Avsnitt
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We design a lot of mechanics. Most don't make it to print. Why? That's my topic for this podcast.
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This podcast talks about a tool we use to playtest new mechanics.
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Saknas det avsnitt?
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Someone on my blog asked me if I ever designed any Magic formats. It turns out that I have, so I spent a podcast episode talking about them.
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In this episode, I walk through many of the design issues that occur during vision design.
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In this podcast, I talk about times we decided to reuse mechanics and times we chose to tweak mechanics into something new.
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Inspired by this year's "Nuts & Bolts" column, I walk through how mechanics are created.
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In this episode, I walk through the history of Magic and talk about how communicating with players has changed over the years.
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This podcast is part three of three on my series about the 20 worst mechanics of all time, based on my talk at last year's MagicCon: Las Vegas.
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This podcast is part two of three on my series about the 20 worst mechanics of all time, based on my talk at last year's MagicCon: Las Vegas.
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This podcast is part one of three on my series about the 20 worst mechanics of all time, based on my talk at last year's MagicCon: Las Vegas.
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This is part two of a two-part series on the aesthetic profiles. This time, I talk about Mel, the player who aesthetically appreciates mechanics.
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When Richard Garfield first made Magic, he liked to say it was "a game bigger than the box." In this episode, I walk through what exactly that phrase means and the challenges of making a game that accomplishes this.
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This podcast is part one of a two-part series on the aesthetic profiles. Up first, I talk all about Vorthos, the player who aesthetically appreciates flavor.
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In this podcast, I talk about the team that figures out what in-Multiverse Magic sets we'll be doing in the future.
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This podcast is part three of a three-part series walking through the three psychographics. Today, I explore the psychological analysis of Spike.
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In this podcast, I sit down with the creative lead for Tarkir: Dragonstorm, Lauren Bond, to talk about the worldbuilding and creative execution of the set.
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This podcast is part two of a three-part series walking through the three psychographics. Today, I explore the psychological analysis of Johnny and Jenny.
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In this podcast, I sit down with Tarkir: Dragonstorm Set Design Lead Adam Prosak to talk about the set's design.
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This episode is part one of a three-part series walking through the three psychographics. I start today with exploring the psychological analysis of Timmy and Tammy.
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In this episode, I walk through the vision design for Tarkir: Dragonstorm and talk about the evolution of the Dragon subtype and clan mechanics.
- Visa fler