Nice Games Club - a gamedev podcast!
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Ellen, Stephen, and Mark
The podcast where nice gamedevs talk gaming and game development. Nice!
Characterization in Pet Management Games (with Sarah Yu and Beth)
Sarah Yu and Beth, developers of Bugaboo Pocket, join us once again in the clubhouse after our chance meeting at GDC! Listen in as we gush about bugs a lot, but also discuss how to present personality traits of your pets in pet management games. There's also a bunch of cool videos of bugs in this episode's show notes!Sarah and Beth were also interviewed by us during GDC in 2022.GDC 2022 Special (Part 2)Characterization in Pet Management GamesArtGame DesignGamingChao World - Chao IslandDo Dogs Smile? What’s Really Behind That Adorable Smile? - Joelle Audette, Canine CampusBugaboo Pocket Beta - Bugaboo PocketBugs MentionedWhat is an isopod? - NOAA Ocean ExplorationVideo of Praying MantisVideo of Jerusalem Crickets (Potato Bugs)Video of Syrphid Fly (Hoverfly)Games MentionedNeko Atsume - Hit-Point Co., LtdWobbledogs - Animal UprisingMerge Dragons - Gram GamesBugaboo Pocket - Bugaboo PocketSarah YuGuestProgrammer making games. Currently working on
Bugaboo Pocket: a digital pet game where you raise bugs.External linkLink to Bugaboo PocketBethGuestArtist/animator currently working on Bugaboo Pocket.External linkLink to Bugaboo Pocket
00:0008/12/2022
"You lost all your dragons." Save Data; Interdisciplinary Communication
The clubhouse comes together this week to realize the danger and fear surrounding Save Data. Mark talks about the advantages of Json and xml, then immediately tells why he choose neither of them for his project. Stephen summarizes why meetings are great and why everyone is sometimes a tech artist (Make it more... Dynamic?), and the team discusses how to best communicate between people who have different skills sets.Stephen's Brother Streaming his work - @DarkaysTG, YouTubeMark's Music Choice: The Beths "Expert in a Dying Field" - The Beths, YouTubeNice Games Club on MastadonGet your partner their own NGC shirt here0:08:46Save Data48:44Interdisciplinary Communication
00:0001/12/2022
"Time is just a search bar away."
It's the show's sixth anniversary! To celebrate, Stephen, Mark, and Ellen play two "talky talky" games on the air: Where Should We Begin: A Game of Stories by Esther Perel, and Hypertheticals by Chuck Klosterman. These games offer your hosts some interesting discussion prompts, with interesting results.Episode 280, a recent one in which we talked about journaling."Two bits of goop.""Baldric" in literature and culture - Wikipedia0:08:49Where Should We Begin? A Game of StoriesWhere Should We Begin? A Game of StoriesEsther PerelThe MousetrapAgatha ChristieWikipediaThree ways to improvise an arm slingJohn GodinoAlpine Savvy0:49:47HypertheticalsHypertheticalsChuck KlostermanPenguin Random House
00:0026/11/2022
Fusing Genres (with Millie Walker)
This week, fellow nice gamedev Millie Walker enters the clubhouse to discuss her approach to combining genres. It's an episode full of synthesis, but not photosynthesis because Stephen doesn't want to talk about his bonsai tree.Fusing GenresGame DesignMarketingMyth Caller: The Nightmare Shaman - KaratkuroXander the Monster Morpher: Universe Breaker - Karatkuro, SteamWe previously tackled "genre" in:"I do business." Millie WalkerGuestExternal linkTwitterYouTubeDiscord
00:0017/11/2022
"I realize you were making a more point thing?" Cameras; Bug Tracking and Triage
Lots of technical talk in this episode as your nice hosts wade into these two large topics! Flappy Dragon - Google Play Store0:09:27CamerasLinear InterpolationWikipediaSuper Mario World Camera Logic ReviewShaun InmanYouTubeCamera Movements for 2D Platformers: How Do I Know Which One to ChooseSam HuSam J H HuPro Camera 2DLuís Pedro FonsecaUnity Asset Store0:31:52Bug Tracking and TriageParkinson's LawWikipediaResponsible Bug Reporting and TriageSmartbearAuction-based serious game for bug tracking"""Çağdaş Üsfekes,Eray Tüzün,Murat Yılmaz,Yagup Macit,Paul Clarke"""The Institution of Engineering and TechnologyBug Triaging PrinciplesBugsnagGame Development Essentials: Bugtracking (or how we ended up writing our own bu…Andre WeissflogThe Brain DumpProduction Testing and Bug TrackingJamie FristromGame DeveloperWhat makes a good bug report?Nick BarrettGamesIndustry.bizAzure DevOpsMIcrosoftEllen mentioned Agile Development in this episode.Agile DevelopmentWe also talked about Bugs in one of our first episodes."Bananas, from here to eternity."
00:0010/11/2022
Nice Thinking: "Revisiting Rhythm Rumble"
It’s everyone’s favorite rhythm fighting game that doesn’t exist yet, ‘Rhythm Rumble’, back for more discussion in this week's NiceThinking Episode. Ellen learns a new word, Mark rants about Unity’s PlayerPrefs, and Stephen admits that he still hasn’t learned to take good notes. They all agree that you have to spend more time researching than you want to, and that Dale is awesome.PlayerPrefs in UnityUnity Manual on Player PrefsBodge (definition) - Dictionary.comEllen has been playing games!Agent InterceptBanner SagaFlappy Dragon on mobileFlappy BirdJetpack JoyrideMark has been playing a gameMario and RabbidsRhythm RumbleStephen leaving an old employeer for a new job also leaves him room for improvement on a rhythm fighting game. The main problems with the old prototype: not rhythmic enough and too simple. The beats the player had to match were up to the sixteenth note (quarter beat) which left players not understanding which beat they were playing to, and an impression of the game feeling sluggishSome thoughts from the discussion
-Use beat patterns rather than make people keep the beat
-Being able to store (and playback) beats to conjure special moves
-Give the instruments personality to the fighting moves they can make
-Make the game into a metaphor, give it personality - these beats might control instruments, which control rock-em-sock-em robots, rather than making the avatars hit each other with a very expensive bass clarinet.
They mention Sukuri's youtube video about the influence '90's fighting games had on the design of SmashBrothersSuper Smash Bros. [Game Concepts]MasahiroSakurai on Creating GamesYouTube
00:0003/11/2022
"Shiny rocks get me every time." Branding & Iconography; The Ethics of Engagement
It's spooky season! Stephen is SO over it, but he can't escape all the scary stuff happening in this week's episode. We start with a lesson on the necromantic arts of branding and iconography, guided by Mark, a master of these dark magics. After the break, Ellen raises a past topic from the dead in order to explore the ethics of manipulating players' brainnnsssss. Also mentioned: candy corn, houseplants, and—you guessed it—Star Trek.Star Trek: Ascendancy0:10:10Branding & IconographySmash TVWikipediaThomas Was AloneBithell Games0:36:22The Ethics of EngagementEgg, Inc.Auxbrain, Inc.Idle AcornsAleros LLCBeReal social mediaA little learning is a dangerous thingDrink deep, or taste not the Pierian spring.This is a line from Alexander Pope's Essay on Criticism (1711). The Pierian spring is a fountain in Pieria, a district round Mount Olympus and the native country of the Muses. You can read the full text for free here on Project Gutenberg.
00:0028/10/2022
Physical Releases for Indies (with Ryan Brown)
This week, we talk with Super Rare Games' "Head of Words," Ryan Brown, about his company's approach to physical game distribution for indie games, and what it takes to get your game not just on a Nintendo, but on a Nintendo cartridge.Physical Releases for IndiesMarketingProductionSuper Rare GamesSuper Rare Games - TwitterSuper Rare Games - Developers & [email protected] The Criterion CollectionInternational Age Rating Coalition (IARC) - WikipediaStrong Museum of PlayThe Centre for Computing HistoryRyan BrownGuest"Head of Words" at Super Rare Games, Ryan has always worked in video games, whether writing for The Mirror and various outlets as a games journalist, running all things PR at Numskull, talking about hot gaming topics on BBC Radio, or serving on the BAFTA Games 2020 nominating panel.External linkTwitter
00:0020/10/2022
"Today’s the day that I screw things up." Pre-production; Idle Games
Your nice hosts start off strong with an excellently performed intro, and it just gets better from there! The Game Agency - The Game Agency0:06:24Pre-production0:31:45Idle GamesStar Trek Lower Decks: The Badgey Directive Review: The Final Fun-tier?Steven ShawDroid GamersHow to make an idle game: Everything you need to know about incremental mobile …David HarteryAdjustIdle Games: The Mechanics and Monetization of Self-Playing GamesAnthony PecorellaYouTube“It Started as a Joke”: On the Design of Idle GamesKatta Spiel, Sultan A. Alharthi, Andrew Jian-Lan Cen, Jessica Hammer, Lennart E. Nacke, Z O. Toups and Tess TanenbaumCHI PLAY
00:0013/10/2022
Nice Games Jam: "StorySlide (with Osama Dorias)"
Game designer Osama Dorias returns to the clubhouse to help design a game that can be played remotely, and provides some (much needed?) structure to the Nice Games Jam process. Stephen is obsessed with Bananas, Ellen contemplates her mystery banana gift, and Mark realizes some of these concepts might be too complicated for small children.Osama previously joined us for episode 211:Building Blocks of DesignThis isn't the first time we'd had a guest join us for a Nice Games Jam:Blame the Cat! (with Monica Fan)Osama on TwitterOsama's podcast is "The Habibis"Playtest MaterialsThe slides we created for this episode's playtest.The Noun ProjectPrompt"Design a game that can be played remotely with (Osama's) children (and ideally is still fun for adults)"Game typeTabletop gamePlayer count3-6MaterialsElectronic system for sharing slides (such as Google Slides)A voice connection with remote playersA set of slides or icons/drawings/clipart to create the set of slidesA system for privately messaging playersSetupCreate a set of slides (12) with icons, drawings, photos, or clip-art, if not using a pre-made slide deck. Each slide should contain 3 items. Pick a Game Master (usually one of the adults playing the game).The Game Master comes up with one group objective with two parts:
A protagonist/hero.A conflict for the protagonist.The Game Master comes up with one secret objective for each player:
Each secret objective should start with the phrase “The hero should...”Ideally these will be randomly assigned.RulesPlayer order goes to the left and does not changeThe game ends when you run out of slidesEach slide should be a simple phrase or sentenceGameplayPlay starts with the Game Master describing the first slide, starting with the phrase “Once upon a time..”Play continues to the player on the Game Master’s left and the slide progresses.This player chooses one of the three pictures on the slide to incorporate into the story with a phrase or sentence.Play continues to the left with a new slide. And continues around the circle, with each player getting a new slide (the Game Master may now sit out of the storytelling), until there are no more slides left.The Game Master may provide an epilogue (and explain what an epilogue is to the children playing the game) as desired.
Note: Defining 'Epilogue' will not be out of character for this game, as in this episode's run-through Mark would have had to explain to kids: headbanging, Ska, life in 1998, mosh-pits, micro-cassettes, and a reference to 'Spaceballs.'At the end of the story, players try to guess each others individual objectives.
00:0006/10/2022
"Two bits of goop." Keeping a Game Design Journal; Bringing Other Media into Games
In this slightly-longer-than-normal episode, we start with a pandemic check-in. (Bivalent boosters are available! Go get 'em!) Ellen leads us on a journaling journey, sharing the embarrassing evidence of past attempts. Stephen challenges us to think through examples of adaptation, or maybe translation, or transcreation...well, we mostly figure it out by the end. Mark is extra-sharp with the one-liners.When, why, and how to get a new Covid-19 booster shot - Keren Landman, Umair Irfan, VoxHylics - WikipediaGato Roboto - Developer's website0:16:16Keeping a Game Design Journal"Mark's Home Office" 11/11/2021Nice Games ClubPatreonBeanstacker: Reading tracker appGoogle Play StoreContraindication (definition)WikipediaThe Complete Guide to Video Game Genres: From Scrollers, Shooters, to SportsGameDesigning.orgList of video game genresWikipediaOctalysisYu-kai ChouOctalysis GroupChronicle of the Movies: A Year-by-Year History from the Jazz Singer to TodayLeonard MultonBiblio.comGames I've played (Ellen's journal v1, with new entries!) - Google sheetEllen Burns-JohnsonGameplay journal (Ellen's journal v2 input form) - Google formEllen Burns-JohnsonGameplay journal (Ellen's journal v2, responses) - Google sheetEllen Burns-Johnson0:54:36Bringing Other Media into GamesFan Shows Us What A Frasier Game Would Look Like… HecticSean MurrayTheGamer.comSingle-Camera vs. Multi-Camera TV Sitcom Scripts: What's the Difference?Ken MiyamotoScreen CraftThe Project Gutenberg eBook of "Goody Two-Shoes"AnonymousProject Gutenberg
00:0030/09/2022
Designing a Spiritual Successor (with Dmitry Samartsev, aka Special Bread)
We welcome our first pseudonymous guest to the clubhouse to discuss what it's like making a game to carry the banner (and serve the community) of a previous title.Designing a Spiritual SuccessorGame DesignGamingProductionSanctuary Shattered Sun: Real Time StrategySupreme Commander - WikipediaInterview With Special Bread! - Sanctuary, YouTubePac-Man Championship Edition is an electrifying reinvention of a classic and fi… - Richard Stanton, GamesRadarChris Taylor lets us know what he thinks about Sanctuary - Sanctuary, YouTubeDmitry Samartsev, aka Special BreadGuest
00:0022/09/2022
"Insert interesting car here." Verisimilitude; Indie Game Credits
Your nice hosts' pronunciation is on point this week as they say a really hard word a large number of times! In this episode, Mark and Ellen BOTH introduce even more complicated words to the other hosts, and Stephen admits to losing an argument (which he'd done on the show before but still don't tell his brother).Noble Robot Office0:05:23VerisimilitudeVerisimilitude DefinitionDictionary.comVeracity DefinitionDictionary.comThe Quest For Verisimilitude: Realism, Illusion, and Consistency In Video GamesErik KainForbesHow to build verisimilitude in your games?ThunderdicesRedditOne comment of note in the thread:
“Your point about making things simple is extremely important. Lots of things in real life are simple and it’s the combination of items interacting that it becomes complicated. When a DM makes the simple complicated there’s a danger of the world becoming too complex and breaking verisimilitude from the other side.”ThriveAdam's Apple GamesBrobdingnagian DefinitionDictionary.comThomas Was AloneBithell GamesSteamIndie Game CreditsMobyGamesMobyGamesFilm Credits: Everything You Need To KnowNashville Film Institute
00:0015/09/2022
Postmortem: "Scrapeboard" (with Frank DeMarco and Blake Andrews)
This week, a behind-the-scenes look into the game that uses a skateboard deck as a controller! Scrapebopard combines elements of rhythm, racing, and fighting games to create a unique boss attack experience. What's it like playtesting unique hardware? How much did they learn about electronics and wiring? How difficult was it to demo the game at alt.ctrl.GDC? What's next for the game? We explore these questions and more in this interview.Postmortem: "Scrapeboard"EventsGame DesignHardwareElectric Scrapeboard - Shake That ButtonMakey MakeyAbout formalism - Dario D'Ambra, Game DeveloperGame Dev Tools for Raspberry PiBabycastlesWondervillePlaytest Thursdays - NYU Game CenterCome Out & Play Festival"A Work of Art Is Never Finished, Merely Abandoned" - Quote InvestigatorFrank DeMarcoGuestBlake AndrewsGuest
00:0009/09/2022
"Always be the banker." Broken games; Support Systems
In this episode the your nice hosts discuss broken games, solved games, and purposely broken games. Ellen realizes that even if it is broken, doesn't mean you need to fix it. They discuss who's job it is to make a game fun, and how you can always make a game not fun. This episode features the origin story of Stephen Business, and if you are still reading, spoiler alert: Mark's topic is a stealth sequel to his topic about Curling.Stephen reports that the paperwork has been submitted and he is officially a co-owner of Future Club!Ellen now co-owns a still difficult to obtain Steam Deck.Noble Robot now offers coworking at thier Minneapolis office.Stephen and Ellen went to see a show at the Minnesota Fringe Festival - and Ellen LOVED it!Fringe Festival History - Wikipedia"Developers" - Michael Rogers, Minnesota Fringe Festival0:24:00Broken gamesNo More Jokeys Channel on YouTubeNo More JockeysYouTubeMonopoly HotelsDaisy BarringerTrillist"Is Connect Four a Solved Game? and what does that even mean"GamesverMark mentioned a previous episode topic about Curling"No referees?!" 53:57Support SystemsTypes of Support Systems-Emotional Support
-Financial Support
-Someplace to liveInvestment and Risk"We quit our jobs, remortgaged our houses"Alex GilyadovGamesRadar
00:0001/09/2022
Nice Games Jam: "Dogpile! (part 2)"
It's our second climb into the scruff as your nice hosts continue development on "Dogpile!" We've updated the rules and did a lot of work toward defining the properties of a full prototype deck, consisting of 100, or 150... or maybe 250 unique cards? However many it ends up being, we're looking forward to part 3!PromptKeep working on "Dogpile!"Game typeCard gamePlayer count2-4SetupShuffle a standard 52-card deck.Deal 5 cards to each player.Set the remaining cards aside; this is the draft deckFor the first round, assign the "player one" indicator to the person who most recently played with a dog.TermsTurn: One player's action.Round: Once around the table (each player takes an action).Draft Deck: The pile of dog cards you draw from each round.Dogpile: This is where the dogs that you're able to recruit into your pack will end up.Pack Leader: The card drawn from the Draft Deck once per Round.Player One: The first player to lay their cards face-down next to the Pack Leader card in each round. The First Player status is indicated with a First Player token that rotates clockwise at the start of each round. Strays: The discard pile.RulesObjective: Get as many dogs into the Dogpile as possible!How to playDraw a card from the draft deck and place it face-up in the center of the table. This is the Pack Leader card.Without talking about what’s in their hands or what cards they’re playing, all players select and number of cards from their hand to lay face-down around the Pack Leader. Each player lays their cards face-down in clockwise order, starting with the First Player.Players can lay down any number of cards up to the full complement of their hand.If a player decides to not lay down any cards (skipping their turn, essentially), then skip to Step 3 below. Remaining players’ turns are forfeit.After all players have put their selected cards face-down, all players reveal their cards at the same time.Once all cards are revealed, determine whether the group of dogs (the Pack) will join the Dogpile or become Strays. For the pack to join the Dogpile, every revealed card on the table (players’ face-up cards and the Pack Leader card) must be physically "connect" to form a single unbroken shape, consisting entirely of legal connections. As of the recording of episode 275, cards can be connected by number or suit.Cards connected horizontally must be 1 number different (up or down) from the connected card. (Numerical values are 1-13 where Ace = 1 and King = 13).Cards connected vertically must be of the same suit.Cards cannot connect diagonally, and if two cards are physically touching, they must legally connect.The two Jokers are "wild" in that they can adopt any suit or number, but like a Scrabble tile, all cards connected to a Joker must connect based on a single, newly adopted value.Clear the table by placing the group of dogs in the Dogpile, in the Strays. Optionally, the pack of Strays may be tossed randomly about the room. Then, begin the next round.At the start of each subsequent round, players refresh their hands up to 5 with newly-drawn cards, and the Player One token is passed clockwise.Continue steps 1-6 above until the timer rings. How many dogs did you get in your Dogpile?
00:0025/08/2022
"I’m not coding your game, y’all figure that out." GameMaker for Unity Devs; Inspiration from Behavioral Economics
Your nice hosts accidentally stumble into the thesis of the show as this episode explores these two topics! Also found in the show: Stephen's composed song, Mark tries to avoid Entity Component Models and Ellen thinks about snakes for 20 minutes (but holds it together somehow).Beefsteak Tomato - WikipediaWoman in Motion - ParamountWoman in Motion on Peacock - PeacockWoman in Motion on Tubi - TubiNoble Robot - Noble Robot0:06:01GameMaker for Unity DevsStephen was wrong, here's a marketplace for GameMaker pluginsYoYo GamesWhat is the difference between statically typed and dynamically typed languages?Stack OverflowRustRust TeamMain Theme for Rooty Tooty Fresh n Shooty (Stephen's Work Project)Stephen McGregor0:40:58Inspiration from Behavioral Economics5 Examples of Behavioral Economics in Your Everyday LifeRebecca KochThe Chicago School of Professional PsychologyChoice architectureWikipediaWhat determines human decisions?Daniel KahnemanUBSRichard ThalerWikipediaNudge (book)WikipediaPredictably IrrationalDan ArielyFreakonomicsFreakonomics Radio NetworkProspect theoryBehavioral Economics
00:0017/08/2022
The State of VR in 2022 (with Andrew Eiche)
Your nice hosts talk to Andrew Eiche, COO at Owlchemy Labs (Job Simulator, Vacation Simulator, Cosmonious High) about the state of VR in 2022, and where VR and VR development tools may be going in the coming years.Andrew talks about how industrial design should influence VR design, why you shouldn't take inspiration from movies, and how ergonomics are important. Also, Ellen takes a hard stand on the right way to use a dial.VR in 2022 and its FutureVR / AR / XROwlchemy LabsThe Design of Everyday Things - Don Norman, bookHeadsetsPico VR HeadsetPlaystation VR2VR EnginesVRTK (Virtual Reality Tool Kit)TButt - Turbo ButtonCosmonious HighCosmonius High on Tik Tok - Tik TokCosmonius High on TwitterCosmonius High on SteamAndrew EicheGuestAndrew Eiche is Chief Operating Owl and Cable Slinger at Owlchemy Labs. Andrew's background is game development and computer programingExternal linkAndrew Eiche is on Twitter @buddingmonkeyOwlchemy Labs on Twitter @olwchemylabsOwlchemy Labs website
00:0011/08/2022
Nice Games Jam: "Dogpile!"
It’s Ellen’s 100th episode as a Nice Games Club host! And there’s no better way to celebrate a big day than with a Nice Games Jam. Dale gave us a prompt and you’ll never guess the theme. Can your Nice Hosts come up with a playable prototype in “ruffly” an hour? Enjoy live edits, goofs, special cubes, and piles of dogs taken to the logical extreme!Ellen's first episode as a permanent host."Click here for fleet operations.""Ameritrash" - Board Game GeekTexas Hold'em Poker - BicycleCan Dogs See Color? - American Kennel ClubPromptCreate a game that could be subtitled "The 100 Dog Days of Calendar Math."Game typeCard gamePlayer count2+MaterialsTwo standard 52-card decksSetupFirst, some additional prompt information. The objective is to get your dog pack to exactly 100 members (no more, no less) in 100 units of time. You decide how many dogs you start with, how you add or lose members, and what a "time unit" is. Because this is the special for Ellen, bonus points if the game has a dog or multiple dogs in it.Now, on to the setup:Shuffle both decks of playing cards togetherDeal X cards to each playerSet the remaining cards aside; this is the draft deckFor the first round, assign the "Pack Leader" indicator to the person who most recently played with a dogTermsTurn: One player's actionRound: Once around the table (each player takes an action)Draft Deck: The pile of dog cards you draw from each roundDogpile: This is where the dogs that you're able to recruit into your pack will end upPack Leader: An outdated term we're using to describe the First Player in each round First Player: The first player to lay their cards face-down next to the Pack Leader card in each round. The First Player status is indicated with a First Player token that rotates clockwise at the start of each round. Strays: The discard pile.RulesObjective: Get 100 dogs in 100 units of time!How to playDraw a card from the draft deck and place it face-up in the center of the table. This is the Pack Leader card.Without talking about what’s in their hands or what cards they’re playing, all players select cards to lay face-down around the Pack Leader. Each player lays their cards face-down in clockwise order, starting with the First Player.Players can lay down any number of cards up to the full complement of their hand.If a player decides to not lay down any cards (skipping their turn, essentially), then skip to Step 3 below. Remaining players’ turns are forfeit. After all players have put their selected cards face-down, all players reveal their face-down cards at the same time.Once all cards are revealed, determine whether the group of dogs join the Dogpile or if they become Strays. To join the Dogpile, the cards on the table, which include all players’ face-up cards and the Pack Leader, must not breach any compatibility constraints. As of the episode 272 recording, these constraints include:The cards taken together as a whole must form an uninterrupted sequence of numbers. Clear the table by placing the group of dogs in the Dogpile or in the Strays. Then, begin the next round.At the start of each subsequent round, players refresh their hands with newly-drawn cards. Draw until your hand reaches X cards.Continue steps 1-6 above until the timer rings. Did you get 100 dogs in your Dogpile? If so, you win!
00:0006/08/2022
Nice Thinking: "Neurodiversity in Gamedev (with Adam Clewes-Boyne)"
This week, we invite our first guest for Nice Thinking! Adam Clewes-Boyne is putting together an initiative for neurodiversity advocacy and education in the games industry, specifically focused on ADHD. It started as a meetup at a conference, and Adam wants to see where it can go next.Neurodiversity in GamedevEventsIRLAdam joined us, after a fashion, in a previous episode:Game Dev London does Nice Games JamCoffee with Butterscotch podcast - Butterscotch ShenanigansHow the Gender Gap Leaves Girls and Women Undertreated for ADHD - CHADDStrategic Planning for Nonprofits - National Council of NonprofitsAdam Clewes-BoyneGuestAdam is a co-founder of the Game Dev London community and games studio BetaJester, as well as a mentor with Limit Break and Into Games.External linkTwitterGame Dev LondonBetaJester
00:0028/07/2022
"Killed the flightmaster, killed the griffin..." Maintaining an Open-Source Project; Should we design for Killers?
In this larger than normal episode, your nice hosts bring a lot to the top of the show with a bunch of exciting news. And there's still two topics to discuss after that! Mark brings his documentation A game, Stephen describes his time at SGDQ and Ellen has complaints to bring to the table.Summer Games Done Quick 2022 - YouTubeStephen and Charles walking across SGDQ on camera - YouTubeDall-E 2 - OpenAIHere's a collection of images that Ellen has generated using Dall-E 2!DALL·E 2 Preview - Risks and Limitations - OpenAI0:21:25Maintaining an Open-Source ProjectGit SubmodulesgitLDocSteve DonovanGitHubMarkdown GuideMark ConeThe Markdown GuideTyporaTypora0:49:50Should we design for Killers?Bartle’s Player Types for Gamification comes up in this previous episode."Mindworm husbandry."Bartle’s Player Types for GamificationJanaki Mythily Kumar, Mario Herger and Rikke Friis DamInteraction Design FoundationBartle's Taxonomy of Player Types (And Why It Doesn't Apply to Everything)Kyatrictuts+MUDWikipedia
00:0021/07/2022
Level and Interaction Design (with Nina Marotta)
Nina Marotta (and Kelso the cat) from High Moon Studios enters the clubhouse to talk about level and interaction design. She showers your nice hosts with bits of wisdom, such as:"Games are ugly for 90% of their development.""You have to live your life in order to be a good team member and a good designer."Level and Interaction Design Game DesignNina mentions the Geam Design program at Kent StateWe previously talked to Professor Chris Totten in episode 264Teaching Gamedev to Young People, Again!Nina MarottaGuest Nina Marotta is a level and interaction designer at High Moon Studios in Cincinatti OhExternal linkMrsCheif7 on twitter
00:0014/07/2022
"No referees?!" Curling; Off-Ramps
How much of the culture around a game is rooted in its design? That's one of the questions that comes up as Mark takes us on a tour of curling—an Olympic sport that's described as "chess on ice." We examine its origins, the Spirit of Curling, and some specific rules that may have a big impact on how players behave towards one another. Later, Stephen considers some questions about off-ramps, the parts of a game that guide players as they end a play session. Should we as designers encourage players to take breaks? Gato Roboto by doinksoft (from Devolver Digital) - Steam0:10:15CurlingAbout CurlingWorld Curling FederationWhy is this Olympic Sport called Chess on Ice?by user "Pete"Chess.comCurling might be an antidote to our troubled timesKristen GelineauThe Detroit NewsGlossary of curlingWikipediaDeflategateWikipedia0:50:00Off-RampsHow Gaming Breaks Can Make You a Better Player... and Why They're ImportantMichael HarmanMake Use Of
00:0007/07/2022
Gamedev in Peru (with Daniela Gamarra)
It's part three of our unintentional "Gamedev in..." series! Your nice hosts speak with Daniela Gamarra about making games in Peru. Daniela shares her perspective on entering the industry, making progressive games in a conservative culture, and being asked "how much do you need to make this game?"Previous "Gamedev in..." episodes:We spoke with Ryan Sumo for:Gamedev in the PhilippinesWe spoke with "Game Devs Kenya" for:Gamedev in KenyaGamedev in PeruIRLProductionHow Creative Leaders Play the Long Game for Innovation - Ideo UIGDA PeruIGDA Peru - EducationLima Game JamLEAP Game StudiosBamtang GamesDirección Audiovisual, la Fonografía y los Nuevos MediosDaniela GamarraGuestPeruvian game developer and founder of Indaga Studios.External linkon TikTokon LinkedInon InstagramIndaga StudiosIndaga Studios on Itch.io
00:0001/07/2022
"That’s not a friendship!" Parasocial Relationships; Narrative Pacing
Your nice hosts bring deep topics to the clubhouse this week! Listen in as Stephen forgets the name of the Uncharted lead character (but remembers the voice actor), Ellen brings up Mass Effect many, many times and Mark describes more interesting tidbits about Widget Satchel's development.Serious Play ConferenceLumbearJack - YouTubeSlayers X: Terminal Aftermath: Vengance of the Slayer - SteamMax's award! - TwitterReed the Robotanist - SteamHere's a CableACE award.0:09:25Parasocial RelationshipsParasocial InteractionWikipedia“The Player’s Parasocial Interaction with Digital Entities” Katrine KavliIT University in Copenhagen“Is It Weird for Adults to Have Imaginary Friends?”Stephen Dubner and Angela DuckworthNo Stupid Questions“Tragic but true: how podcasters replaced our real friends”Rachel AroestiThe Guardian0:45:21Narrative Pacing"Kurt Vonnegut on the 8 'shapes' of stories"Stephen JohnsonBig Think
00:0023/06/2022
Nice Thinking: "A Local Indies Tournament"
It's a packed episode this week, with birthdays, illnesses, and some Nice Thinking. Stephen, Mark, and Ellen discuss how the group might put on a tournament for local gamers, featuring locally-made indie games. How can one create a competition that involves many different games of widely different genres? Hopefully your nice hosts are up to the challenge. Either way, you're in for a treat! Plus, we get to finally hear Stephen's TRUE feelings about Star Trek.Prehistoric Planet on Apple TV - BBCThe Man Who Fell To Earth - ShowtimeStar Trek: Strange New Worlds - ParamountCOVID 19 Quarantine and Isolation Calculator - Centers for Disease ControlAlternate titles for this episode:"It finally got me""Lil' Baby Stephen"Episode artwork from RODNAE Productions on Pexels.0:13:12Nice ThinkingElemetals: Death Metal Death MatchWALLRIDESteamAstral GunnersSati BrosSteamHyperDotCharles McGregorSteamSummer Games Done QuickCombo Breaker TournamentEVO Tournament"Challenges and Strategies for Hosting Massive Independent eSports Events"James LampkinGDC
00:0016/06/2022
Teaching Gamedev to Young People, Again! (with Chris Totten)
It's a sequel to last week's episode! This week, your nice hosts speak with Kent State University animation and game design professor Chris Totten about formal game design education. We get into the details of theory and practice, and discuss how teaching gamedev is both similar and different from other professional and artistic fields.Teaching Gamedev to Young People, Again!Game DesignIRLAn Architectural Approach to Level Design - Christopher W. TottenKudzu - Pie for Breakfast Studios, itch.ioLa Mancha - Pie for Breakfast Studios, Board Game GeekGDEX and Origins 2022, June 8-12Chris TottenGuestProfessor at Kent State University, author of multiple books on level design, and creative director for "Little Nemo and the Nightmare Fiends."External linkTwitterLinkedInLittle Nemo and the Nightmare Fiends
00:0009/06/2022
Teaching Gamedev to Young People (with Truman Simpson)
In this episode Truman Simpson joins us to talk about teaching game development to young people, through Gameheads, an organization for which Truman is a long standing volunteer. The clubhouse discusses the importance of seeing what is possible and what is achievable, and Stephen is jealous of today's youths.Teaching Gamedev to Young PeopleGame DesignIRLGameheadsTruman Simpson volunteers with Gameheads. Gameheads is an organization that teaches youth and prepares them for careers in game development. Gameheads is lead by Damon Packwood and operates out of Oakland and the Bay Area, CA, with possible expansions around the US.Gameheads WebsiteGameheads TwitterDamon Packwood's TwitterTruman Simpson's twitterTeaching and Games cross-pollinationEllen mentions that Teaching and Games is a cross-pollination that is a whole other episode, here are some Episodes on that topic from the archivesWe talked about educational institutions for game dev back in episode 16Games Education Ellen joined as a guest host way back in Episode 75Learning Through GamesWe also talked about teaching/learning durring the Redundancy topic in Episode 170"Stephen, his arms wide!" Project SuccessStephen is working with Project Success to design a learning curriculum for middle school aged youths.Project Success WebsiteStephen mentioned design pillars, as one of the learning topics in project sucess, see also episode 187"A way to farm notions."Soylent GreenSoylent Green is set in the year 2022 (that's this year!) and something we got distracted by on a tangent. Yes, soylent is a real product now.In 1973, 'Soylent Green' envisioned the world in 2022. - George Bass, The Washington PostSoylent (the real productAnd, if the people from Soylent want to sponsor us, please reach out at [email protected] SimpsonGuestTruman Simpson is a person who lives in beautiful Oakland, CA
00:0003/06/2022
"Start fresh, in a certain way." Diagramming Gameplay Loops; Art Direction
In this episode, Stephen, Mark, and Ellen talk about gameplay loops. Then, they talk about art direction. Then they talk about loops. And then art direction. And then, more loops. Just kidding! It’s a regular roundtable discussion about diagramming gameplay, establishing art direction, and when to take out the garbage.Habitica: Gamify Your LifeEducating Intuition - Robin M. Hogarth, University of Chicago Press0:15:20Diagramming Gameplay LoopsActionable Gamification: Beyond Points, Badges, and LeaderboardsYu-kai ChouOctalysis GroupHow To Perfect Your Game’s Core LoopNathan LovatoGame AnalyticsLoops and ArcsDaniel CookLost GardenHow Games Use Feedback LoopsGame Maker's ToolkitYouTubeDaniel Cook: Game Design Theory I Wish I had Known When I StartedIGDA SeattleYouTubeExpanding UX: Gameplay LoopsVitaly StarushMediumThe Gameplay Loop: a Player Activity Model for Game Design and AnalysisEmmanuel GuardiolaResearchGateKurt Vonnegut Diagrams the Shape of All Stories in a Master’s Thesis Rejected b…Josh JonesOpen Culture0:42:00Art DirectionDreamsettler Reveal TrailerNo More RobotsYouTubeBack in the day, Nice Games Club talked about color theory.“When two colors of paint really love each other…” We talked about sources of inspiration and it reminded us of episode 141.Nostalgia and the Lo-fi Aesthetic
00:0027/05/2022
Machine Learning (with Anna-Lena Pontet and Luzia Hüttenmoser)
At GDC, your nice hosts met and spoke with this week's returning guests. We were so impressed with their project "[i] doesn't exist," we wanted to have them on a full episode to talk about the unique machine learning system they built for it. Be nice and have a listen!LUAL Games on Twitter"[i] doesn't exist" demo - itch.io[I] doesn't exist - a modern text adventure - KickstarterIf you're in Sweden, Lu and Al and their game will be at Arctic Game Week next week, May 25-28, 2022.We first met Lu and Al and spoke with them for a recent episode:GDC 2022 Special (Part 2)Some meta news: Mark wrote a song for this year's Charity EP Jam, which is actually a double-length album! All proceeds go to Able Gamers.Machine LearningNarrativeProgrammingSimulated AI creatures demonstrate how mind and body evolve and succeed together - Devin Coldewey, TechCrunchWhat is GitHub Copilot? An AI Pair Programmer for Everyone - Daniel Diaz, SitepointGithub Copilot Wants to Play Chess Instead of Code - Ido Nov, DagsHub BlogChat MapperBotpressDocumentation as a gateway to open source - James Turnbull, IncrementMiddle-Earth: Shadow of Mordor Makes AI Meaningful and Menacing - Andy Brice, GamingBoltAnna-Lena PontetGuestLuzia HüttenmoserGuest
00:0019/05/2022
Postmortem: "LxJamathon" (with Mark Hamilton and Ellen Burns-Johnson)
It's a Nice Postmortem! Ellen brings her instructional design colleague Mark Hamilton to discuss the development process behind the LxJamathon, a combination of both a hackathon and a game jam meant to allow instructional designers to practice their skills! Find out what went well and what didn't in this fascinating look into the event.Postmortem: "LxJamathon"ProductionInstructional Design Reddit - RedditInstructional Design Discord - DiscordLxJamathon Website - Ellen Burns-Johnson and Mark Hamilton, LxJamathonLxJamathon itch.io - Ellen Burns-Johnson and Mark Hamilton, itch.ioMidwest Mysteries - The Oscaloose - SoundCloudLxJamathon Entries - itch.ioA Simple Guide to Four Popular Online Learning Formats - Nameera Sallum, CommLab IndiaMark HamiltonGuestMark Hamilton is a instructional media developer and studio manager for the University of Iowa. External linkMark Hamilton on LinkedInEllen Burns-JohnsonYour Nice HostGuestBy day, Ellen Burns-Johnson is a learning experience designer (LXD) and consultant. With more than a decade of experience in the education and training industries, she has crafted the instructional strategy and design for dozens of major initiatives across diverse topics, from classroom safety to IT sales. Emphasizing collaboration and playfulness in her approach to creating learning experiences, Ellen’s work has earned multiple awards for interactivity and gameful design.By night (and on the weekends) Ellen stays as plugged into the Twin Cities Gamedev scene as she’s able to, contributing to game jam teams and local projects. She was a level designer and “explosion czar” on Widget Satcheland a designer/producer for a few different Ludum Dare and Global Game Jam teams.Ellen lives in Saint Paul with her husband Eric and their two dogs, Dante and Pixel. Ellen is terrible at racing games, she always picks the sniper build, and she loves a good puzzle/platformer.External linkEllen on LinkedInEllen on Twitter
00:0012/05/2022
Nice Games Jam: "Blame the Cat! (with Monica Fan)"
Game designer Monica Fan joins us this week for a Nice Games Jam that is extra-mischievous and extra-cute. There's drama amongst the roommates, and we're pretty sure the cat's to blame. But can we prove it? Can your Nice Hosts (and Nice Guest) make a playable prototype by the end of the episode? How many times will Stephen say "meow" before the outro rolls? So many questions!Monica Fan @DesignerMonica - TwitterWait Wait...Don't Tell Me! - NPRHere's the best way to shuffle a pack of cards – with a little help from some m… - Graham Kendall, phys.orgPromptFrom Dale this time: "Design a game where you discover clues and have to solve a mundane mystery. Bonus points if there is a cat in it. EXTRA bonus point if it's the cat who did it!"Game typeCard gamePlayer count4MaterialsStandard deck of playing cardsCoins or tokens to indicate the accumulation of blameOPTIONAL: A real cat to sit in the middle of the game tableSetupSort the deck by suit.
Pull out the Aces and Jokers and set them aside. You'll use the Aces in a minute, but not the Jokers.Remove six random cards from three of the suits (Clubs, Spades, and Diamonds) and set those aside for the game.Shuffle the remaining cards into a deck and pull a random card from the deck. Don't look at it! This is the card that determines Who Really Did The Thing. Set it aside and don't peek until the end of the game.Set the rest of the deck aside for a moment.Deal the Aces randomly to determine which players get each suit. Whoever gets the Ace of Hearts is the Cat.
Once roles are determined, you can ignore the Ace cards, but it's useful for players to hold onto them as a reminder of what suit they have.Deal each Human player two cards face-down. Deal the Cat player four cards face-down. Players can look at their cards but should not show their hands to the other players.Place the deck of remaining cards face-down in the center of the table. This is the draw pile.Place a pile of Blame tokens somewhere on the table so people can grab them (or throw them) as needed.RulesGOAL: Pin the blame on someone else! Once a player has accumulated 3 Blame tokens, they are GUILTY and the game ends.Go around the table clockwise, taking turns. Each player can take one action on their turn; it's a fast-moving game of blame!Player ActionsCat-only actions:Take a card from a human; the Cat chooses which card to take (without looking at the human's hand)Give a card to a humanMake an accusation by playing three cards of the same suit (the Cat must play three cards to make an accusation)Cat must meow when making a play…or maybe through the whole game?The Cat cannot draw cards from the deckHuman-only actions:Draw from the deckTrade with each other; the player who initiated the trade is the one who selects which card to take from the other player’s hand (without looking at their hand)Play a pair (it's easier for humans to make accusations)Making an accusation:A Human plays a pair of cards from the same suit, or the Cat plays three cards from the same suit. This is the Accusation.The player whose Ace matches the suit from the Accusation receives a Blame token.The first person to accumulate three Blame tokens is considered GUILTY, and this ends the game.Winning the game:Technically, you win if you don't end up as the guilty party, but there's more to it!Reveal the hidden card that you set aside during setup. The whole group wins if the right person got the blame. Yay!The Cat can feel extra good if they were the real culprit, but one of the Humans was found GUILTY.The Humans can feel extra good if one of them was the real culprit, but the Cat was found GUILTY. Congrats; you can all continue to live harmoniously as roommates.StrategiesHold onto the cards that are evidence against you.Play cards that are evidence against others.The Cat, who has the most cards, is likely to know who the guilty party is.
00:0006/05/2022
Postmortem: "Infernax" (with Hunter Bond and Mike Ducarme)
It's a Nice Postmortem! Hunter Bond and Mike Ducarme talk the making of Infernax—an old school adventure platformer with puzzle elements, unholy curses, and lots of old-school awesomeness. From its earliest conception to playtesting, promoting, and publishing, what did they do and what did they learn?Postmortem: "Infernax"ProductionInfernax - TwitterJust Shapes and BeatsBerzerk StudioAs promised, Hunter's PO Box: PO Box 10275, Albuquerque, NM 87184Hunter BondGuestMike DucarmeGuest
00:0029/04/2022
GDC 2022 Special (Part 2)
Settle in, because we could only trim the 5+ hours of interviews we recorded last month at GDC down to 2 hours. Of course, if you want to hear all of it, there's always the Patreon... 😉The game Mark has been working on, "Dreamsettler," was officially announced on April 5th!GDC 2022 Special (Part 2)Cat Cafe ManagerRoost GamesStrange Horticulture, a game about selling plants, is one of the best games thi…Nicole CarpenterPolygonSmall LifeyueqiWUPuzzles for ClefWeasel TokenDune: Spice Wars launches in early access in AprilOli WelshPolygonInfinity Game TableEolia Is A Fully Hand-Tracked Follow Up To Rhythm Of The Universe: IoniaJamie FelthamUploadVRMidnight Protocol is a cyberpunk hacking RPG that cuts out all the fillerAdi RobertsonThe VergeNeurodiver, sequel to 2064: Read Only Memories, is headed to PS5 and SwitchChris MoyseDestructoidCusco ParadoxIndaga StudiosAi ApaecSatoshi WakuBugaboo PocketStar SalvagerA-Game Studios[I] doesn't exist - a modern text adventureLUAL GamesPatchworld from PatchXR brings you a novel way to create music with your Meta Q…Micah BlumbergMediumYou Suck at Parking™Happy VolcanoAgent InterceptPikPokMini Motorways and the delicate art of marrying complexity and minimalismGame DeveloperBroken PiecesElseware Experience, Benoit Dereau, Mael VignauxMail TimeKela van der Deijl
00:0021/04/2022
Work Weeks (with August Brown)
What does your work week look like? Are you locked into a 9-to-5 the way that Dolly Parton described it, or are you free to set your own schedule? What about your team as a whole?
In this week's episode, August Brown is back on the show to help us explore the topic of work week structure. The company where August currently works, Armor Games, has made headlines by shifting permanently to a four-day work week. We ask him how it's going, what other work-week configurations might have benefits for gamedev teams, and what he thinks about the word "truncate."The definition of truncate is “to shorten by cutting off a part; cut short” - Dictionary.com“9 to 5” - Dolly Parton, YouTubeWork WeeksProductionArmor Games adopts four-day work week permanently - Brendan Sinclair, GamesIndustry.bizAugust’s previous employer, KongregateAugust is now doing platform relations at Armor GamesAugust was on a previous interview episodeDeveloper/Publisher RelationsJohn Cooney (Armor Games CEO) Twitter thread on the four-day workweek results - John Cooney, TwitterGDC 2022 Independent Games Summit: Four-Day Workweek: We Did It! What now? - Game Developer Conference“Eidos-Montreal and Eidos-Sherbrook shifting to the 4-day work week” - Edios Montreal“The Research Is Clear: Long Hours Backfire for People and for Companies” - Sarah Green Carmichael, Harvard Business Review“Indie Studio Forms First Video Game Union In The Country” - EThan Gach, Kotaku“How the 40-hour work week became the norm” - Alexi Horowitz-Ghazi, NPRAugust BrownGuestAugust is a Senior Producer at Armor Games Studios. Formerly a Senior Producer for Kongregate Publishing.External linkTwitter
00:0015/04/2022
Nice Thinking: "Games With Your Dogs"
Dog lovers are in for a treat this week as we discuss ideas for games to play with your dog! Mark and Ellen enthusiastically bring many ideas to the clubhouse, while Stephen has a unique perspective on the topic. Also: Ellen beats Metroid Dread! (There are spoilers for the game in the episode.)Turns out Stephen was wrong, there are credits in the most recent build of Fingeance!Peter Yang was on previously to discuss his work on pitching tabletop games.Pitching Tabletop GamesIndie Boards and Cards0:10:25Games With Your DogsTreibball (push ball) - giant football for dogs!Naturally Happy DogsYouTubeGetting started and teaching 'outside'FluentPetYouTubeHere's a picture of Ellen's dogs!
00:0007/04/2022
GDC 2022 Special (Part 1)
Your nice hosts, plus Dale, traveled to California for free bagels (and other reasons) in this first part of our yearly GDC special.GDC 2022 Special (Part 1)Games Industry GatheringYerba Buena GardensIGF Accepts Over 400 Entries for GDC 2022Independent Games Festival'Unpacking' and 'Inscryption' Lead in IGF 2022 NominationsIndependent Games FestivalInscryption wins the IGF Grand Prize and GDC Game Of The Year Award 2022Jai Singh BainsRock Paper Shotgun
00:0031/03/2022
"Source code is viewable." Building Assets and Plugins; Ink Engine
This week your nice hosts are joined again by Alina Matson in a fun roundtable episode! Join us as we continue through Ellen's Metroid Dread journey, Stephen's newest discovery, and Mark's potential bonus side hustle.Alina was previously on the show to talk about visual coding!Visual Coding0:05:33Building Assets and PluginsCharles was last on the show on this episode about Level Editors.Level EditorsCharles destroys his brother on the airRewired Unity PluginGuavamanUnity Asset StorePlaymaker Add-onsHutong GamesManaged Plug-insUnity0:37:26Ink EngineInk EngineInkle StudiosInk Unity IntegrationInkle Studios
00:0024/03/2022
Visual Coding (with Alina Matson)
This week we're joined by Alina Matson, developer of Fitment—a microworkout app designed with cozy gamers in mind. Alina talks about how she has used the popular Unity plugin Playmaker to kick-start her transition from a career in mechanical engineering to gamedev. Positive vibes abound. Plus, surprise singing!Visual CodingProgrammingToolsPlaymaker - Hutong Games, Unity Asset StoreBolt - Unity, Unity Asset StoreBlueprint Visual Scripting - Unreal EngineProcessingScratch - MIT10 Most Nostalgic Flash Games From The Early 2000s - Samuel Williams, CBRStephen J. Guy, Director, Applied Motion Lab - University of MinnesotaZebraZappsWe mentioned a previous interview episode with Freya Holmer,Self-education, et al.Alina MatsonGuestBioExternal linkAlina on TwitterFitment websiteFitment Discord serverFitment on Twitter
00:0018/03/2022
“Done enough.” Milestone Builds; Wikis and Guides
It's a day of celebration in the clubhouse as Ellen finally starts Metroid Dread. Meanwhile, Mark delivers, and Stephen looks it up (but isn't happy about it).André 3000 on the 10th anniversary of his ‘Class of 3000’ soundtrack - David Dennis Jr., AndscapeHint, hint... - Mike Rose, Twitter0:13:18Milestone BuildsMilestoneWikipedia0:46:47Wikis and GuidesHow to pause Elden RingJeffrey ParkinPolygon
00:0010/03/2022
Game Dev London does Nice Games Jam
For our 250th episode, your nice hosts play a few rounds of a pair of games made by the folks from Game Dev London as part of their very own Nice Games Jam! Ellen makes fun sounds, Mark counts all his Jefferies Tubes, and Stephen is reliable as the morning sun.We talked about big episode numbers in:"A Spark Plug." 200th Episode SpecialStephen's grumpy tweet.Game Dev London0:18:36Safecracker!!Nice Games Club's 1hr Game Jam Challenge - Part 1Game Dev LondonYouTubeCreating "Safecracker!!" in part 1 of Game Dev London's 2-part episodeThe Lockpicking LawyerYouTube0:41:19Adventurer, PleaseNice Games Club's 1hr Game Jam Challenge - Part 2Game Dev LondonYouTubeCreating "Adventurer, Please" in part 2 of Game Dev London's 2-part episodeMark's Beverly Crusher t-shirt Jefferies TubeMemory AlphaUnplugged Independents: Weave: Storytelling RedefinedSeamus Conneely Cannibal Halfling Gaming
00:0003/03/2022
"I got all the moons." Games You Get for Free; Joy vs. Fun
This week, your Nice Hosts talk about "games you get for free" on various gaming platforms. Also, the trio explores the relationship between "fun" and "joy"—and where does "engaging" fit in? Ellen won't tell us the grade, and Stephen is told he has to yell at Mark.Amber Waves of Games"America the Beautiful" sung by Ray Charles - YouTubeYou made it! Thanks for another unforgettable year of Global Game Jam!15:00Games You Get for FreeXbox Game Pass Ultimate tip: How to get 3 years of access to hundreds of games …PCWorldKo-FiThe Jolly Jawbreaker44:00Joy vs. FunThe Giver: Language and CommunicationStudy guideShmoop
00:0026/02/2022
"Additional things and stuff."
Hiatus flew by this year for your nice hosts, but they're back in the newly-renovated clubhouse with their annual recounting of what they got up to while away. Ellen keeps a promise, Stephen returns a gift, and Mark sees thru' these architects eyes.Our renovated clubhouse table.These foam acoustic panels came vacuum-sealed, so they needed to be soaked in water to inflate them.Of course, once-inflated, the water-logged panels needed to be dried out, which meant an hour in the dryer.It was pretty hard to drill these holes to mount our mic stands, and about as hard to measure them out because our clubhouse table has no straight edges or corners.Measure twice, then 100 more times.Mark mounted at set of ports for mic and headphone connections under the clubhouse table.Mark's "B+" cable management.The finished clubhouse. It's much cozier (and quieter) in here now.What We Did On Our Winter Break (2022)The path to unionizing has been rough for Raven Software, and it’s about to get…Ash ParrishThe VergeGame Dev LondonSeven Billion HumansUntitled Goose Game is getting a second goose and local co-opNicole CarpenterPolygonThe replay aired last week, but in case you missed it:Nice Thinking: "Sledgehammer Bride"Mark talked about building localization systems in: "I definitely thought of that ahead of time."David Bowie Brilliant Adventure (1992 – 2001)Esperanza Spalding Is The 21st Century's Jazz GeniusLara PellegrinelliNPR
00:0017/02/2022
Nice Thinking: "Sledgehammer Bride" [Nice Replay]
#240Sledgehammer BrideNice Thinking2021.10.28It's Stephen's turn at Nice Thinking, our new episode format where we brainstorm around a single concept someone brings into the clubhouse. Get ready for your first contact with the Sledgehammer Bride!Glom will be part of Wordplay 2021, November 13-14 - Hand Eye SocietySledgehammer Bride Stephen McGregorGame DesignNarrativeA Brief History of Beat ’em Up Video Games - Hero ConceptProspective Teachers Misperceive Black Children as Angry - Bryan Goodman, American Psychological AssociationThe Brute Caricature - History on the NetExamining Game Pace: How Single-Player Levels Tick - Mark DaviesShank 2 - Klei Entertainment, SteamHow the Original Hyrule Warriors Broke The Mold for Musou Games Forever - Dale Bashir, IGN
00:0010/02/2022
Building Blocks of Design (with Osama Dorias) [Nice Replay]
#211Building Blocks of DesignInterview2021.04.08It's back to basics this week as we welcome Osama Dorias, lead game designer on the upcoming Gotham Knights at WB Games Montréal, to talk about his multi-year journey of making games with his kids, and what it taught him about his craft. It might be our cutest episode yet! Osama, along with Fawzi Mesmar, and Rami Ismail, recently launched their own very nice gamedev podcast, The Habibis!Building Blocks of DesignArtGame DesignIRLTabletopToolsThe Game CrafterA selection of cards from "Ali and Mimi's Card Game"Osama's son trying to look professional while presenting "City Game I Love This."Osama's daughter beaming with pride at her creation, "05Q7654321 0."Osama's kids' first video game.Osama DoriasGuestOsama works at WB Games Montréal, where he is the lead game designer on Gotham Knights. He is a co-founder of the Montreal Independent Game Awards, a professor at Dawson College, and a co-host of The Habibis podcast.He loves hugs and poutine.External linkOsama on TwitterGotham KnightsMontreal Independent Game AwardsThe Habibis
00:0003/02/2022
Nice Thinking: "The New Clubhouse" [Nice Replay]
#235The New ClubhouseNice Thinking2021.09.16After many months of recording over Discord (or together in Mark's and Dale's apartment), Nice Games Club is finding a new place to meet. Well, "finding" isn't really the right word. Mark and Dale are making it happen. The new clubhouse is being customized as a workspace and community hub, and this week on the show, Your Nice Hosts talk about how to start things up in the new spot.The New ClubhouseMark LaCroixIRLMetaErgonomic stools by Herman MillerThe cover image for this episode's page is from The Treehouse, an educational game published in 1991. Ellen played this game a lot when she was a kid. Learn more here: https://www.myabandonware.com/game/the-treehouse-1ag
00:0027/01/2022
"To whom it may concern." Ethical Consumption; Grind [Nice Replay]
#224"To whom it may concern."Roundtable2021.07.09Holly Harrison, aka "Best Friend of the Show," is back in the clubhouse! And we recorded this episode in person again! Can you tell? It probably comes through in the goofs...There's plenty of silliness in this week's episode, even though your Nice Hosts explore some serious topics. Holly asks us what we can do to become more ethical consumers (and developers) of games. Ellen examines the dynamics of grind. Stephen finally admits to something BIG, and Mark takes a break.Join Lobby - Video Game Culture Feed - Holly Harrison, InstagramHolly joined us for episode 40...Community Managment...and for episode 88...The Gaming Press...and for episode 89..."A mean secret that stays in this room."...and for episode 201..."Not like Beauty and the Beast."...and for episode 202!Business SpeakEllen's new laptop: Alienware M15R4Gris (a game, not a musical) - SteamNoble Engine - Mark LaCroixHere's episode 217, in which we discussed open source.Open Source SoftwarePhoto by Helmi Lutvyandi from PexelsEthical Consumption0:13:06Holly HarrisonGamingMisc.Conflict minerals: Which gaming companies may have funded human rights abuses i… - Rebekah Valentine, GamesIndustry.bizIs There Really Such a Thing as “Ethical Consumerism”? - Maya Singer, VogueSummary of sexual and non-sexual allegations (megathread) - RedditGrind0:47:59Ellen Burns-JohnsonGame DesignGamingr/truegaming: For those who like talking about games as much as playing them. - RedditEllen’s take on grind: “Going through the same content multiple times as a means to progress towards an in-game goal that doesn’t pertain to the player’s skill.”
00:0020/01/2022
Nice Games Jam: "Glom" [Nice Replay]
#210GlomNice Games Jam2021.03.31This week your nice hosts have a rowdy game jam. Dale gave us a prompt: Create a matching game with a puzzle element. The puzzle must be "what matches first" and bonus points if there's cats.The goal of every Nice Games Jam is for the team to come up with a playable game by the end of the episode. Did Stephen, Mark, and Ellen make it happen, or did they end up with a pile of nonsense? Well, maybe a bit of both.The "dot game" that Ellen referenced is called Dots & Boxes - WikipediaA three-sided die similar to the one that Eric, Ellen's partner, owns.Here's a place you can buy your own three-sided die - Nvenom8 Designs on ShapeWays MarketplaceGame typeTabletop gamePlayer countAnyMaterialsPaper, pencil or penSetupEach player should have:Paper (or someplace to compose sentences)Something to write with (typing on a screen is fine)Some way of indicating points passed to other players (chips, coins, etc.) -- in the rules below, these will be referred to as "chips"The game requires three decks. As of this airing, each deck has three cards:Prompts deck
"Nice to meet you.""Where is the bathroom?""Can I pet your cat?"Constraints deck
No letter Es (this is incredibly difficult)Exactly 4 wordsOnly single-syllable wordsScoring deck
Most wordsMost lettersLongest word in the sentenceRulesThe goal of the game is to acquire the most points out of all the players.Players acquire points by writing sentences that adhere to the Prompt, Constraint, and Scoring card drawn for each round.SetupShuffle all three decks.Distribute chips evenly amongst all players.Starting a RoundDraw a single card from each deck. Place all three face-down on the table.Set the timer for the desired duration: 1 minute, 2 minutes (default) or 3 minutes.Flip all three cards face-up and start the timer.All players then attempt to compose a sentence that meets the criteria of all three cards (Prompt, Constraint, and Scoring) within the time limit.Share Your SentencesEach player speaks their sentence aloud. (If you're playing online, you can also enter your sentence into the text chat.) The sequence in which players share their sentences doesn't matter—just be nice about it.Round ScoringPlayers can’t use any of the words in the phrase on the Prompt card. There’s a penalty (-1 point) for each word used. Exception: You can use the same spelling of a word if it’s another type of word (noun vs. verb)
Alternate rule for extra challenge and silliness: Remove the exception to the above rule.The player whose sentence meets the conditions on that round's Scoring card wins 3 points.Players pass one of their chips to the person who had, in the player's opinion, the coolest sentence. This is a subjective judgment and has nothing to do with the rules.
Each chip received counts as 1 point for the receiving player.DisputesDuring Round Scoring, any player can raise an argument about how the rules apply to another player's sentence. If you bring an argument, you have to propose a resolution, and people will vote on the proposal. (For example, you can propose a change to someone's point total that round, or suggest a change to a person's sentence to bring it within the rules.) If the vote passes, the solution goes through.Continue Play and End the GameFor each subsequent round of play, draw a new set of cards. Play and score according to the above rules.The game ends when all Prompt cards have been used. Shuffle Constraints and Scoring cards back into their respective decks as needed.The player with the most points wins!
00:0013/01/2022
“My face is over here.” Special In-Person Special [Nice Replay]
#220“My face is over here.” Special In-Person SpecialSpecial2021.06.10Your vaccinated hosts return to the clubhouse to record their first in-person episode in over a year. This one's for us, but you might like it, too.There was a lot of hugs before the recording.Charity EP Jam (the new album drops June 11th!) - Chel WongIndie bundle for Palestinian Aid - Alanna Linayre, itch.ioMark's "Widget Satchel II" was featured in Panic's E3-style announcement video.Special In-Person SpecialMark LaCroixStephen McGregorEllen Burns-JohnsonIRLMetaMisc.South Korea’s COVID Success Stems From an Earlier Infectious Disease Failure - Jiyeon Kim and Neil Richards, Slate
00:0006/01/2022
Therapeutic Games (with Adam Davis) [Nice Replay]
#219Therapeutic GamesInterview2021.06.03🎉 🎂 🎉 It's Ellen's birthday! 🎉 🎂 🎉Wish her a happy one via the show's feedback form (seriously, that's what she asked for): nicegames.club/feedback.Can games be used for therapeutic purposes? Absolutely! In this episode we talk with Adam Davis, therapeutic Game Master, and a co-founder and executive director of Game to Grow, a 501(c)(3) nonprofit. The organization is focused on "the use of games of all kinds for therapeutic, educational, and community growth."Adam shares his experiences from over a decade in therapeutic play—how Game to Grow began, how he thinks about games as part of therapeutic experiences, and how he once managed SEVEN tabletop RPG campaigns simultaneously. We hope you enjoy our inspiring conversation with this really cool guy!Helmet nachos! Source: Target Field Eats on Twitter https://twitter.com/tfeats/status/1039672499892576256Therapeutic GamesGame DesignTabletopGame to Grow blogCritical Core on KickstarterDrama Therapy - North American Drama Therapy AssociationWheelhouse WorkshopIndividualized Education Plan (IEP) - Understood.comCollaboration vs. cooperation: What's the difference? - The Ripple Team, Ripple IntranetGame to Grow Keynote at the 2018 Washington Therapy Conference - Adam DavisNo Thank You, Evil: The Award-Winning Game of Make-believe for Creative Kids an…Adam DavisGuestAdam D. Davis, MA Ed, earned his Master’s degree in Education with a focus in drama therapy from Antioch University Seattle, and is a recognized member of the North American Drama Therapy Association.Adam is a contributing author to three publications: Integrating Geek Culture into Therapeutic Practice; Game Play, 3rd Edition; and The Walking Dead Psychology.In addition to his work with Game to Grow, Adam developed the CoRe Gaming program at the Atlantic Street Center utilizing video games to teach Dialectical Behavioral Therapy skills, served as an educator at Seattle’s Woodland Park Zoo, and taught fourth-grade literacy for Seattle Public Schools.External linkGame to Grow websiteGame to Grow on Twitter
00:0030/12/2021