Afleveringen
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Welcome to Episode 05 of 'Games Every Designer Should Play,' the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Lecturers in Game Design, Stuart Lilford, Adrian Mills, and David Grant as they delve into the absurd comedy slapformer THANK GOODNESS YOU'RE HERE!, exploring its blend of comedy and game design as well as it's approach to backtracking and reactions to the player
Spoiler alert for The Game! 🚨 We STRONGLY advise you play before listening.
In this episode, we dive into the delightfully quirky world of Thank Goodness You’re Here! We explore how voice acting brings characters to life, break down comedy theory in game design, and discuss how games can react to the player to enhance their experience. Plus, we chat about designing games based on personal experiences and discuss the concept of bi-directional gameplay. Along the way, there’s plenty of reminiscing about our favorite jokes, and we may even try out a few silly voices ourselves.
Featuring feedback from listeners and the verdict: Is Thank Goodness You're Here! a must-play for every designer?
📧 Email us your comments or questions on the game discussed in the next episode at [email protected]
It's David's turn to choose the game we must play for the next episode. Will it be beloved by all or could it be controversial? You'll have to listen to the end to find out! 👀
Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #Bioshock
Thank you for tuning in! 🎧✨
We are @ShouldPlayPod on Instagram, Twitter and YouTube.
=== CREDITS ===
Music by Vasil Trofimov from Pixabay.
Sound Effects by floraphonic Pixabay.
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Welcome to Episode 04 of 'Games Every Designer Should Play,' the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Lecturers in Game Design, Stuart Lilford, Adrian Mills, and David Grant as they delve into the seminal first-person shooter BIOSHOCK, exploring its rich narrative and immersive world-building.
Spoiler alert for Bioshock! 🚨 We STRONGLY advise you play before listening.
In this episode, we explore how BioShock draws inspiration from art, philosophy, and history, while also breaking down its exceptional sound design and how it leverages the 'rule of cool' with iconic elements like Big Daddies and epic set-pieces. We also dive into what hasn’t aged as well, from excessive bloom effects to bloated systems—and one of us has a serious bone to pick with Vita-Chambers.
Featuring feedback from listeners and the verdict: Is Bioshock a must-play for every designer?
📧 Email us your comments or questions on the game discussed in the next episode at [email protected]
It's Adrian's turn to choose the game we must play for the next episode. Will it be beloved by all or could it be controversial? You'll have to listen to the end to find out! 👀
Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #Bioshock
Thank you for tuning in! 🎧✨
We are @ShouldPlayPod on Instagram, Twitter and YouTube.
=== CREDITS ===
Music by Vasil Trofimov from Pixabay.
Sound Effects by floraphonic Pixabay.
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Zijn er afleveringen die ontbreken?
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Welcome to Episode 03 of 'Games Every Designer Should Play,' the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Lecturers in Game Design, Stuart Lilford, Adrian Mills, and David Grant as they delve into the mysterious card-battler INSCRYPTION, exploring its emergent gameplay and ability to keep things fresh.
Spoiler alert for Inscryption! 🚨 We STRONGLY advise you play before listening. You can grab it here.
In this episode, we discuss emergent gameplay, subverting expectations and keeping things fresh, ARGs, using sound design and VFX to bolster atmosphere, adaptive difficulty and FMVs go bad!
Featuring feedback from listeners(?) and the verdict: Is Inscryption a must-play for every designer?
📧 Email us your comments or questions on the game discussed in the next episode at [email protected]
It's Stuart's turn to choose the game we must play for the next episode. Will it be beloved by all or could it be controversial? You'll have to listen to the end to find out! 👀
Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #Inscryption
Thank you for tuning in! 🎧✨
=== CREDITS ===
Music by Vasil Trofimov from Pixabay.
Sound Effects by floraphonic Pixabay.
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Welcome to Episode 02 of 'Games Every Designer Should Play,' the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Lecturers in Game Design, Stuart Lilford, Adrian Mills, and David Grant as they delve into the exceptional puzzle game COCOON, exploring its controlled design and simple player actions.
Spoiler alert for Cocoon! 🚨 We advise you play before listening. You can grab it here.
In this episode, we discuss the KISS rule, controlled design, restrictive level design, using sound design to reward the player, affordances, demonstrating progression within the front end, and rage quitting!
Featuring feedback from listeners and the verdict: Is Cocoon a must-play for every designer?
📧 Email us your comments or questions on the game discussed in the next episode at [email protected]
It's David's turn to choose the game we must play for the next episode. Will it be beloved by all or could it be controversial? You'll have to listen to the end to find out! 👀
Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay
Thank you for tuning in! 🎧✨
=== CREDITS ===
Music by Vasil Trofimov from Pixabay.
Sound Effects by floraphonic Pixabay.
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Welcome to Episode 01 of 'Games Every Designer Should Play,' the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Lecturers in Game Design, Stuart Lilford, Adrian Mills, and David Grant as they delve into the iconic game PORTAL, exploring its innovative mechanics and design insights.
Spoiler alert for Portal! 🚨 We advise you play before listening. You can grab it here.
In this episode, we discuss environmental storytelling, pacing and progression, the importance of playtesting and iterative design, and the debate of Cut scenes vs. non-interruptive dialogue.
Featuring feedback from listeners and the verdict: Is Portal a must-play for every designer?
📧 Email us your comments or questions on the game discussed in the next episode at [email protected]
It's Adrian's turn to choose the game we must play for the next episode. Will it be beloved by all or could it be controversial? You'll have to listen to the end to find out! 👀
Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay
Thank you for tuning in! 🎧✨
=== REFERENCES ===
Narbacular Drop by the DigiPen Institute of Technology DoubleFIne Adventure Documentary when Tim Schafer shares his notebooks on Grim Fandango Robert Yang's Level with Me videos on YouTube Game Maker's Toolkit video on Valve's "Secret Weapon" (Playtesting) GDC Talk - Level Design Workshop: Solving Puzzle Design by Ubisoft's Jolie MenzelThe Art of Game Design by Jesse Schell Game Theory=== CREDITS ===
Music by Vasil Trofimov from Pixabay.
Sound Effects by floraphonic Pixabay.
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Welcome to the debut episode of 'Games Every Designer Should Play,' the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Lecturers in Game Design, Stuart Lilford, Adrian Mills, and David Grant as they introduce the podcast's format, share their expertise, and tease the game up for discussion in the forthcoming Episode 1.
Music by Vasil Trofimov from Pixabay.