- Runtime Asset Management
- Double Jump vs. Dash
This week, your nice hosts talk a little bit about our civic duty before getting into two very on-brand topics. Make a plan to vote on (or before!) November 5th.
This week, your nice hosts talk a little bit about our civic duty before getting into two very on-brand topics. Make a plan to vote on (or before!) November 5th.
We welcome Timothy Staton-Davis into the clubhouse to talk both the broad strokes and the nitty-gritty of combat design.
This week, Ellen kicks things off with a chat about how games tell players, “This might be tough!” and how to make that fun and fair. Stephen and Mark jump in with their takes on what makes difficulty settings shine.
This week, learn about what Ellen was like as a student. Stephen wonders if he’s made a huge mistake, Ellen does some work research, and Mark insists that there is no such thing as magic.
Entering the clubhouse this week is our the third Owl (employee of Owlchemy Labs) and first Peabody Award winner (as lead developer for We Are OFK), to talk about the "dos," "don'ts," and "good enoughs" of optimization.
There are now episodes of Nice Games Club for each new day of the year! When you get to the last day of that year, you'll hear about Audio Middleware and Psychic Distance from us in the clubhouse.
In this episode the boys are back in Minneapolis, but they are still thinking about their time with Ellen in Duluth, or Roboluth ;) s
Once again from hilly Duluth, Minnesota! On Day 2 of a game design weekend retreat, your nice hosts tackled rules—writing rules, rewriting rules, and playtesting them.
It's a nice sleepover as this (and next) week's episode is recorded from Ellen's basement in Duluth. Mark has an angle, Ellen shares her topic, and Stephen manages.
It’s hot in the clubhouse and hot in Ellen’s greenhouse this week, so your hosts are eager to crunch through some discussion.
We invite music producer and sound designer Dave McKee into the clubhouse to talk about accessibility in games this week.
We face complexity head-on this episode with two topics that will get your neurons firing. Mark walks through considerations involved with publishing a game to multiple platforms.
"Pillar of the community" and creator of Chipmunk2D Scott Lembcke visits the clubhouse to talk velocity, constraints, and rigidbodies.
In this episode, Stephen gets excited about Summer Games Done Quick, reveals some Doctor Who spoilers, and then is shocked that Flappy Dragon has more dragons.
In the first Nice Games Jam in a few months (and we made it a long one!), your nice hosts explore the history of bicycles to develop a racing board game.