A Podcast of Interviews With Designers of Board Games, Card Games, Role Playing Games & Video Games.
PLEASE VISIT OUR CURRENT WEBSITE ON TUMBLR: WhoWhatWhyCast.Tumblr.com

Who, What, Why presents our twenty-ninth episode of Designing Games with Game Designers featuring Chris Chung, designer of Lanterns. In this episode we discussed the idea of a board game about Dust: An Elysian Tale. Chris provided most of the background to the game itself while I did a lot of the "designing." The reason for this is, as I state in the episode, that I have never played this game, so I know nothing about it.

Direct download: 29_W3_E29_Designing_Games_with_Chris_Chung.mp3
Category:Designing Games -- posted at: 8:25pm EST

Who, What, Why presents our twenty-eighth episode of Designing Games with Game Designers featuring Chris Zinsli and Eric from Cardboard Edison. In this episode we discussed the idea of a Duck Hunt board game. I think we came up with some good stuff.

Direct download: 28_W3_E28_Designing_Games_with_Cardboard_Edison.mp3
Category:Designing Games -- posted at: 12:47am EST

Who, What, Why presents our twenty-seventh episode of Designing Games with Game Designers featuring Anne-Marie and Justin DeWitt, co-founders of Fireside Games and designers of the Panic series of games. In this episode we discussed the what a Castle Panic Legacy game might look like.

Direct download: 27_W3_E27_Designing_Games_with_Fireside_Games.mp3
Category:Designing Games -- posted at: 11:33pm EST

Who, What, Why presents our twenty-sixth episode of Designing Games with Game Designers featuring Jamey Stegmaier, co-founder of Stonemaier, and designer of games like Euphoria and Scythe. In this episode we discussed the prospect of designing an MMO tabletop game and what that might look like.

Direct download: 26_W3_E26_Designing_Games_with_Jamey_Stegmaier.mp3
Category:Designing Games -- posted at: 10:12pm EST

Who, What, Why presents our twenty-fifth episode of Designing Games with Game Designers featuring Chris Kirkman, founder of Dice Hate Me Games. Chris is currently the director of game development for Greater Than Games now that his company has merged with GTG. In this episode we asked Chris to design a game based on Wrecking Crew, an old NES game from 1985.

This episode features an advertisement from my friends at Game and a Curry and their Hangover on August 20th in Allentown, PA. Click for more info: Hangover

There is an issue with the audio on my end because of a fan in the background (our #1 fan!). I did my best to reduce its impact.

Direct download: 25_W3_E25_Designing_Games_with_Chris_Kirkman.mp3
Category:Designing Games -- posted at: 8:57pm EST

Who, What, Why presents our twenty-fourth episode of Designing Games with Game Designers featuring hit designer Isaac Vega. He is the designer of Dead of Winter, Ashes, City of Remnants, and Bio Shock Infinites. In this episode Isaac offered up a unique way to make a Jumanji board game that offers the same experience as the movie.

This episode features an advertisement from my friends at Game and a Curry and their Hangover on August 20th in Allentown, PA. Click for more info: Hangover

Direct download: 24_W3_E24_Designing_Games_with_Isaac_Vega.mp3
Category:Designing Games -- posted at: 12:17am EST

Who, What, Why presents our twenty-third episode of Designing Games with Game Designers featuring renowned designer Mike Selinker. He is the designer of Pathfinder the Adventure Card Game, Apocrypha, and developer of Widow's Walk, the Betrayal at the House on the Hill game. In this episode I asked Mike how we could make a viable game based on the arcade classic Donkey Kong.

This episode features an advertisement from my friends at Game and a Curry and their Hangover on August 20th in Allentown, PA. Click for more info: Hangover

Direct download: 23_W3_E23_Designing_Games_with_Mike_Selinker.mp3
Category:Designing Games -- posted at: 9:39am EST

Who, What, Why presents our twenty-second episode of Designing Games with Game Designers featuring designer Ole Steiness. He is the designers of Police Precinct and Champions of Midgard. In this episode we use the themes, components, and mechanics found on the cards in Unpub, the card game from Doug Levandowski and J.R. Honeycutt. The three themes and mechanics were wild west, trains, superheroes, legacy, charades, and drafting.

Alex and I participate in the discussion, so it is a collaborative venture. Enjoy.

Direct download: 22_W3_E22_Designing_Games_with_Ole_Steiness.mp3
Category:Designing Games -- posted at: 11:42am EST

Who, What, Why presents our twenty-first episode of Designing Games with Game Designers featuring designer Emerson Matsuuchi. He is the designers of Spector Ops, Volt, and the upcoming Caravan. In this episode we changed it up a bit since we've had Emerson record a segment like this in the past. We asked Emerson about a video game he would turn into a board and how he would do it. All video game fans will love his choice and how he would implement that game.

Alex and I participate in the discussion, so it is a collaborative venture. Enjoy.

Direct download: 21_W3_E21_Designing_Games_with_Emerson_Matsuuchi.mp3
Category:Designing Games -- posted at: 12:32pm EST

Who, What, Why presents our twentieth episode of Designing Games with Game Designers featuring designer Brandon Patton. He is one of the designers of the Super PACs Card Game. In this episode we use the themes, components, and mechanics found on the cards in Unpub, the card game from Doug Levandowski and J.R. Honeycutt. The three themes and mechanics were Cold War, kaiju, pirates, acting, traitor, and player elimination.

Alex and I participate in the discussion, so it is a collaborative venture. Enjoy.

Direct download: 20_W3_E19_Designing_Games_with_Brandon_Patton.mp3
Category:Designing Games -- posted at: 2:08pm EST

Who, What, Why presents our nineteenth episode of Designing Games with Game Designers featuring Peter Newland, designer of Wizard Dodgeball and Flapjack Flipout. In this episode we use the themes, components, and mechanics found on the cards in Unpub, the card game from Doug Levandowski and J.R. Honeycutt. The three themes and mechanics were sacrifice, Napolean, Dr. Jekyll & Mr. Hyde, acting, pattern building, deduction.

Alex and I participate in the discussion, so it is a collaborative venture. Enjoy.

Direct download: 19_W3_E19_Designing_Games_with_Peter_Newland.mp3
Category:Designing Games -- posted at: 6:27pm EST

Who, What, Why presents our eighteenth episode of Designing Games with Game Designers featuring Scott King, writer and photographer. He is the creator of the board game calendars. In this episode we use the themes, components, and mechanics found on the cards in Unpub, the card game from Doug Levandowski and J.R. Honeycutt. The three themes and mechanics were Cthulhu, magic, space, roshambo, card throwing, dice rolling.

Alex and I participate in the discussion, so it is a collaborative venture. Enjoy.

Direct download: 18_W3_E18_Designing_Games_with_Scott_King.mp3
Category:Designing Games -- posted at: 6:03pm EST

Who, What, Why presents our seventeenth episode of Designing Games with Game Designers featuring JT Smith, owner of the Game Crafter and designer of The Captain Is Dead. In this episode we use the themes, components, and mechanics found on the cards in Unpub, the card game from Doug Levandowski and J.R. Honeycutt. The three themes and mechanics were prehistory, mafia, trains, drafting, drinking, co-op.

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy!

Direct download: 17_W3_E17_Designing_Games_with_JT_Smith_revised.mp3
Category:Designing Games -- posted at: 6:29pm EST

Who, What, Why presents our sixteenth episode of Designing Games with Game Designers featuring Jason Tagmire, owner of Button Shy Games, creator of the Board Game of the Month Club, and designer of Pretense. In this episode we use the themes, components, and mechanics found on the cards in Unpub, the card game from Doug Levandowski and J.R. Honeycut. The three themes and mechanics were alien invasion, medieval, fairy tales, hand management, asymmetrical, and leveling up.

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy!

Direct download: 16_W3_E16_Designing_Games_with_Jason_Tagmire.mp3
Category:Designing Games -- posted at: 9:51am EST

Who, What, Why presents our fifteenth episode of Designing Games with Game Designers featuring Bruno Faidutti, renowned designer of Citadels, Mission Red Planet, and Isla Dorada. In this episode we use the themes, components, and mechanics found on the cards in Unpub, the card game from Doug Levandowski and J.R. Honeycut. The three themes and mechanics were kung fu, food, aviation, press-your-luck, secret deployment, and tactile.

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy!

Direct download: 15_W3_E15_Designing_Games_with_Bruno_Faidutti.mp3
Category:Designing Games -- posted at: 12:18am EST

Who, What, Why presents our fourteenth episode of Designing Games with Game Designers which features Chip Beauvais, designer of Chroma Cubes. In this episode we use the themes, components, and mechanics found on the cards in Unpub, the card game from Doug Levandowski and J.R. Honeycut. Chip's three themes and mechanics were work place, police and firefighters, farming, set collection, roll and move, worker placement.

This episode differs from our normal Designing Games segments because Chip introduces us to something he calls Creator Appreciation Day, which takes place in the beginning of March.

Direct download: 14_W3_E14_Designing_Games_with_Chip_Beauvais.mp3
Category:Designing Games -- posted at: 11:15pm EST

Who, What, Why presents our thirteenth episode of Designing Games with Game Designers which features Ignacy Trzewiczek, designer of Robinson Crusoe, Imperial Settlers, and owner of Portal Games. In this episode we use the themes, components, and mechanics found on the cards in Unpub, the card game from Doug Levandowski and J.R. Honeycut. Jason and Charles' three themes and mechanics were nautical, podcasting, space, dice rolling, trick taking, drawing.

The rules of this segment have changed considering the switch to the Unpub card game. At this time, we provide some themes and mechanics and have to come up with a semi-plausible game.

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy!

Direct download: 13_W3_E13_Designing_Games_with_Ignacy_Trzewizcek.mp3
Category:Designing Games -- posted at: 9:13pm EST

Who, What, Why presents our twelfth episode of Designing Games with Game Designers which features Cédrick Chaboussit, designer of Discoveries and Lewis & Clark, as well as Anne Cecile and Cédric Lefebvre, owners of Ludonaute. In this episode we use the themes, components, and mechanics found on the cards in Unpub, the card game from Doug Levandowski and J.R. Honeycut. Jason and Charles' three themes and mechanics were Civil War, colonization, magic, storytelling, role selection, rock-paper-scissor.

The rules of this segment have changed considering the switch to the Unpub card game. At this time, we provide some themes and mechanics and have to come up with a semi-plausible game.

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy!

Direct download: 12_W3_E12_Designing_Games_with_Ludonaute_and_Chaboussit.mp3
Category:Designing Games -- posted at: 12:19am EST

Who, What, Why presents our eleventh episode of Designing Games with Game Designers which features Jason Kingsley and Charles Wright, designers of Ophir. In this episode we use the themes, components, and mechanics found on the cards in Unpub, the card game from Doug Levandowski and J.R. Honeycut. Jason and Charles' three themes and mechanics were hunting, wild west, advertising, engine building, charades, memory.

The rules of this segment have changed considering the switch to the Unpub card game. At this time, we provide some themes and mechanics and have to come up with a semi-plausible game.

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy!


Who, What, Why presents our tenth episode of Designing Games with Game Designers which features Alexander Argyropoulus, general manager of Mage Company. In this episode we use the themes, components, and mechanics found on the cards in Unpub, the card game from Doug Levandowski and J.R. Honeycut. Alex's three themes, components, and mechanics were dinosaurs, chainsaws, football, press-your-luck, pick-up-and-deliver, set collection.

In an effort to bring more content to our listeners, we have subtracted the game design segment from the end of our episodes and are releasing these segments on their own. We record a lot of interviews, so we will have a lot of these game design exercises. The purpose of the segment is to brainstorm about a game design with a published or soon-to-be published designer.

The rules of this segment have changed considering the switch to the Unpub card game. At this time, we provide some themes and mechanics and have to come up with a semi-plausible game.

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy!

Direct download: 10_W3_E10_Designing_Games_with_Alexander_Argyriopolis.mp3
Category:Designing Games -- posted at: 12:00pm EST

Who, What, Why presents our ninth episode of Designing Games with Game Designers which features Jon Gilmour, co-designer of Dead of Winter. In this episode we use the themes, components, and mechanics found on the cards in Unpub, the card game from Doug Levandowski and J.R. Honeycut. Jon's three themes, components, and mechanics were pirates, mythology, Civil War, spinner, suction cups, coffee beans, role selection, player elimination, and yelling louder.

In an effort to bring more content to our listeners, we have subtracted the game design segment from the end of our episodes and are releasing these segments on their own. We record a lot of interviews, so we will have a lot of these game design exercises. The purpose of the segment is to brainstorm about a game design with a published or soon-to-be published designer.

The rules of this segment have changed considering the switch to the Unpub card game. At this time, we provide some themes and mechanics and have to come up with a semi-plausible game.

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy!

Direct download: 09_W3_E09_Designing_Games_with_Jon_Gilmour_1.mp3
Category:Designing Games -- posted at: 12:37am EST

Who, What, Why presents our eighth episode of Designing Games with Game Designers which features Ben Rosset, designer of Brewcrafters and the Brewcrafters Card Game. In this episode we use the themes and mechanics found on the cards in Unpub, the card game from Doug Levandowski and J.R. Honeycut. Geoff's three themes and mechanics were spies, great depression, school, modular board, co-op play, and bag building.

In an effort to bring more content to our listeners, we have subtracted the game design segment from the end of our episodes and are releasing these segments on their own. We record a lot of interviews, so we will have a lot of these game design exercises. The purpose of the segment is to brainstorm about a game design with a published or soon-to-be published designer.

The rules of this segment have changed considering the switch to the Unpub card game. At this time, we provide some themes and mechanics and have to come up with a semi-plausible game.

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy!

Direct download: 08_W3_E08_Designing_Games_with_Ben_Rosset_1.mp3
Category:Designing Games -- posted at: 3:29pm EST

Who, What, Why presents our seventh episode of Designing Games with Game Designers which features Geoff Engelstein, designer of Space Cadets, Space Cadets: Dice Duels, and the forthcoming Survive: Space Attack! In this episode we use the themes and mechanics found on the cards in Unpub, the card game from Doug Levandowski and J.R. Honeycut. Geoff's three themes and mechanics were world wars, time travel, holiday, role playing, trading, and auctioning/bidding.

In an effort to bring more content to our listeners, we have subtracted the game design segment from the end of our episodes and are releasing these segments on their own. We record a lot of interviews, so we will have a lot of these game design exercises. The purpose of the segment is to brainstorm about a game design with a published or soon-to-be published designer.

The rules of this segment have changed considering the switch to the Unpub card game. At this time, we provide some themes and mechanics and have to come up with a semi-plausible game.

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy!

Direct download: 07_W3_E07_Designing_Games_with_Geoff_Engelstein.mp3
Category:Designing Games -- posted at: 12:00pm EST

Who, What, Why presents our sixth episode of Designing Games with Game Designers which features David Miller, designer of the handmade Mint Tin series of games. In this episode we used the themes and mechanics found on boardgamizer.com. David's three themes and mechanics were cathedral, illuminati, tournament, word game, action programming, and dexterity.

In an effort to bring more content to our listeners, we have subtracted the game design segment from the end of our episodes and are releasing these segments on their own. We record a lot of interviews, so we will have a lot of these game design exercises. The purpose of the segment is to brainstorm about a game design with a published or soon-to-be published designer.

The rules of this segment are to come up with a semi-plausible game using the themes and mechanics we provide.

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy this segment and future segments of this kind.

Direct download: 06_W3_E06_Designing_Games_with_David_Miller.mp3
Category:Designing Games -- posted at: 7:49pm EST

Who, What, Why presents our fifth episode of Designing Games with Game Designers which features Christophe Raimbault, designer of the 2015 Spiel des Jahres winner Colt Express. In this episode we use the themes and mechanics found on the cards in Unpub, the card game from Doug Levandowski and J.R. Honeycut. Chris' three themes and mechanics were food, commerce, cinema, push your luck, card throwing, and tile rotation.

In an effort to bring more content to our listeners, we have subtracted the game design segment from the end of our episodes and are releasing these segments on their own. We record a lot of interviews, so we will have a lot of these game design exercises. The purpose of the segment is to brainstorm about a game design with a published or soon-to-be published designer.

The rules of this segment have changed considering the switch to the Unpub card game. At this time, we provide some themes and mechanics and have to come up with a semi-plausible game.

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy this segment and future segments of this kind.

Direct download: 05_W3_E05_Designing_Games_with_Christophe_Raimbault.mp3
Category:Designing Games -- posted at: 10:52pm EST

Who, What, Why presents our fourth episode of Designing Games with Game Designers featuring Eduardo Baraf, designer of GemPacked Cards, Lift Off, and Murder of Crows. In this episode we forego the Channel A premise cards for our inspiration and instead use the themes and mechanics found on the cards in Unpub the card game from Doug Levandowski and J.R. Honeycut. Ed's three themes and mechanics were Victorian, Kaiju, food, press your luck, pvp, and traitors.

GemPacked Cards is still on Kickstarter for another 90 minutes if you catch this right as it posts.

In an effort to bring more content to our listeners, we have subtracted the game design segment from the end of our episodes and are releasing these segments on their own. We record a lot of interviews, so we will have a lot of these game design exercises. The purpose of the segment is to brainstorm about a game design with a published or soon-to-be published designer.

The rules of this segment have changed considering the switch to the Unpub card game. At this time, we provide some themes and mechanics and have to come up with a semi-plausible game.

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy this segment and future segments of this kind.

Direct download: 04_W3_E04_Designing_Games_with_Eduardo_Baraf_1.mp3
Category:Designing Games -- posted at: 10:30pm EST

Who, What, Why presents our third episode featuring Ewen Cluney, designer of Channel A and blogger at Yaruki Zero Games. His four premises were pirates, England, grotesque aliens, and alien babes.

In an effort to bring more content to our listeners, we have subtracted the game design segment from the end of our episodes and are releasing these segments on their own. We record a lot of interviews, so we will have a lot of these game design exercises. The purpose of the segment is to brainstorm about a game design with a published or soon-to-be published designer.

The rules of this segment are as follows

  • We give the designer 4 premises taken from the game Channel A.
  • He or she has to design a game idea answering these 3 questions
    • What is the theme?
    • What is the main mechanic?
    • What is the victory condition

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy this segment and future segments of this kind.

Direct download: 03_W3_E03_Designing_Games_with_Ewen_Cluney.mp3
Category:Designing Games -- posted at: 12:00pm EST

Our second episode features John Ariosa, well-known board game artist. Some of his games include Mice and Mystics, Floating Market, and Bullfrogs. His four premises were cute school girlsdollsblood sport, and heartwarming.

In an effort to bring more content to our listeners, we have subtracted the game design segment from the end of our episodes and are releasing these segments on their own. We record a lot of interviews, so we will have a lot of these game design exercises. The purpose of the segment is to brainstorm about a game design with a published or soon-to-be published designer.

The rules of this segment are as follows

  • We give the designer 4 premises taken from the game Channel A.
  • He or she has to design a game idea answering these 3 questions
    • What is the theme?
    • What is the main mechanic?
    • What is the victory condition

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy this segment and future segments of this kind.

Direct download: 02_W3_E02_Designing_Games_with_John_Ariosa.mp3
Category:Designing Games -- posted at: 12:00pm EST

Our first episode featured Jamey Stegmaier of Stonemaier Games. His four premises were time travel, psychic powers, cafe, and street culture.

In an effort to bring more content to our listeners, we have subtracted the game design segment from the end of our episodes and are releasing these segments on their own. We record a lot of interviews, so we will have a lot of these game design exercises. The purpose of the segment is to brainstorm about a game design with a published or soon-to-be published designer.

The rules of this segment are as follows

  • We give the designer 4 premises taken from the game Channel A.
  • He or she has to design a game idea answering these 3 questions
    • What is the theme?
    • What is the main mechanic?
    • What is the victory condition

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy this segment and future segments of this kind.

Direct download: 01_W3_E01_Designing_Games_with_Jamey_Stegmaier.mp3
Category:Designing Games -- posted at: 12:00pm EST



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Description
On Who, What, Why? we discuss game design with game designers and try to learn more about the game design process from the people who design games. Each episode we interview a designer of card games, board games, role playing games, or video games. We have both mainstream and independent developers as guests.

Season 10 releases between March 16 and July 26

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