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Game Wisdom

by Josh Bycer

Theories on Game Design

Publisher-supplied feed metadata · PodParley refreshed Feb 3, 2025 · Source feed

Episodes

  1. Dwerve Developer Interview

    Dwerve Developer Interview Josh Bycer [email protected] In this interview I spoke with Half Human Games Percy and Peter who are working on the upcoming game Dwerve and just launched a kickstarter for it. We started with inspirations, our favorite tower defense games and more. Discussing the …...

  2. Unraveling Undermine With the Developers

    Unraveling Undermine With the Developers Josh Bycer [email protected] For this cast, I spoke with Derek and Clint of Thorium to discuss the roguelike Undermine that is out now. We started with talking about their backgrounds at Relic before moving to the indie space. Designing an action...

  3. Teaching Kids Through Games

    Teaching Kids Through Games Josh Bycer [email protected] For this interview, I spoke with Elle and Lisa who are the creators of the Game Plan Game, a board game that uses gamification to help teach kids life skills and important lessons about the development of it, and lessons … The post...

  4. Discussing a Decade of Indie Dev With Rami Ismail

    Discussing a Decade of Indie Dev With Rami Ismail Josh Bycer [email protected] For this cast, I spoke with developer Rami Ismail of Vlambeer about his time in the indie space, his outreach around the world and more. We spoke about what it’s been like to follow indie development over the last...

  5. A Moment With Mode 7 Games

    A Moment With Mode 7 Games Josh Bycer [email protected] For this cast, I sat down with Paul Taylor of Mode 7 Games to talk about his time in the industry, and their upcoming game Fights in Tight Spaces. We started with Paul’s background and his work with titles like … The post A Moment With…

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  6. The Design of Dreadlands

    The Design of Dreadlands Josh Bycer [email protected] For this cast, I spoke with Peter from Blackfox Studios who is currently working on the game Dreadlands. We discuss making a PVP focused tactical strategy game, and the lessons he learned from other examples in the genre when coming … The...

  7. How to Get the Most out of Voice Acting in Videogames

    How to Get the Most out of Voice Acting in Videogames Josh Bycer [email protected] For this cast, I spoke with voice actress and casting director Sally Beaumont about what it’s like to be both a voice actor and lessons learned when it comes to managing the voice acting in a videogame. We spoke...

  8. Creating the Handmade World of Luna the Shadow Dust

    Creating the Handmade World of Luna the Shadow Dust Josh Bycer [email protected] We spoke about how Luna came about, while having a lengthy chat about the handdrawn style she employed. After that, we discussed designing the puzzle and overall adventure of the game. Here’s my spotlight…

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  9. Cooking up the Story of Cook, Serve, Delicious 3

    Cooking up the Story of Cook, Serve, Delicious 3 Josh Bycer [email protected] For this cast, I was joined by Ryan Matejka who joined Vertigo Gaming Inc. to help the story of Cook Serve Delicious 3 to talk about making a surprisingly dark story for a lighthearted game. We started off discussing...

  10. The Use of Time Mechanics in Game Design

    The Use of Time Mechanics in Game Design Josh Bycer [email protected] For this cast, I spoke with returning guest John Brieger and speedrunner/designer Vincent to discuss how time can be used as a game mechanic in design. We, of course, talked about Majora’s Mask and the groundhog day design....

  11. The Pros and Cons of Platform Creation With Path of Titans

    The Pros and Cons of Platform Creation With Path of Titans Josh Bycer [email protected] For this cast I spoke with Matt who is the owner of Alderon Games about his upcoming game Path of Titans, and their decision to make their own platform/store for the game as opposed to using Steam. We spoke...

  12. Making a Modern Retro RPG With Skald Against the Black Priory

    Making a Modern Retro RPG With Skald Against the Black Priory Josh Bycer [email protected] For this Perceptive podcast, we spoke with Al who is the lead designer on Skald Against the Black Priory, a modern retro RPG designed to emulate the look and feel of the commodore 64. We talked about his...

  13. The Design of John Wick Hex

    The Design of John Wick Hex Josh Bycer [email protected] For this cast, I spoke with Nic Tringali who works at Bithell Games and was on the design team for John Wick Hex. We started with introductions and spoke about how the team pitched John Wick Hex to Lionsgate. From … The post The Design…

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  14. The Design of Alwa’s Legacy

    The Design of Alwa’s Legacy Josh Bycer [email protected] For this cast, we sat down with Mikael of Elden Pixels who created the modern-retro game Alwa’s Awakening to discuss the kickstarter for their sequel Alwa’s legacy. We spoke about the history of the company and design that went into ……

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  15. Making a Museum: Mondo Museum Developer Interview

    Making a Museum: Mondo Museum Developer Interview Josh Bycer [email protected] For this cast, I spoke with Michel who is the lead designer of the game Mondo Museum for a talk about bullfrog sims, management games, and how we’ll be running a museum. We started off talking about Michel’s...

  16. Evolving the Apple 2’s Design With Nox Archaist

    Evolving the Apple 2’s Design With Nox Archaist Josh Bycer [email protected] For this cast, I spoke with Mark Lemmert of 6502 Workshop who is making the most modern retro example of a game I’ve seen yet — designing Nox Archaist using the Apple 2 framework to make a new CRPG. … The post…

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  17. Elevating Mobile Games with Bound By Blades

    Elevating Mobile Games with Bound By Blades Josh Bycer [email protected] For this cast, I sat down with Justin Thompson who has been working on the game Bound by Blades for the past few years, and is now going on kickstarter to try and sell the concept of an elevated mobile … The post…

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  18. Talking Game Development With Brian Colin

    Talking Game Development With Brian Colin Josh Bycer [email protected] For this cast I spoke with veteran game developer and owner of Game Refuge Brian Colin who is also the creator of the hit arcade game Rampage among other titles. We spoke about the past and how he got started … The post...

  19. The Problem with Putting a Price on Videogames

    The Problem with Putting a Price on Videogames Josh Bycer [email protected] For this cast, I spoke with returning guest Ramin Shokrizade for a discussion about pricing videogames. We talked about the problem with setting a fair price for a game, why games may be too cheap, and if there are any…

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  20. Talking Tactical Strategy With Alder’s Blood Part 2

    Talking Tactical Strategy With Alder’s Blood Part 2 Josh Bycer [email protected] And this is the second part of our cast with Michal finishing up our discussion on Alder’s Blood and the kickstarter. Here’s Part 1 Here’s the kickstarter You can find them on Twitter And my run of the kickstarter...

  21. Talking Tactical Design with Alder’s Blood Part 1

    Talking Tactical Design with Alder’s Blood Part 1 Josh Bycer [email protected] We spoke with Michal of Shockwork Games about the development of Alder’s Blood and designing an original tactical strategy game. We started off with discussing how the project came to be, as well as the original...

  22. Talking RPG Design with Jeff Vogel

    Talking RPG Design with Jeff Vogel Josh Bycer [email protected] For this cast I finally sat down with the “old man of the game industry” himself: Jeff Vogel, for a cast on RPG design, life, and some of the weirdest tangents yet. We started off with talking about Jeff’s history … The post…

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  23. The Five Year Development Behind Nowhere Prophet

    The Five Year Development Behind Nowhere Prophet Josh Bycer [email protected] For this cast, I spoke with game designer Martin Nerurkar of Sharkbomb Studios to talk about the development of Nowhere Prophet. We spoke about his background and what it was like to spend five years designing such a...

  24. The Design of the Dream Machine

    The Design of the Dream Machine Josh Bycer [email protected] For this cast, I sat down with Anders Gustafsson from Cockroach Inc. who made the stop motion adventure game The Dream Machine. We spoke about adventure game design and what it was like to design a literally handmade adventure. Note…

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  25. The Design of a RPG Platformer With Viola

    The Design of a RPG Platformer With Viola Josh Bycer [email protected] For this cast, I sat down with Jelle Van Doorne who is designing the game Viola to discuss about combining platforming and RPG design, along with a bunch of other topics. We talked about indie development, before focusing…

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  26. The Psychology of Games With Jamie Madigan

    The Psychology of Games With Jamie Madigan Josh Bycer [email protected] For this cast, I sat down with returning guest and owner of Psychology of Games Jamie Madigan for another discussion about psychology and game design. After trading war stories about our books, we spoke about different...

  27. A Post Mortem Game Design Discussion on Void Bastards

    A Post Mortem Game Design Discussion on Void Bastards Josh Bycer [email protected] For this cast, I spoke with Dean of Blue Manchu after the release of Void Bastards to discuss how the design of the game went. We spoke about some of my complaints, and what Blue Manchu had in store … The post A...

  28. The Long Road of Game Development with One Man Indie

    The Long Road of Game Development with One Man Indie Josh Bycer [email protected] For this cast, I spoke with the owner of One Man Indie about what it’s like to be pursuing indie development and running their first game jam.… The post The Long Road of Game Development with One Man Indie…

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  29. What Loot Box Regulation Could Mean for the Game Industry

    What Loot Box Regulation Could Mean for the Game Industry Josh Bycer [email protected] In this cast, I spoke with returning guest and Game Economist Ramin Shokrizade about the recent proposed bill to regulate loot boxes and what it could mean for game developers. The plans for the loot box…

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  30. An Interview With George Fan on Plants vs Zombies

    An Interview With George Fan on Plants vs Zombies Josh Bycer [email protected] For this cast, I finally had a chance to sit down with the creator of Plants vs. Zombies George Fan to discuss game design. We were going to originally talk about both PvZ and Octogeddon, but we spent the majority …...

  31. Catching up Fission Superstar X

    Catching up Fission Superstar X Josh Bycer [email protected] For this week, we spoke once again with Turbo Pelvis 3000 catching up about the game Fission Superstar X as it is almost out now. This cast was done earlier in the year, but we discussed what was going on … The post Catching up…

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  32. The Design of a Pacifist Rogue-Like: Miasma Caves Interview

    The Design of a Pacifist Rogue-Like: Miasma Caves Interview Josh Bycer [email protected] For this week’s cast, I spoke with Adam who is the lead designer over at Windy Games on his studios first major title Miasma Caves — a pacifist rogue-like. We did this cast about a month before the game…

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  33. The Cross Platform Work of Imperium Omni

    The Cross Platform Work of Imperium Omni Josh Bycer [email protected] For this cast, I spoke with author and designer Matt Thomas about translating his fantasy novel series “Imperium Omni” into a videogame and going to kickstarter to fund the first part. Despite having some problems with his...

  34. Discussing the Medium of Videogames

    Discussing the Medium of Videogames Josh Bycer [email protected] For this week’s cast, I was joined by fan of the site and YouTube channel Muhammad to talk about our thoughts on videogames as a medium. We hit a lot of different topics for this cast, as we talked about … The post Discussing the...

  35. The Tricky Balance of Action and RPG Design

    The Tricky Balance of Action and RPG Design Josh Bycer [email protected] For this week’s cast, I was joined by Arvind Yadjav of Pyrodactyl games for a discussion about RPG and action game design, and the challenge of balancing them. After introductions and talking about Arvind’s background, we...

  36. Rogue-Like Design Ramblings With Gerty

    Rogue-Like Design Ramblings With Gerty Josh Bycer [email protected] For this week’s cast, I sat down with two members of the studio Spawn Point OSK who just released the early access title Gerty to talk about rogue-like design. We started off with talking about Gerty. This cast was recorded …...

  37. The Challenge of Game Design in a 3rd World Country

    The Challenge of Game Design in a 3rd World Country Josh Bycer [email protected] For this cast, I spoke with Glen of the studio Sprite Wrench to talk about his first game Grimm and Tonic, and what it’s like to be a game designer in a third world country. We talked about Glen’s background … The...

  38. The Growth of Game-Wisdom Radio Interview

    The Growth of Game-Wisdom Radio Interview Josh Bycer [email protected] For this special cast, I was interviewed by my local radio station about Game-Wisdom and my upcoming book. We spent the hour talking about Game-Wisdom and how I got started and my thoughts on the game industry. For the…

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  39. Making an Action Rogue-Lite with Turbo Pelvis 3000

    Making an Action Rogue-Lite with Turbo Pelvis 3000 Josh Bycer [email protected] For this week, I spoke with the head of Turbo Pelvis 3000 about developing action-based rogue-lites and his upcoming game Fission Superstar X. We started with introductions before discussing his previous game and...

  40. From Long Wars to Terra Invicta with Pavonis Interactive

    From Long Wars to Terra Invicta with Pavonis Interactive Josh Bycer [email protected] For this week’s cast, I sat down with the lead designer of Pavonis Interactive John Lumpkin to discuss how wanting to make XCOM better lead to the Long War mod, his company: Pavonis Interactive, and the…

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  41. The Past and Future of Intellivision

    The Past and Future of Intellivision Josh Bycer [email protected] For this week’s cast, I was joined by Bill Fisher of Quicksilver Software Interactive to talk about his time in the game industry, working at Intellivision, and what’s going on with bringing the system and its games to modern...

  42. The Creativity of Custom Goods with Sansar

    The Creativity of Custom Goods with Sansar Josh Bycer [email protected] This week on the cast, the head of Sansar Studios, Jason Gholston, joined me to talk about the challenges of allowing people to create and sell their own digital goods, and what his studio is looking to achieve with their…

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  43. First Time Design with Frostwood Interactive

    First Time Design with Frostwood Interactive Josh Bycer [email protected] For this cast, I spoke with Armaan who is a first time developer currently trying to get his game Rainswept funded on IndieGogo. We talked about Armaan’s background and why he wanted to create Rainswept as his first…

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  44. An Unavowed Post Mortem With Dave Gilbert

    An Unavowed Post Mortem With Dave Gilbert Josh Bycer [email protected] For this week’s cast, Dave Gilbert of Wadjet Eye Games joined me in finally celebrating Unavowed’s release this week with a discussion on the game, writing and more. We got right into things with talking about the work that...

  45. Keeping the Retro Game Movement Alive with Mega Cat Studios

    Keeping the Retro Game Movement Alive with Mega Cat Studios Josh Bycer [email protected] For this discussion, I spoke with Andrew of Mega Cat Studios to talk about the work their studio does in terms of making and keeping retro games alive. We started off with talking about the studio itself...

  46. Creating Replayability in Game Design

    Creating Replayability in Game Design Josh Bycer [email protected] For this week, I was joined by the channel Game Dev Seal to talk about the topic of replayability in game design, and how to make a game that keeps people coming back. This was a smaller cast, but we … The post Creating...

  47. The Impact and Success of Games For Change

    The Impact and Success of Games For Change Josh Bycer [email protected] This week on the cast, I was joined by the CEO of the Games For Change festival Susanna Pollack to discuss the festival now going on 15 years of inspiring students to make video games. We started with discussing what … The...

  48. How Vertigo Games Had the Sleeper Hit Cook Serve Delicious

    How Vertigo Games Had the Sleeper Hit Cook Serve Delicious Josh Bycer [email protected] For this week’s Perceptive Podcast, I sat down with Vertigo Games’ David Galindo to talk about the Cook Serve Delicious series became a surprise hit, and his thoughts on taking things further with the…

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  49. Celebrating Second Life’s 15 Year Anniversary

    Celebrating Second Life’s 15 Year Anniversary Josh Bycer [email protected] For this cast, Linden Labs’ CEO Ebbe Altberg returned to the cast to discuss how the hit MMO Second Life has grown, and what it means for the future. We talked about Ebbe’s thoughts on Second Life still going strong ……

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  50. The Solo Development of Bunker Punks

    The Solo Development of Bunker Punks Josh Bycer [email protected] This week on the cast, I spoke with Shane Neville who has been working on the game Bunker Punks for over four years, to talk about the game and what it means to be running everything. We started off talking … The post The Solo...

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ABOUT THIS SHOW

Theories on Game Design

HOSTED BY

Josh Bycer

Frequently Asked Questions

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Game Wisdom currently has 50 episodes available on PodParley. New episodes are automatically indexed when they're published to the podcast feed.

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Theories on Game Design

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Game Wisdom has 50 episodes. Check the episode list to see recent publication dates and frequency.

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Game Wisdom is created and hosted by Josh Bycer.
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