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Seria Ludo

Sep 25, 2023

In part two of our conversation with Nic Tringali, we go deeper into their development process. Design and prototyping, testing, setting victory conditions, and the delightful old-school addition to the game: the manual.

00:00:00 - Theme - how did the look come together? Concept of cathedrals stretching through time.


Aug 17, 2023

Josh Sawyer of Obsidian Entertainment has one of the more robust CVs in game design: Iceland Dale 1 and 2, Fallout: New Vegas, Pillars of Eternity 1 and 2 and most recently, the highly-praised historical role-playing game Pentiment.

We focus on various aspects of the production of Pentiment: avoiding burnout, drawing...


Sep 5, 2022

There’s no one quite like Rami Ismail: game developer, pilot, industry ambassador, consultant. Any one of these could be a full career and somehow Rami does them all. Formerly one half of hit indie studio Vlambeer, he has used his success to advocate for change in the industry for the last decade, traveling the world...


Jul 13, 2022

Having played some “deck-builder” games, Tim and Joel break down the mechanics and aesthetics of card games. We look primarily at Inscryption and Fights in Tight Spaces, and go on to discuss UI and combat strategy mechanics.

Games mentioned:

  • Inscryption
  • Fights in tight places
  • Banner Saga
  • Into the Breach
  • Nantucket


Jun 20, 2022

Tim and Joel take apart Hardspace: Shipbreaker, space-junking game with an anti-capitalist spirit. We examine the ways in which narrative is subtly threaded through gameplay.

Games mentioned:

  • Hardspace: Shipbreaker
  • Norco
  • Dead Space