🇿
CZ
0.40%
🇬🇭
GH
0.40%
🇦🇹
AT
0.20%
🇳🇿
NZ
0.20%
🇸🇬
SG
0.20%
🇹🇳
TN
0.20%
🇨🇳
CN
0.20%
🇫🇷
FR
0.20%
🇭🇺
HU
0.20%
🇨🇱
CL
0.20%
🇸🇪
SE
0.20%
🇪🇬
EG
0.20%
🇲🇽
MX
0.20%
🇺🇦
UA
0.20%
🇸🇦
SA
0.20%
🇭🇰
HK
0.20%
🇬🇷
GR
0.20%
Others
0.00%
* Data source: directly measured on Listen Notes. w czasie rzeczywistym
NAJNOWSZY ODCINEK 🔗
In this episode, Soren interviews Xalavier Nelson, founder of Strange Scaffold and best known for his work on El Paso Elsewhere, Clickolding, and An Airport for Aliens Currently Run by Dogs. They discuss why he drew review screenshots using MS Paint, whether you should do the hard thing when making…
WYSZUKAJ MINIONE ODCINKI
Wyszukaj minione odcinki Designer Notes.
POPRZEDNIE ODCINKI 🔗
Designer Notes is hosting a special guest episode from Simon Parkin’s excellent podcast My Perfect Console, in which he interviews Soren Johnson about his career and his favorite games. In each episode, Simon asks the guest to choose five games to compose their version of a perfect console or, in S…
In this episode, Soren interviews Owen Mahoney, who served first as the CFO and then as the CEO of Nexon. They discuss what the transition to free-to-play meant for game design, how to make sure your company has the right type of shareholders, and how close Nexon came to buying Riot. This episode w…
In this episode, Soren interviews Seth Sivak, best known as the co-founder and CEO of Proletariat, makers of World Zombination and Spellbreak. They discuss how he invited hover doobers, the many times Proletariat almost went out of business, and whether free-to-play still makes sense. This episode …
In this episode, Soren interviews veteran game developer Charles Cecil, co-founder of Revolution Software and best known for his work on Beneath a Steel Sky and the Broken Sword series. They discuss why he made a game about the Knights Templar, how digital distribution changed the publisher-develop…
In this episode, Soren interviews veteran game developer Charles Cecil, co-founder of Revolution Software and best known for his work on Beneath a Steel Sky and the Broken Sword series. They discuss various dodgy tax avoidance schemes, what the Bitmap Brothers faxed to Acclaim, and how to teach pla…
In this episode, Soren interviews Paul Kilduff-Taylor, best known for his work on Frozen Cortex and the Frozen Synapse series. They discuss whether a sword-fighting game should be controlled with a mouse, why Frozen Synapse uses simultaneous turns, and how it ended up as one of the first indie game…
In this episode, Soren interviews Tomislav Uzelac, best known for his work on the Unity of Command series. They discuss how he taped his first games from a radio station, building the MP3 encoder for Winamp, and whether there is a solution to snowballing in campaign modes. This episode was recorded…
In this episode, Soren interviews veteran game designer Patrice Desilets, best known for his work on Prince of Persia: The Sands of Time, the Assassin’s Creed series, and Ancestors: The Humankind Odyssey. They discuss why they couldn’t put rewind into Assassin’s Creed, the problem with designing fo…
In this episode, Soren interviews veteran game designer Patrice Desilets, best known for his work on Prince of Persia: The Sands of Time, the Assassin’s Creed series, and Ancestors: The Humankind Odyssey. They discuss being hired as the first developer at Ubisoft Montreal, the similarities between …
Zastrzeżenie: Podcast i grafika osadzone na tej stronie pochodzą z Idle Thumbs, który jest własnością jego właściciela i nie jest powiązany ani wspierany przez Listen Notes, Inc.
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