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A 25-post collection

episode

Finding Your Game's Identity (Kyle Pulver)

How do you turn an idea into a game, and how do you make sure that game maintains the spirit of that idea as you develop it? We're joined by Meat Boy level design maven, TowerFall world champion, and all-round charmer Kyle Pulver to solve these problems once and for all! Along the way, we discuss the value of applying constraints to your design, how to define your game by 'pivoting' through your design space, and how making a game is kind of like navigating a canoe. Or blowing up a flour mill. If you like strained metaphors, this is definitely the episode for you.

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Questions? Comments? Want to challenge Kyle to a round of Towerfall (bad idea)? Contact us on Twitter or email mailbox@pgipodcast.com. And if you liked the show, please review us on Apple Podcasts!

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Header image from Meat Boy Forever by Team Meat

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episode

Back to the Grind

The classic trio is back on the mics, and we're celebrating by diving into that most classic of game mechanics — grinding! Join us as we debate grinding's definition, discuss why it has such a bad reputation, and explain how it can help players get more from your game and make your life as a game designer easier, then marvel as we do all of this without any relevant credentials or experience to back up our convictions. With no guest to guide us, we're loud, we're sassy, and we're just as pretentious as ever.

Questions? Comments? Want to show off how much better you are at bowling than us? Contact us on Twitter or email mailbox@pgipodcast.com. And if you liked the show, please review us on Apple Podcasts!

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Header image from Torchlight II by Runic Games

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episode

Catch-Up Mechanics (Joseph Chen)

How do you make games that feel competitive for players of all skill levels, while still feeling fair to the players with the most experience? Catch-up mechanics!

Joseph Chen joins us to chat through different kinds of catch-up mechanics, how overpowered catch-up mechanics can take over your game, and that dark cousin of the catch-up mechanic: the runaway leader.

Additional reading

Questions? Comments? Got your own favorite catch-up mechanic? Contact us on Twitter or email mailbox@pgipodcast.com. And if you liked the show, please review us on Apple Podcasts!

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Header image from Fantastic Factories by Joseph Chen

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episode

Building Inclusive Games (Dee Del Rosario)

Everyone plays games, but games aren't always designed with everyone in mind. In this episode, we're joined by Dee Del Rosario as we discuss how to build games that include and appeal to as many people as possible. We cover why representational inclusivity is so important, tools for making your games more accessible, how to support marginalized creators, and the importance of putting in the effort to do your research and remaining critical of your own work.

Plus, we recommend tons of great groups, conferences, and talks for you to investigate and get involved with to learn even more!

Remember: be critical of your own work, keep and open mind, and always be willing to listen.

GDC Talks
Designing for accessibility

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episode

Growing as a Designer (Emma Larkins)

We talk a lot about how to make your games better, but how do you make yourself better? Emma Larkins joins us to discuss honing your analytical skills, the importance of daily practice, valuable game design resources, and how to not take feedback personally.

Join in the fun by posting your own design practice to #gamedesigndaily on Twitter, Instragram, or your hashtaggable social media service of choice!

Questions? Comments? Want to share your own tips for design self-improvement? Contact us on Twitter or email mailbox@pgipodcast.com. And if you liked the show, please review us on Apple Podcasts!

Subscribe: iTunes | Google Play | Android | RSS

Header image from Game Dev Story by Kairosoft

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