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Knox Game Design

Knox Game Design

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Knox Game Design is a monthly discussion by game creators in the Knoxville, Tennessee area. We share our ideas, show off projects, and discuss current topics related to video game development. Our group explores the many facets of the game design process, such as coding, graphics, modeling, animation, story, and promotion. You can find out more information on the group including future meeting dates at knoxgamedesign.org
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Sirlin designed video games such as Street Fighter HD Remix, Puzzle Fighter HD Remix, and Kongai. He's designed tabletop games such as Yomi, Puzzle Strike, Pandante, and Flash Duel. He discusses the craft of game design with his lead playtester.
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I'm Richard Pullman, and I want to talk to you about your game. Whether you're a total amateur hobbyist who's never released a product or a professional making the big bucks I want know what game design means to you. Nothing is more interesting to me. One of the best things about the podcast? I've been helping designers break through challenges in live time while discussing! It keeps happening! Helping creators is my joy.
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GDT Brasil - Game Design Talks

GDT Brasil - Game Design Talks

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GDT Brasil é um grupo de discussão e criação de conhecimento sobre a arte de Game Design. Semanalmente, recebemos convidados de diversas áreas do desenvolvimento de jogos para discutir ao vivo pelo Discord sobre temas variados ligados à produção desta mídia que tanto amamos. Você pode acompanhar as conversas ao vivo, mas elas também são gravadas e distribuídas aqui, em formato de podcast. Então vem com a gente debater sobre Game Design, Jogos, Desenvolvimento e tudo mais! https://discord.gg/ ...
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The Dicing with Design podcast is all about games design: how they're created, designed and played. We talk everything games design, from role playing games, to wargaming, to collectible card games, to board games, to video games. We'll dissect what makes a good game, and what makes a system terrible to play. We're planning to create out own game over the course of the podcast, designing live on-air, and alongside the games design chat, we'll be talking general gaming news and views. We play ...
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La création de jeux vidéo indépendants est composée de 2 grandes parties : - La conception - La vente Devinez laquelle est extrêmement négligée ? ;) Ce podcast, sans prétention, est un support d'échange sur la création de jeux dont l'objectif est d'en vivre. On va donc parler de game design mais aussi de cette fameuse partie qui peut paraître beaucoup moins glamour et probablement intimidante pour les développeurs que nous sommes : le marketing, la monétisation, les stratégies... en somme, l ...
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In Think Like a Game Designer, award-winning designer and Stone Blade Entertainment CEO Justin Gary speaks with world-class game designers and creative experts from various industries. Each episode deconstructs the creative process, offering insights into the art of game design and the broader cultural, technological, and business influences shaping a myriad of creative mediums. Join us for actionable advice and unique perspectives that will enrich your understanding of what it means to be c ...
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The Game Designers of North Carolina is a guild of tabletop game designers who, shockingly, reside in North Carolina. We’ve been meeting regularly since April 2013 and when we started most of us did not have a lot of exposure or experience in tabletop game design. We’ve learned a lot as a group since we started and this podcast is a way to share some of that knowledge. Our goal for the podcast is to present a lot of information pertinent for new designers but hopefully also offer content tha ...
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Host Kathryn Hymes (@katehymes, thornygames.com) is joined by renowned designers Jason Morningstar (bullypulpitgames.com) and Randy Lubin (@randylubin, randylubin.com) to explore the world of "serious games"—games designed for education, training, and social impact. They share unique game experiences, discuss the challenges of designing beyond ente…
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In this episode, a proper interview with Fred Serval, designer of A Gest of Robin Hood, Red Flag Over Paris, and A Very Civil Whist. Fred is also the host of an excellent channel dedicated to historical tabletop gaming, Homo Ludens. We discuss his design approach and how it informs critique of other games. Outro music: "All Good Things Will Come to…
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Two demos for using the Gimp Perspective Tool to create textures from photos. The textures are then applied to a mesh in Blender which is exported into an FBX model. The model is then imported into Unity which can be used in a game. Links and Notes Gimp – https://www.gimp.org/ Blender – https://www.blender.org/ Unity – … Continue reading Perspectiv…
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About Amy Amy Lowe is a marketer, strategist, and lifelong nerd whose career spans over two decades helping brands connect with audiences in meaningful ways. Though she’s worked across industries, Amy found her passion in the tabletop gaming space as the marketing and communications manager for the Game Manufacturers Association (GAMA). Now she’s b…
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Mary Flanagan, is a game designer, professor, and an author. She joins us to discuss her book, co-authored with Mikael Jakobson, PLAYING OPPRESSION: THE LEGACY OF CONQUEST AND EMPIRE IN COLONIALIST BOARD GAMES. We discuss representation of non-western cultures, colonialist mechanisms, and whether or not decades of conquest and exploitation based ga…
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Host Kathryn Hymes (@katehymes, thornygames.com) is joined by renowned designers Jason Morningstar (bullypulpitgames.com) and Randy Lubin (@randylubin, randylubin.com) to explore the world of "serious games"—games designed for education, training, and social impact. They share unique game experiences, discuss the challenges of designing beyond ente…
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Ellie Dix sits down with Sydney Engelstein to unpack what makes a game pitch succeed — and fail. Sydney shares some of the worst pitches she’s witnessed, what separates a great pitch from a weak one (regardless of the game itself), and how designers can present themselves with confidence. They also explore whether physical prototypes are always nec…
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About Derek Sivers Derek Sivers has worn many hats, musician, entrepreneur, author, and philosopher, but his work maintains a single throughline: a relentless pursuit of living deliberately. He first found success by founding CD Baby, an indie music platform that revolutionized digital distribution before he sold it for over $20 million and donated…
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Host Ellie Dix sits down with Danielle Reynolds to dive deep into the art of pitching tabletop games. Danielle shares what draws her to the process, the essential skills designers need, and how to approach pitch decks (and their alternatives). They also discuss common prep mistakes and get to know Danielle beyond the pitch. Whether you’re new to pi…
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In celebration of Pride month, we take a somewhat unusual look at Oshii Mamoru's Ghost in the Shell as an allegory of trans becoming. We look at how trans individuals have read the film against their own experiences and how this highlights a queerness in Kusanagi's character that Oshii likely never intended yet is still palpably there. Substack: ht…
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Dominic Crapuchettes is the founder of North Star Games and the designer of massive hits like Wits & Wagers, Say Anything, and the Evolution series—games that have sold over 4.5 million copies. In this episode, Dominic opens up about the rise and fall of North Star, from building a 30-person team and landing six SKUs at Target, to watching the comp…
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In this episode, we are joined by Randy Lubin, a well known game designer who has had experience in RPGs, Tabletop gaming, and Mega games. We will dive into the complexities of Mega games as well as what it means to develop games with big world thinking, such as political themes - bringing real world problems to the world of gaming.…
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Today, Ellie Dix and Dave Neale dive into the complexity of forming publisher relationships, as well as choosing the correct publisher. Taking a perspective from both experienced designers and beginner designers, creating a roadmap for finding and establishing these relationships based on many of the past experiences they both have encountered.…
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CHECK OUT SHADOWS OVER SOLIS TODAY ON GAMEFOUND 5 Quick Lessons About Crowdfinding * Crowdfunding has changed: You need to bring your own audience and community. Success now requires months of preparation, including playtesting, reviews, and pre-launch marketing. * De-risk your campaign: Validate your product ahead of time (e.g., with digital play)…
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Dirk Knemeyer and David Heron look back on TGRT’s most recent topics, along with taking time to dive into many of the conversations brought up by Ellie Dix in BtC. Sharing thoughts about co-design and comparing the communities in tabletop and digital design, which Ellie has brought up with past guests. The two also look back on some of the bigger i…
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Explanation of three methods for capturing screenshots for your game. 1. Print Screen key 2. Snipping tool 3. OBS with VLC (VideoLAN). How to use Gimp to crop and scale a screenshot image to the desired size. Links and Notes Open Broadcaster Software (OBS) – https://obsproject.com/ VideoLAN, VLC media player – https://www.videolan.org/ Gimp (GNU Im…
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In this episode, we think about games as a complete composition of many artforms and how Clair Obscur: Expedition 33 withholds the kinds of information that normally aid gameplay in order to get the player to treat the game as much as a work of art to be appreciated as be immersed in. Substack: https://gamedesigndiscourse.substack.com/ Patreon: htt…
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An in depth dive into the makings of Burden of Command, along with the strategies and tools used to create the realistic nature of the game. Conversations about using the right assets and tailoring your game in a way that it resembles the time period that it’s trying to convey. Luke Hughes, along with Dirk Knemeyer and David Heron, dissect the thin…
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Kohji Nagata has worn many hats—software developer, musician, podcast creator—but today he’s best known as Head of Design and co-founder of Parallel Studios, where he helped launch the massively successful Web3 trading card game Parallel. What started as a passion project has become a genre-defining phenomenon, valued at one point at half a billion…
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Ellie Dix is joined by Richard Heayes, former design director for Hasbro and current co-founder of 7pips. They discuss the ins and outs of trademarking, idea infringement, and the benefits of freely sharing your ideas. Topics include trademark law, game submission portals, when and how to share your designs, and why it’s important the game design c…
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About Dafna Pleban Dafna Pleban is a veteran comic book editor and narrative developer whose career spans over 15 years across original and licensed publishing. Best known for her work at BOOM! Studios, Dafna has overseen hundreds of issues, helping launch award-winning titles like Lumberjanes, Fence, Seven Secrets, and Goldie Vance. She’s worked w…
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Dirk and David are joined by Ben Robbins, designer of Microscope and many other narrative games. They discuss the play culture of Microscope, the differences between it and trad TTRPGs, and the ways games of Microscope can flourish or break down. Topics include expected participation, growing pains in trying new TTRPGs, and what even is an RPG?…
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Five great games were created for Knox Game Jam 2025. Thanks to everyone who attended the kickoff and created a game. Great job everyone! Reality Breach by Jeffry Reality Breach is a browser-based bullet hell game with an alternate reality theme and cell-shaded graphics. Players take on the role of a “Reality Architect” who must … Continue reading …
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Following up on our discussion of Cyberpunk 2077, we consider the Netflix series and what it means to be bodies in spaces, how we lie to ourselves and each other, and how the anime aspires to say something profound but ultimately get too caught up in its own romantic tropes to truly grapple with what it's trying to show. Substack: https://gamedesig…
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Ellie Dix is joined by Mandela Grandon, designer of Glasgow, Overstocked, and The Shakespeare Game. They talk about the benefits and process of co-design, the difficulties in working with another person, and how to even get a co-designer. They also discuss the finer points, like how to address experience gaps, outline goals and partnership structur…
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