Best Mohawk Games podcasts we could find (Updated June 2019)
Related podcasts: Mohawk Games Soren Johnson Idle Thumbs Idlethumbs Game Development Videogames Development Lifestyle Video Games Featured FM Software Development Tech Sports News Sports  
Mohawk Games public [search 0]
×
Join millions of Player FM users today to get Mohawk Games news and insights whenever you like, even when you're offline. Podcast smarter with the podcast app that refuses to compromise … it's free and easy.
Podcast smarter! Player FM is free and easy.
show episodes
 
D
Designer Notes
Rare
 
Why do we make games? Every designer has a different and very personal answer to that question. Soren Johnson, founder of Mohawk Games, sits down with noted designers to find out by examining their careers as a whole.
 
D
Designer Notes
Rare
 
Why do we make games? Every designer has a different and very personal answer to that question. Soren Johnson, founder of Mohawk Games, sits down with noted designers to find out by examining their careers as a whole.
 
Utica Yard Dogs Football games for the 2018 season as broadcast on WHMV-LP, V97.5 FM, Mohawk, NY. James DenBleyker (play-by-play) and Brandon Nutting (color commentary) called the games.
 
M
MemoryLeak
Daily+
 
MemoryLeak is a weekly show which features interviews with game developers from all disciplines. It aims to provide a holistic view of game development through firsthand accounts.
 
Loading …
show series
 
In this episode, Soren and Leyla Johnson interview independent game developer Rami Ismail of Vlambeer, best known for his work on Super Crate Box, Ridiculous Fishing, Luftrausers, and Nuclear Throne. They discuss why he started a company with someone he couldn’t stand, how to make games in a place without electricity, and why the world “inclusi ...…
 
In this episode, Soren and Leyla Johnson interview independent game developer Rami Ismail of Vlambeer, best known for his work on Super Crate Box, Ridiculous Fishing, Luftrausers, and Nuclear Throne. They discuss why he started a company with someone he couldn’t stand, how to make games in a place without electricity, and why the world “inclusi ...…
 
In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss why games always need three months at the end, how he feels about his crunch on Chaos Theory, and how they choos ...…
 
In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss why games always need three months at the end, how he feels about his crunch on Chaos Theory, and how they choos ...…
 
In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss how his early time as a Dungeon Master informs his design work, how he took a huge pay cut to join the games ind ...…
 
In this episode, Soren Johnson interviews veteran game designer Clint Hocking, who started his career working on the original Splinter Cell and was also the Creative Director of Splinter Cell: Chaos Theory and Far Cry 2. They discuss how his early time as a Dungeon Master informs his design work, how he took a huge pay cut to join the games ind ...…
 
In this episode, Soren Johnson interviews veteran game designer David Sirlin, best known for his work on Super Street Fighter II Turbo HD Remix, Yomi, and Puzzle Strike. They discuss how many hit points are too many hit points, whether his work is post-modernist, and how to make the first move in Yomi. Also, listen to see if Soren can successfu ...…
 
In this episode, Soren Johnson interviews veteran game designer David Sirlin, best known for his work on Super Street Fighter II Turbo HD Remix, Yomi, and Puzzle Strike. They discuss how many hit points are too many hit points, whether his work is post-modernist, and how to make the first move in Yomi. Also, listen to see if Soren can successfu ...…
 
In this episode, Soren Johnson interviews veteran game designer David Sirlin, best known for his work on Super Street Fighter II Turbo HD Remix, Yomi, and Puzzle Strike. They discuss why games with more mechanics are not deeper, whether fighting games should also include cake baking, and why he didn’t end up designing Street Fighter 4.…
 
In this episode, Soren Johnson interviews veteran game designer David Sirlin, best known for his work on Super Street Fighter II Turbo HD Remix, Yomi, and Puzzle Strike. They discuss why games with more mechanics are not deeper, whether fighting games should also include cake baking, and why he didn’t end up designing Street Fighter 4.…
 
Utica Yard Dogs v Plattsburgh North Stars at Sauquoit HS Stadium on July 14, 2018 - A portion is missing due to technical difficulties. Yard Dogs 34, Plattsburgh North Stars 26
 
WHMV-LP V97.5 FM broadcast of the Utica Yard Dogs v Seaway Valley Venom - July 7, 2018. Play-by-play action by James DenBleyker and color commentary by Brandon Nutting. Final Score Utica Yard Dogs 87, Seaway Valley Venom 0;
 
In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best known for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss why Big Huge made Rise of Legends instead of Rise of Nations 2, why you shouldn’t let a company provide you with a computer, and how he cost Zynga $800K from a ...…
 
In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best known for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss why Big Huge made Rise of Legends instead of Rise of Nations 2, why you shouldn’t let a company provide you with a computer, and how he cost Zynga $800K from a ...…
 
In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best known for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss when Brian discovered Twilight Struggle, how Alpha Centauri influenced BioShock, and whether he could have made Rise of Nations at Firaxis.…
 
In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best known for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss when Brian discovered Twilight Struggle, how Alpha Centauri influenced BioShock, and whether he could have made Rise of Nations at Firaxis.…
 
In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best know for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss how his original dream job was to write compilers, all the bad decisions he needed to make to end up as a game designer, and his true feelings about the philoso ...…
 
In this episode, Soren Johnson interviews veteran game designer Brian Reynolds, best know for his work on Colonization, Civilization 2, Alpha Centauri, and Rise of Nations. They discuss how his original dream job was to write compilers, all the bad decisions he needed to make to end up as a game designer, and his true feelings about the philoso ...…
 
In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss accessibility versus depth, when SpyParty suddenly became fun, and why Chris Hecker ruined Spore.By Idle Thumbs.
 
In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss accessibility versus depth, when SpyParty suddenly became fun, and why Chris Hecker ruined Spore.By Idle Thumbs.
 
In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss why game jams are no longer necessary, why the first triangle is always the hardest, and whether Powers of Ten was a good idea for a game.By Idle Thumbs.
 
In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss why game jams are no longer necessary, why the first triangle is always the hardest, and whether Powers of Ten was a good idea for a game.By Idle Thumbs.
 
In this episode, Adam Saltsman interviews independent game developer Manveer Heir, best known for his work on the Mass Effect franchise. They discuss the sunken cost fallacy and game development, why Mass Effect 3 would be a bad first game for a new developer, and when a game designer is like a baseball player and when it’s like a trauma surgeon.…
 
In this episode, Adam Saltsman interviews independent game developer Manveer Heir, best known for his work on the Mass Effect franchise. They discuss the sunken cost fallacy and game development, why Mass Effect 3 would be a bad first game for a new developer, and when a game designer is like a baseball player and when it’s like a trauma surgeon.…
 
In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how whether it makes sense to hide game data in the age of wikis, if Darkest Dungeon is too punishing or too forgiving, and what happened with the Corpse and Hound.…
 
In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how whether it makes sense to hide game data in the age of wikis, if Darkest Dungeon is too punishing or too forgiving, and what happened with the Corpse and Hound.…
 
In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how his game design career was almost derailed by staplers, how a weird aeronautical engineer is a normal game designer, and why his finished air racing game was never released.…
 
In this episode, Soren interviews independent game developer Tyler Sigman, best known as the designer of HOARD and Darkest Dungeon. They discuss how his game design career was almost derailed by staplers, how a weird aeronautical engineer is a normal game designer, and why his finished air racing game was never released.…
 
In this episode, Soren interviews independent game developer Asher Vollmer, best known as the designer of Puzzlejuice and Threes. They discuss why paper prototypes don’t always translate well into video games, whether a game should take up 100% of your brain, and how he feels about the Threes clone 2048.…
 
In this episode, Soren interviews independent game developer Asher Vollmer, best known as the designer of Puzzlejuice and Threes. They discuss why paper prototypes don’t always translate well into video games, whether a game should take up 100% of your brain, and how he feels about the Threes clone 2048.…
 
In this episode, Adam Saltsman interviews Margaret Robertson, Game Director at PlayDots. Margaret is known for her pioneering work at Hide & Seek and as editor-in-chief at EDGE magazine. They discuss how to make a game about death, whether a game should make you good at lying, and why making a game about dots can be rewarding.…
 
In this episode, Adam Saltsman interviews Margaret Robertson, Game Director at PlayDots. Margaret is known for her pioneering work at Hide & Seek and as editor-in-chief at EDGE magazine. They discuss how to make a game about death, whether a game should make you good at lying, and why making a game about dots can be rewarding.…
 
In this episode, Soren interviews Steve Gaynor, co-founder of The Fullbright Company and best known for his work on BioShock 2, Minerva’s Den, and Gone Home. They discuss whether audio diaries need to make sense, why the Gone Home family is made up of barefoot vampires who hate showers, and why Fullbright made Tacoma.…
 
In this episode, Soren interviews Steve Gaynor, co-founder of The Fullbright Company and best known for his work on BioShock 2, Minerva’s Den, and Gone Home. They discuss whether audio diaries need to make sense, why the Gone Home family is made up of barefoot vampires who hate showers, and why Fullbright made Tacoma.…
 
In this episode, Soren interviews Steve Gaynor, co-founder of The Fullbright Company and best known for his work on BioShock 2, Minerva’s Den, and Gone Home. They discuss how bad Sierra adventure design could be, why he decided to make video games instead of comics, and about that time he interviewed Ken Levine and Tim Schafer for his zine.…
 
In this episode, Soren interviews Steve Gaynor, co-founder of The Fullbright Company and best known for his work on BioShock 2, Minerva’s Den, and Gone Home. They discuss how bad Sierra adventure design could be, why he decided to make video games instead of comics, and about that time he interviewed Ken Levine and Tim Schafer for his zine.…
 
In this episode, Soren interviews independent game designer George Fan, who is best known as the creator of Insaniquarium and Plants vs Zombies. They discuss why he learned to program instead of just focusing on art, how most Diablo monster design is a variation of kill-me-first, and why Plants vs. Zombies wasn’t Fish vs. Aliens.…
 
In this episode, Soren interviews independent game designer George Fan, who is best known as the creator of Insaniquarium and Plants vs Zombies. They discuss why he learned to program instead of just focusing on art, how most Diablo monster design is a variation of kill-me-first, and why Plants vs. Zombies wasn’t Fish vs. Aliens.…
 
In this episode, Adam Saltsman interviews independent game developer Lucas Pope, best known for the immigration officer simulation Papers Please. They discuss how Naughty Dog taught him to mercilessly cut features, why it might be a good thing if Obra Dinn is bad, and how Adam has time to do these interviews.…
 
In this episode, Adam Saltsman interviews independent game developer Lucas Pope, best known for the immigration officer simulation Papers Please. They discuss how Naughty Dog taught him to mercilessly cut features, why it might be a good thing if Obra Dinn is bad, and how Adam has time to do these interviews.…
 
In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss what game Sid wishes he designed, how to determine if a prototype should be turned into a game, and why we need a Zombie civilization.By Idle Thumbs.
 
In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss what game Sid wishes he designed, how to determine if a prototype should be turned into a game, and why we need a Zombie civilization.By Idle Thumbs.
 
In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss why dinosaurs need to have ranged attacks, how deals go down on the SimGolf course, and if Civ games have an ideal length.By Idle Thumbs.
 
In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss why dinosaurs need to have ranged attacks, how deals go down on the SimGolf course, and if Civ games have an ideal length.By Idle Thumbs.
 
In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss how Sid’s stealth fighter was more interesting than the real one, whether XCOM violates the Covert Action rule, and when the world was ready for hexes.…
 
In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss how Sid’s stealth fighter was more interesting than the real one, whether XCOM violates the Covert Action rule, and when the world was ready for hexes.…
 
In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss using the Ayatollah Khomeini as an enemy, how Strike Eagle differentiated itself from Flight Simulator, and why the torpedo doesn’t go where the player aims it in Silent Spring.…
 
In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss using the Ayatollah Khomeini as an enemy, how Strike Eagle differentiated itself from Flight Simulator, and why the torpedo doesn’t go where the player aims it in Silent Spring.…
 
In this episode, Soren Johnson interviews veteran game designer Amy Hennig, best known for her work on the Legacy of Kain and Uncharted series. They discuss what elements from film can’t work in games, how many hours she averaged per week working on the Uncharted series, and how to capture great acting performance for video games.…
 
Google login Twitter login Classic login