Think Like A Game Designer copertina

Think Like A Game Designer

Think Like A Game Designer

Di: Justin Gary
Ascolta gratuitamente

A proposito di questo titolo

In Think Like a Game Designer, award-winning designer and Stone Blade Entertainment CEO Justin Gary speaks with world-class game designers and creative experts from various industries. Each episode deconstructs the creative process, offering insights into the art of game design and the broader cultural, technological, and business influences shaping a myriad of creative mediums. Join us for actionable advice and unique perspectives that will enrich your understanding of what it means to be creative in and out of the gaming world.

justingarydesign.substack.comJustin Gary
Arte
  • Ross Thompson—Real-World Marketing, Influencer Strategy, and Building Community That Lasts (#102)
    Apr 23 2026

    Ross Thompson is a marketing strategist focused on helping tabletop games and consumer brands grow through real-world connection. A veteran of the industry with over 15 years of experience in community building, events, and marketing, he most recently served as Director of Marketing at Atomic Mass Games, where he worked on titles like Star Wars: Legion, Marvel Crisis Protocol, and Star Wars: Shatterpoint. He now serves as Media and Events Director on the board at GAMA, focusing on strengthening the industry through better events and stronger connections between creators, retailers, and players. In this episode, Ross shares practical strategies for building real-world communities, working with influencers more effectively, and finding the right retail partners to support long-term growth.

    If you’ve ever had a game idea but didn’t know how to turn it into a real, playable design, my Design Labs program walks you through the entire process. With 60+ lessons, practical assignments, and a private Discord community, you’ll learn how to move from inspiration to prototype, playtesting, iteration, and publishing.



    This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
    Mostra di più Mostra meno
    1 ora e 13 min
  • Drew Corkill — Design Solo Game Systems, Speed, and Shipping at Scale (#101)
    Apr 2 2026
    About DrewDrew Corkill is a UI/UX designer with nearly 15 years of experience and a deep background in graphic design, who has quietly become one of the most prolific creators in tabletop gaming. Alongside Gabe Barrett, Drew is the driving force behind the “Solo Game of the Month” initiative, he’s launched more crowdfunded games than almost anyone in the industry, building a system that prioritizes speed, iteration, and consistent output. Drew first connected with me as a student in the Think Like a Game Designer Course, where his early work on Small Time Heroes evolved into a breakout success with multiple expansions and campaigns. In this episode, Drew shares how his background in UX shapes his approach to game design, what makes solo games uniquely powerful, and how community, structure, and relentless iteration can turn creative ambition into a sustainable career.Justin’s Ah-Ha Moments:* Threats, Timers, Treats: Drew had one of the clearest frameworks I’ve heard for solo game design. If you want a solo game to generate excitement, you need pressure (threats), urgency (timers), and reward (treats). Miss one, and the whole thing feels more like a puzzle than a game. This is a simple checklist, but it’s deceptively powerful.* You Don’t Build Alone: What stood out to me in Drew’s story is how much of his success came from the environment around him. Community, feedback, and deadlines are force multipliers. Left on your own, it’s easy to stall, but put yourself in a room with people who are building, and everything speeds up. This is true whether it’s a course, a group, or just a few people you trust.* Cut to the Experience: When you take something digital and try to make it physical, all the excess gets exposed. You can’t rely on automation or hidden math, instead you have to decide what actually matters. Drew’s approach is to strip things down until the fun is obvious. That’s a useful lens for any design. If something is slowing the player down without adding value, it’s probably not pulling its weight.If you’ve ever had a game idea but didn’t know how to turn it into a real, playable design, my Design Labs program walks you through the entire process. With 60+ lessons, practical assignments, and a private Discord community, you’ll learn how to move from inspiration to prototype, playtesting, iteration, and publishing.Show Notes:“I was like, well, I’ll just make my own version of what I want.” (00:07:01)This is one of those deceptively simple origin moments. Drew couldn’t find the experience he wanted, so instead of waiting, he built it. That impulse, where you’re moving from consumer to creator, is where a lot of design careers actually begin. If something feels missing in the games you’re playing, consider it a compass, and try to fill the gap.“If it’s distracting from the fun […] then it’s a baby that has to be killed.” (00:27:30)This is Drew being brutally honest about design discipline. It’s easy to fall in love with clever mechanics, complex systems, or ideas that felt great during development, but if they slow the game down or pull players out of the experience, they have to go. Prioritization is key, because not every good idea belongs in the final product. Remember, most of the time you should be removing anything that doesn’t serve the core experience, no matter how much time you’ve invested in it.“To design a solo game is much easier than it is to design a multiplayer game.” (00:42:47)Drew loves to design solo games. Late in the conversation, he gets tactical about why his “game a month” system works. Solo games reduce complexity, which makes them faster to design, test, and ship. Solo games are easier to iterate on, because until very late in the process, you are the only designer and playtester needed to refine the prototype.You can find Think Like a Game Designer on these platforms:* Apple Podcasts* Spotify* Youtube This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
    Mostra di più Mostra meno
    1 ora e 2 min
  • 50 Episodes of Game Design Wisdom
    Mar 18 2026

    Guests featured:

    * Keith Baker

    * Monty Cook

    * Raph Koster

    * Richard Garfield

    * John Zinser

    * Elizabeth Hargrave

    * Eric Lang

    00:03:06 — Keith Baker

    Lesson: Creating a world that becomes a playable game.

    Baker explains how he designed the Eberron setting and why fantasy worlds need recognizable hooks that players can quickly understand.

    00:17:31 — Monty Cook

    Lesson: How RPG worlds and systems come together in design.

    Cook discusses the process of building role-playing games and the interplay between storytelling, mechanics, and player experience.

    00:23:24 — Raph Koster

    Lesson: Designing games through structured creative practice.

    Koster explains his ideation process, how he takes notes and prototypes ideas, and why constraints and deliberate practice help designers develop new game concepts.

    00:33:18 — Richard Garfield

    Lesson: Spend your “complexity points” wisely.

    Garfield talks about balancing innovation and accessibility, emphasizing that too much novelty can make games harder for players to understand.

    00:40:33 — John Zinser

    Lesson: A successful game needs a strong hook.

    Zinser explains how publishers evaluate games and why clear differentiation is critical when pitching or launching a new title.

    01:04:36 — Elizabeth Hargrave

    Lesson: Passionate themes can unlock new audiences.

    Hargrave discusses how Wingspan succeeded by pairing a unique theme with mechanics that reinforce that theme.

    01:17:03 — Eric Lang

    Lesson: Great games come from iteration and cutting what doesn’t serve the design.

    Lang discusses engine design, playtesting, and how cohesion between theme and mechanics strengthens a game.

    If you’ve ever had a game idea but didn’t know how to turn it into a real, playable design, my Design Labs program walks you through the entire process. With 60+ lessons, practical assignments, and a private Discord community, you’ll learn how to move from inspiration to prototype, playtesting, iteration, and publishing.

    Learn More at JustinGaryDesigns.com



    This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
    Mostra di più Mostra meno
    1 ora e 57 min
Ancora nessuna recensione