The Game Developers' Library copertina

The Game Developers' Library

The Game Developers' Library

Di: Indie Game Clinic
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A proposito di questo titolo

A regular "book-club" style podcast where Joe Baxter-Webb [Indie Game Clinic] chats with a range of guest co-hosts about the books we think game developers should read (or at least know the gist of!)

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  • Tynan Sylvester - Designing Games: A Guide to Engineering Experiences
    Mar 21 2026

    In this episode we read Rimworld creator Tynan Sylvester's design textbook.


    00:00 intro


    OVERVIEW

    01:34 situating the book in our collection

    07:55 signposting cultural politics

    10:30 book's structure & approach


    PHILOSOPHY & PSYCHOLOGY

    17:33 engines of experience

    20:30 events and anticipation

    23:09 emotion and human values

    27:50 an interesting take on "flow"


    INTERESTING AREAS/CHAPTERS

    30:30 challenge & mastery

    34:12 flexible meanings of "narrative"

    40:34 decisions types & intensities

    47:05 strategy design & balance

    50:18 predicting your opponent ("yomi")

    55:38 game theory & griefing

    01:01:40 some other chapters/topics


    PRODUCTION / PROCESSES

    01:03:20 the market and the specificity of game appeal

    01:02:45 processes and planning

    01:07:40 knowledge, research, and evaluating ideas

    01:09:00 the dependency stack

    01:13:00 collaboration, sensitivity and the Rimworld controversy

    01:31:05 what we're reading next time


    The theme song was produced by show host Joe Baxter-Webb.

    The Ludonarrative Dissonance jingle was "Carvings" by Blood of Geruda, licensed from Epidemic Sound.


    RELATED TOPICS:

    Misattribution of Arousal: https://en.wikipedia.org/wiki/Misattribution_of_arousal

    Game Theory & (ir)rationality: https://larspsyll.wordpress.com/2025/02/15/what-is-wrong-with-game-theory/

    Swagless Games: https://www.polygon.com/code-vein-2-swagless-game/

    Jeff Vogel GDC talk about serving a market gap: https://www.youtube.com/watch?v=stxVBJem3Rs&t=1746s

    Tynan Sylvester GDC talk on the idea reservoir: https://www.youtube.com/watch?v=VdqhHKjepiE&t=3113s


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    1 ora e 35 min
  • Scott McCloud - Understanding Comics, The Invisible Art
    Feb 16 2026

    In this episode we attempt to verbally describe a comic book. But not just any comic book. Scott McCloud's 1993 "Understanding Comics" is a comic about comics; not necessarily how to make them, but how they "work" for readers. Your librarians Tom and Joe jump about the book in no particular order, picking apart what they personally got from the book, and highlighting areas where we think there's something interesting in there for an indie dev.


    TOPICS INCLUDE:

    > how videogames are interactive cartoons

    > semiotics and the psychology of images

    > how "gaps" and "holes" in stories create engagement

    > nonlinear narrative in different media

    > starting projects with "ideas" vs starting with craft


    TIMESTAMPS:

    00:00 intro

    01:45 why this book

    06:15 overview

    11:35 indie games and cartoon aesthetics

    14:02 two mediums with the same status issue

    16:22 iconic representation and identification

    18:55 history and definition of comics

    23:02 the semiotics of comics

    30:12 the three types of image

    41:00 gamers love a ruined city

    44:48 time is weird in comics

    49:45 "closure" in media psychology

    52:33 non-linear moments in comics

    57:29 the meaning of lines and colours

    59:20 showing & telling / multimodality

    65:35 self-referentiality as a sign of a mature medium

    68:50 McClouds 6 Steps of Creativity

    73:20 finishing projects vs starting new ones

    68:13 what's next?



    OTHER REFERENCES:

    Juniper Dev on Little White Guys: https://www.youtube.com/watch?v=banRsciq1ww

    Ian Bogost's 2023 essay on Gone Home: https://lareviewofbooks.org/article/perpetual-adolescence-the-fullbright-companys-gone-home/

    "Storyteller" Comicbook-Interface Puzzle Game: https://store.steampowered.com/app/1624540/Storyteller/

    "Her Story" Narrative Puzzle Game https://store.steampowered.com/app/368370/Her_Story/

    "The Beginner's Guide" (example of a "reflexive"/self-referential game) https://store.steampowered.com/app/303210/The_Beginners_Guide/

    wiki page of Pierre Bourdieu's "Distinction" (sociology of taste) https://en.wikipedia.org/wiki/Distinction_(book)

    The original game design "MDA Theory" paper: chrome-extension://efaidnbmnnnibpcajpcglclefindmkaj/https://users.cs.northwestern.edu/~hunicke/MDA.pdf

    McCloud's 6 Steps of Creativity explained using SoundCloud Rappers: https://rudycraiglcgr.blogspot.com/2016/08/this-for-lcgn-class-we-had-to-read.html

    Derek Yu on finishing games: https://makegames.tumblr.com/post/1136623767/finishing-a-game






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    1 ora e 21 min
  • Kim Nordström - UP DOWN UP: Why some game companies succeed, while others fail
    Nov 9 2025

    Other Sources Discussed

    Failing to Fail: The Spiderweb Software Way: https://www.youtube.com/watch?v=stxVBJem3Rs&t=2794s

    Radical Candor: https://en.wikipedia.org/wiki/Radical_Candor

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    1 ora e 10 min
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