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Designer Notes

Designer Notes

Idle Thumbs 95 Episodes Jun 6, 2026

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.

Episodes

Designer Notes 95: Seth Sivak Jun 6, 2026 02:59:27 In this episode, Soren interviews Seth Sivak, best known as the co-founder and CEO of Proletariat, makers of World Zombination and Spellbreak. They discuss how he invited hover doobers, the many times Proletariat almost went out of business, and whether free-to-play still makes sense. This episode was recorded on September 13, 2025, and was engineered by Michael Hermes.
Designer Notes 94: Charles Cecil - Part 2 May 4, 2026 03:33:36 In this episode, Soren interviews veteran game developer Charles Cecil, co-founder of Revolution Software and best known for his work on Beneath a Steel Sky and the Broken Sword series. They discuss why he made a game about the Knights Templar, how digital distribution changed the publisher-developer relationship forever, and what made the goat puzzle unfair. This interview was started on April 14
Designer Notes 93: Charles Cecil - Part 1 Apr 20, 2026 01:56:49 In this episode, Soren interviews veteran game developer Charles Cecil, co-founder of Revolution Software and best known for his work on Beneath a Steel Sky and the Broken Sword series. They discuss various dodgy tax avoidance schemes, what the Bitmap Brothers faxed to Acclaim, and how to teach players the grammar of adventure games. This interview was started on April 14, 2025.
Designer Notes 92: Paul Kilduff-Taylor Dec 26, 2025 03:08:39 In this episode, Soren interviews Paul Kilduff-Taylor, best known for his work on Frozen Cortex and the Frozen Synapse series. They discuss whether a sword-fighting game should be controlled with a mouse, why Frozen Synapse uses simultaneous turns, and how it ended up as one of the first indie games on Steam. This episode was recorded on July 15, 2025.
Designer Notes 91: Tomislav Uzelac Nov 18, 2025 02:27:46 In this episode, Soren interviews Tomislav Uzelac, best known for his work on the Unity of Command series. They discuss how he taped his first games from a radio station, building the MP3 encoder for Winamp, and whether there is a solution to snowballing in campaign modes. This episode was recorded on April 15, 2025.
Designer Notes 90: Patrice Desilets - Part 2 Jul 25, 2025 01:41:60 In this episode, Soren interviews veteran game designer Patrice Desilets, best known for his work on Prince of Persia: The Sands of Time, the Assassin’s Creed series, and Ancestors: The Humankind Odyssey. They discuss why they couldn’t put rewind into Assassin’s Creed, the problem with designing for a meeting, and why he needed to have players beat up the pope. This episode was recorded on April 1
Designer Notes 89: Patrice Desilets - Part 1 Jul 3, 2025 01:44:27 In this episode, Soren interviews veteran game designer Patrice Desilets, best known for his work on Prince of Persia: The Sands of Time, the Assassin’s Creed series, and Ancestors: The Humankind Odyssey. They discuss being hired as the first developer at Ubisoft Montreal, the similarities between improv theater and game design, and why he wants to remove UI from his games. This episode was record
Designer Notes 88: Caroline Marchal - Part 2 May 17, 2025 02:02:19 In this episode, Soren interviews veteran game designer Caroline Marchal, best known for her work on Heavy Rain, Beyond Two Souls, and As Dusk Falls. They discuss how much a narrative game should acknowledge that it is a game, if a 50/50 player split for a binary choice is desirable, and whether you are in the shower or under the shower. This episode was recorded on September 6, 2024.
Designer Notes 87: Caroline Marchal - Part 1 Apr 19, 2025 01:52:60 In this episode, Soren interviews veteran game designer Caroline Marchal, best known for her work on Heavy Rain, Beyond Two Souls, and As Dusk Falls. They discuss whether narrative games should show all paths to players, should we care if characters walk up stairs correctly, and how Heavy Rain was built for non-gamers but enjoyed the most by gamers. This episode was recorded on September 6, 2024.
Designer Notes 86: Anton Strenger Nov 4, 2024 03:06:23 In this episode, Soren interviews Anton Strenger, best known for his work on Civilization 5, Civilization 6, and Beyond Earth. They discuss how he ended up paying Carnegie Mellon so that he could work at Firaxis, why there aren’t many Great People after 1900, and whether Civilization has secretly become a live-service game. This episode was recorded on October 22, 2023.
Designer Notes 85: Zach Barth - Part 2 Sep 29, 2024 02:30:32 In this episode, Soren interviews independent game developer Zach Barth, best known for his puzzle games, including SpaceChem, Infinifactory, Shenzhen I/O, and Opus Magnum. They discuss why he made a game about assembly language, how he guaranteed that Fortune’s Foundation is winnable, and whether he knows how to make fun games. This episode was recorded on September 11, 2023.
Designer Notes 84: Zach Barth - Part 1 Aug 31, 2024 02:39:32 In this episode, Soren interviews independent game developer Zach Barth, best known for his puzzle games, including SpaceChem, Infinifactory, Shenzhen I/O, and Opus Magnum. They discuss why he never originally wanted to make money on his games, why puzzle games are terrible, and whether he has ever played Minecraft. This episode was recorded on September 11, 2023.

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