Giblet the Trash Can |
Game Design, IRL |
Ellen Burns-Johnson |
227
|
Giblet the Trash Can
|
n/a |
Grind |
Game Design |
Ellen Burns-Johnson |
320
|
"Stephen, explain this."
|
06:08 |
Grind |
Game Design, Gaming |
Ellen Burns-Johnson |
224
|
"To whom it may concern."
|
0:47:59 |
Guns |
Game Design |
Mark LaCroix |
234
|
"Godot! God-ot? Godot."
|
0:43:14 |
Hidden Information |
Game Design, Gaming |
Stephen McGregor |
245
|
"Gamedev is jazz."
|
0:36:33 |
Holistic Game Design |
Game Design, Production |
Mark LaCroix |
151
|
"I don't always want to do that."
|
0:20:11 |
Horror Games 101 |
Game Design |
Samuel Guglielmo, Nikk F, Conner Rush, Schera Wyss, Henry Hoare |
325
|
Horror Games 101 (with multiple guests)
|
n/a |
Horror Games 201 |
Game Design |
James Pratt, Torple Dook, Max Kunze |
327
|
Horror Games 201 (with multiple guests)
|
n/a |
Hub Worlds and Safe Houses |
Game Design |
Martha Megarry |
104
|
"Safety gone!"
|
0:09:09 |
Idle Games |
Game Design, Gaming |
Mark LaCroix |
282
|
"Today’s the day that I screw things up."
|
0:31:45 |
Illusions of Choice |
Game Design |
Mark LaCroix |
238
|
"Just-In-Time Compiler."
|
37:28 |
Indiedev During the Pandemic |
Game Design, IRL |
Glen Henry |
188
|
Indiedev During the Pandemic
|
n/a |
Inspiration from Behavioral Economics |
Game Design, Gaming |
Ellen Burns-Johnson |
274
|
"I’m not coding your game, y’all figure that out."
|
0:40:58 |
Instructions |
Game Design, Misc., UI / UX |
Mark LaCroix, Ellen Burns-Johnson |
362
|
"Apply your context, thusly."
|
0:07:31 |
Intro to Linguistics for Game Developers |
Audio, Game Design |
Martha Megarry |
45
|
"Qapla'!"
|
0:03:31 |
Intuition |
Game Design |
Ellen Burns-Johnson |
218
|
"Kids like cubes these days."
|
45:19 |
Jank |
Game Design |
Stephen McGregor |
208
|
"All of this mess that I'm throwing at you."
|
0:39:52 |
Joy vs. Fun |
Game Design |
Ellen Burns-Johnson |
249
|
"I got all the moons."
|
44:00 |
Keeping a Game Design Journal |
Game Design |
Ellen Burns-Johnson |
280
|
"Two bits of goop."
|
0:16:16 |
King Making |
Game Design |
Stephen McGregor |
347
|
"A slow meat computer"
|
0:23:00 |
Language of Games |
Game Design |
Martha Megarry |
94
|
"Somebody's first episode."
|
0:11:31 |
Learning Through Games |
Game Design, UI / UX |
Ellen Burns-Johnson |
75
|
Learning Through Games
|
n/a |
Learning Through Games (revisit) |
Game Design, Meta, UI / UX |
Ellen Burns-Johnson |
200
|
"A Spark Plug." 200th Episode Special
|
0:52:05 |
Lessons from Tears of the Kingdom |
Game Design |
Mark LaCroix |
308
|
"You've probably seen them in Zelda."
|
0:26:40 |
Level and Interaction Design |
Game Design |
Nina Marotta |
269
|
Level and Interaction Design
|
n/a |
Level Design |
Game Design |
Mark LaCroix |
96
|
"But WE know what we're talking about."
|
0:14:19 |
Level Editors |
Game Design, Programming, Tools, UI / UX |
Charles McGregor |
183
|
Level Editors
|
n/a |
Lives and Continues |
Game Design |
Stephen McGregor |
130
|
“Once more with feeling!”
|
0:38:52 |
Loot Systems |
Game Design |
Stephen McGregor |
63
|
"I have so much feelings..."
|
0:03:58 |
Media Influences |
Game Design, IRL, Narrative |
Xalavier Nelson Jr. |
193
|
Media Influences
|
n/a |
Megagames |
Game Design, Gaming, Physical Games |
Trenton Greyoak |
329
|
Megagames
|
n/a |
Messages and Meanings |
Game Design |
Mark LaCroix |
15
|
"We are artists and we should be artists."
|
0:52:56 |
Messages and Meanings (revisit) |
Game Design, Meta |
Stephen McGregor |
200
|
"A Spark Plug." 200th Episode Special
|
1:13:45 |
Messages and Meanings (revisited) |
Game Design |
Mark LaCroix |
57
|
"This misinformation vortex." One year of Nice Games Club!
|
0:48:44 |
Metroidvania Level Design |
Game Design |
Stephen McGregor |
158
|
"Space ferrets lift off!" Widget Satchel Special
|
0:10:29 |
Naming Things |
Game Design, Marketing, Production |
Mark LaCroix |
166
|
"When in doubt, call it Gan Ainm."
|
0:17:47 |
Narrative Pacing |
Game Design, Narrative |
Stephen McGregor |
266
|
"That’s not a friendship!"
|
0:45:21 |
Nice Thinking about NiceGameJam Games with Potential |
Game Design |
|
309
|
The Nice Board Game Industrial Complex, a Nice Games Club Skunkworks Project
|
0:46:06 |
Nice Thinking Notes |
Game Design |
Ellen Burns-Johnson |
295
|
Pizza Land
|
n/a |
Novelty |
Game Design |
Stephen McGregor |
218
|
"Kids like cubes these days."
|
12:27 |
Off-Ramps |
Game Design, Gaming |
Stephen McGregor |
268
|
"No referees?!"
|
0:50:00 |
Online Play |
Game Design, Programming, Tools |
Stephen McGregor |
195
|
"Human, play Dom-jot?"
|
0:52:57 |
Pacing Mechanics |
Game Design |
Mark LaCroix |
357
|
"Gentlemen, is this where the fisticuffs occur?"
|
0:34:34 |
Parries |
Game Design |
Stephen McGregor |
361
|
"The lensing effect of the window."
|
0:28:56 |
Platformers |
Game Design, Gaming |
Martha Megarry |
87
|
"Not for me I hate them."
|
0:05:55 |
Player Agency |
Game Design, Narrative |
Stephen McGregor |
87
|
"Not for me I hate them."
|
0:48:55 |
Player Count |
Game Design, Hardware |
Mark LaCroix |
245
|
"Gamedev is jazz."
|
0:08:33 |
Player Friction |
Game Design, Gaming |
Stephen McGregor |
345
|
"Everything is everything."
|
1:08:31 |
Player Motivations |
Game Design, Gaming |
Mark LaCroix |
314
|
"Salt, in everything?"
|
0:26:57 |
Player Trust |
Game Design |
Stephen McGregor |
296
|
"Metroid is very serious."
|
0:48:39 |
Playing Outside Your Genre / Difficulty |
Accessibility, Game Design |
Adia Alderson, Dylan Skerbitz |
213
|
Evil Games Club 6!
|
0:05:21 |
Point and Clicks |
Game Design |
Martha Megarry |
19
|
"Pick up all the things."
|
0:26:28 |
Postmortem: "C.A.R.L." |
Game Design, Marketing, Production |
Andrew Kenady |
297
|
Postmortem: "C.A.R.L."
|
n/a |
Postmortem: "Scrapeboard" |
Events, Game Design, Hardware |
Frank DeMarco, Blake Andrews |
277
|
Postmortem: "Scrapeboard"
|
n/a |
Power Fantasies |
Game Design, Gaming |
Stephen McGregor |
144
|
"Explosions!"
|
0:18:08 |
Power-ups |
Game Design |
Mark LaCroix |
243
|
“The different beams I can do.”
|
0:23:09 |
Prototypes |
Game Design |
Stephen McGregor |
237
|
"The drama of the reveal."
|
5:15 |
Prototyping |
Game Design |
Stephen McGregor |
19
|
"Pick up all the things."
|
0:05:18 |
Prototyping |
Game Design, Tools |
Ellen Burns-Johnson |
187
|
"A way to farm notions."
|
0:13:50 |
Prototyping (revisited) |
Game Design, Production |
|
57
|
"This misinformation vortex." One year of Nice Games Club!
|
0:40:08 |
Psychic Distance |
Game Design, Narrative |
Stephen McGregor |
365
|
"It's hard how my mind works."
|
0:51:32 |
Putting the Real World in Games |
Game Design, Narrative |
Mark LaCroix |
318
|
"Sad or fascinating?"
|
0:50:22 |
Puzzle Design |
Game Design |
Martha Megarry |
72
|
"Idea! Idea! Idea! Idea!"
|
0:39:46 |
Puzzle Systems |
Game Design, Tools |
Arvi "Hempuli" Teikari |
373
|
Puzzle Systems
|
n/a |
Randomization |
Game Design |
Stephen McGregor |
148
|
"Intentionally random."
|
0:52:05 |
Redundancy |
Game Design, UI / UX |
Mark LaCroix |
170
|
"Stephen, his arms wide!"
|
0:13:01 |
Relaxing Games |
Game Design, Gaming |
Ellen Burns-Johnson |
239
|
"Oh is that Rugrats?"
|
0:05:30 |
Remixed Play Modes |
Game Design |
Mark LaCroix |
368
|
“That’s way too many pawns.”
|
0:40:35 |
Repetition |
Game Design |
Martha Megarry |
61
|
"Schrödinger’s Animal Crossing."
|
0:46:44 |
Replayability |
Game Design |
Ellen Burns-Johnson |
181
|
"I’m ashamed, but also so proud."
|
0:47:15 |
Research for Games |
Game Design |
Mark LaCroix |
77
|
"That gets real meta, real fast."
|
0:10:35 |
Resources for Rules-Writing |
Game Design, Physical Games |
Mark LaCroix, Stephen McGregor, Ellen Burns-Johnson |
363
|
The Duluth Basement Session
|
n/a |
Rhythm Games |
Game Design |
Martha Megarry |
166
|
"When in doubt, call it Gan Ainm."
|
0:52:45 |
Rhythm Rumble |
Game Design |
Stephen McGregor |
285
|
Revisiting Rhythm Rumble
|
n/a |
Roguelikes |
Game Design, Gaming |
Stephen McGregor |
92
|
"Who are you wearing? Nintendo."
|
0:29:45 |