Episodes

  • 18: Every prototype I made in 2025
    Jan 23 2026

    2025 was a creative explosion for me. Now it's time to focus up, and pick which prototype I will try to take to the finish line.

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    15 mins
  • 17: Why my basketball board game failed
    Jan 9 2026

    I tried (and failed) to make a basketball board game. I came up with some ideas that I loved, but ultimately decided to set it aside.

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    12 mins
  • 16: How to learn a game
    Dec 19 2025

    Try to lose. It's a faster and more effective way to learn.

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    9 mins
  • 15: Paying attention to "desire paths"
    Dec 12 2025

    Sometimes players show you exactly what they want to do. You can either fight them, or learn from them.

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    10 mins
  • 14: Games are not stories
    Dec 5 2025

    Games don't need written narrative to be great games. The best stories in games are the ones that organically emerge from the gameplay itself.

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    10 mins
  • 13: Less is more in simulation games
    Nov 14 2025

    Most games simulate some real world scenario. So how do you decide which parts of the real world to represent in game mechanisms? This is where the real artistry of game design comes to light.

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    11 mins
  • 12: Problem-centered design
    Nov 7 2025

    Between each iteration of my game, I'll have dozens of ideas. But which do I actually implement? I find it extremely helpful to break my ideas down into problem statements, and then focus on just solving the most important problems. Here are some examples of how this works for me. [link to play game] [link to original conference talk]

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    11 mins
  • 11: Distribution is harder than making things
    Oct 24 2025

    I've got a great game with great reviews. So how the heck do I get it onto shelves? Here's everything I've tried.

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    10 mins