Nice Games Club - a gamedev podcast!

Written by: Ellen Stephen and Mark
  • Summary

  • The podcast where nice gamedevs talk gaming and game development. Nice!
    © Nice Games Club, Noble Robot
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Episodes
  • Nice Thinking: "Dialogue Through Goals" [Nice Replay]
    Feb 6 2025
    #349Dialogue Through GoalsNice Thinking2024.05.29

    Stephen brings a half-baked thought into the clubhouse for this Nice Thinking episode: how can we improve dialogue systems? He's got some opinions, which Mark and Ellen immediately debunk, but it leads to some engaging conversation.

    Dialogue Through GoalsStephen McGregorGame DesignNarrative
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    Less than 1 minute
  • "The lensing effect of the window." Theming vs. Aesthetics; Parries [Nice Replay]
    Jan 30 2025
    #361"The lensing effect of the window."Roundtable2024.08.22It’s hot in the clubhouse and hot in Ellen’s greenhouse this week, so your hosts are eager to crunch through some discussion. Ellen introduces the concept of the MDA framework, and the differences between Theming and Aesthetics, and Stephen comes to a major conclusion about parrying.Theming vs. Aesthetics0:06:40Ellen Burns-JohnsonGame DesignThe MDA Framework - WikipediaEllen promised Dictionary.com definitions, so here you go:Aesthetics - Dictionary.comTheme - Dictionary.comWe talked about theming and aesthetics for a GameJam Game from a previous episodeThe Bike BoomAlien Isolation Themes explored n : Demystifying the Terror of Alien Isolation - Andy Robertson, WiredParries0:28:56Stephen McGregorGame DesignStephen's list of why parries are so popular: 1) A way to reward mastery or paying attention 2) Rewards participation 3) An appreciable way to consider mastering the game The different variations of Parrying 1) Just Dodges 2) Traditional Parrying (miss = block) 3) Dynamic Parrying release parrying 4) Alternate button (paper mario parrying) EVO Moment 37 - Wikipedia
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    Less than 1 minute
  • Tutorialization with Puzzles (with Luke Spierewka) [Nice Replay]
    Jan 23 2025
    #371Tutorialization with PuzzlesInterview2024.11.01"Tutorials shouldn’t feel like tutorials!" Like most aspects of game design, it's an easy concept to summarize but a difficult one to pull off. Luke Spierewka and the team at Afterburn Games have mastered it, using their charming approach in successful titles like Golf Peaks and Railbound. Come learn the arcane secrets of the puzzle game tutorial! Also featuring some great room sound.Afterburn Games (studio)Tutorialization with PuzzlesGame DesignOn crafting Railbound, a cozy track-bending puzzle game - Evgeny Obedkov, Game World ObserverDynablaster (game) - WikipediaLuke SpierewkaGuestLuke is a game designer, programmer, and jack of all trades. He makes games, organizes events, gives talks (and interviews) and does "lots of other stuff." He's worked on many titles, including Railbound, Golf Peaks, Gwent, and SUPERHOT. Learn more about Luke at http://spierek.net/
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    Less than 1 minute

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