All Episodes
Pretentious Game Ideas — 62 episodes
Introductions to Niche Genres
Roleplay - Priming Proactive Players
Quickplay - Death Stranding & Animal Crossing
Quickplay - Doom Eternal
Quickplay - Clash Royale
Roleplay - Expectations and Invitations
Roleplay - Engaging Imaginations
Roleplay - Working with the Game
End of the Decade
Quickplay - Really Bad Chess
Quickplay - Sayonara Wild Hearts
Quickplay - Untitled Goose Game + What the Golf?
Quickplay - Fire Emblem: Three Houses
Quickplay - Keyforge
Quickplay - Steamworld Quest
Designing the Mysteries of Outer Wilds (Alex Beachum)
Quickplay - DOOM (2016)
Quickplay - Dungeons & Dragons
Quickplay - Workplace Communication
Quickplay - Bloodborne
Quickplay - Digimon World
Early Access (Casey Yano)
Quickplay - Ladykiller in a Bind
Quickplay - Beat Saber
Quickplay - Mario Kart 8
Quickplay - Avoiding Burnout
Quickplay - Mysterium
Quickplay - Hades
Quickplay - Forbidden Desert
Quickplay - Final Fantasy Tactics Advance
Quickplay - Valeria: Card Kingdoms
Finding Your Game's Identity (Kyle Pulver)
Reading List 4
Back to the Grind
Catch-Up Mechanics (Joseph Chen)
Pacing Your Game (Nina Freeman)
The Power of Simple Systems (John Brindle)
Building Inclusive Games (Dee Del Rosario)
Growing as a Designer (Emma Larkins)
Reading List 3: Unpolished Gems
Forging Heroes (Brian Feeney)
Party Games (Matthew Moore)
Designing for Narrative (Lucas J.W. Johnson)
Prototyping and Iteration
Voices of Game Design (GDC Interview Spectacular)
Reading List 2: Everything Old is Good Again
Designing for Different Players (Lily Dodge)
Multiplayer Modes (Max Grossman)
Making Loss Matter
Co-op Games
Adapting an Existing IP (Matthew Moore)
Reading List
Donkey Space
Engineering Social
Sets of Content (Gavin Verhey)
Randomization
Player-Driven Narrative (Katie Chironis)
Teaching Your Game
Power Progression
Drawback Mechanics
Quick Time Events
Episode 0 - Waiting in Games