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Episodes


The Early Days of id Software

Building a Paper Prototype For Your Narrative Design

You Don't Need a F-ing Publisher

A Geographer's Guide to Building Game Worlds

Manifold Garden: Level Design in Impossible Geometry

Empowering the Player: Level Design in N++

Practical Law 101 For Indie Developers: Not Scary Edition

The Witcher 3: Optimizing Content Pipelines for Open-World Games

Portal 2: Creating a Sequel to a Game That Doesn't Need One

Star Wars: Battlefront and the Art of Photogrammetry

The Prototype that was Banned from Halfbrick

Lessons Learned from a Decade of Audio Programming

Life is Strange: Using Interactive Storytelling and Game Design to Tackle Real World Problems

The Importance of Nothing: Using Negative Space in Level Design

'Pillars of Eternity' and Proper Attribute Tuning

'Doom:' A Classic Game Postmortem

'Diablo': A Classic Game Postmortem

'Magic: the Gathering': 20 Years, 20 Lessons Learned

"It's Just Emulation!": The Challenge of Selling Old Games
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