Think Like A Game Designer Podcast Por Justin Gary arte de portada

Think Like A Game Designer

Think Like A Game Designer

De: Justin Gary
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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 creative in and out of the gaming world.

justingarydesign.substack.comJustin Gary
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Episodios
  • Drew Corkill — Design Solo Game Systems, Speed, and Shipping at Scale (#101)
    Apr 2 2026
    About DrewDrew Corkill is a UI/UX designer with nearly 15 years of experience and a deep background in graphic design, who has quietly become one of the most prolific creators in tabletop gaming. Alongside Gabe Barrett, Drew is the driving force behind the “Solo Game of the Month” initiative, he’s launched more crowdfunded games than almost anyone in the industry, building a system that prioritizes speed, iteration, and consistent output. Drew first connected with me as a student in the Think Like a Game Designer Course, where his early work on Small Time Heroes evolved into a breakout success with multiple expansions and campaigns. In this episode, Drew shares how his background in UX shapes his approach to game design, what makes solo games uniquely powerful, and how community, structure, and relentless iteration can turn creative ambition into a sustainable career.Justin’s Ah-Ha Moments:* Threats, Timers, Treats: Drew had one of the clearest frameworks I’ve heard for solo game design. If you want a solo game to generate excitement, you need pressure (threats), urgency (timers), and reward (treats). Miss one, and the whole thing feels more like a puzzle than a game. This is a simple checklist, but it’s deceptively powerful.* You Don’t Build Alone: What stood out to me in Drew’s story is how much of his success came from the environment around him. Community, feedback, and deadlines are force multipliers. Left on your own, it’s easy to stall, but put yourself in a room with people who are building, and everything speeds up. This is true whether it’s a course, a group, or just a few people you trust.* Cut to the Experience: When you take something digital and try to make it physical, all the excess gets exposed. You can’t rely on automation or hidden math, instead you have to decide what actually matters. Drew’s approach is to strip things down until the fun is obvious. That’s a useful lens for any design. If something is slowing the player down without adding value, it’s probably not pulling its weight.If you’ve ever had a game idea but didn’t know how to turn it into a real, playable design, my Design Labs program walks you through the entire process. With 60+ lessons, practical assignments, and a private Discord community, you’ll learn how to move from inspiration to prototype, playtesting, iteration, and publishing.Show Notes:“I was like, well, I’ll just make my own version of what I want.” (00:07:01)This is one of those deceptively simple origin moments. Drew couldn’t find the experience he wanted, so instead of waiting, he built it. That impulse, where you’re moving from consumer to creator, is where a lot of design careers actually begin. If something feels missing in the games you’re playing, consider it a compass, and try to fill the gap.“If it’s distracting from the fun […] then it’s a baby that has to be killed.” (00:27:30)This is Drew being brutally honest about design discipline. It’s easy to fall in love with clever mechanics, complex systems, or ideas that felt great during development, but if they slow the game down or pull players out of the experience, they have to go. Prioritization is key, because not every good idea belongs in the final product. Remember, most of the time you should be removing anything that doesn’t serve the core experience, no matter how much time you’ve invested in it.“To design a solo game is much easier than it is to design a multiplayer game.” (00:42:47)Drew loves to design solo games. Late in the conversation, he gets tactical about why his “game a month” system works. Solo games reduce complexity, which makes them faster to design, test, and ship. Solo games are easier to iterate on, because until very late in the process, you are the only designer and playtester needed to refine the prototype.You can find Think Like a Game Designer on these platforms:* Apple Podcasts* Spotify* Youtube This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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    1 h y 2 m
  • 50 Episodes of Game Design Wisdom
    Mar 18 2026

    Guests featured:

    * Keith Baker

    * Monty Cook

    * Raph Koster

    * Richard Garfield

    * John Zinser

    * Elizabeth Hargrave

    * Eric Lang

    00:03:06 — Keith Baker

    Lesson: Creating a world that becomes a playable game.

    Baker explains how he designed the Eberron setting and why fantasy worlds need recognizable hooks that players can quickly understand.

    00:17:31 — Monty Cook

    Lesson: How RPG worlds and systems come together in design.

    Cook discusses the process of building role-playing games and the interplay between storytelling, mechanics, and player experience.

    00:23:24 — Raph Koster

    Lesson: Designing games through structured creative practice.

    Koster explains his ideation process, how he takes notes and prototypes ideas, and why constraints and deliberate practice help designers develop new game concepts.

    00:33:18 — Richard Garfield

    Lesson: Spend your “complexity points” wisely.

    Garfield talks about balancing innovation and accessibility, emphasizing that too much novelty can make games harder for players to understand.

    00:40:33 — John Zinser

    Lesson: A successful game needs a strong hook.

    Zinser explains how publishers evaluate games and why clear differentiation is critical when pitching or launching a new title.

    01:04:36 — Elizabeth Hargrave

    Lesson: Passionate themes can unlock new audiences.

    Hargrave discusses how Wingspan succeeded by pairing a unique theme with mechanics that reinforce that theme.

    01:17:03 — Eric Lang

    Lesson: Great games come from iteration and cutting what doesn’t serve the design.

    Lang discusses engine design, playtesting, and how cohesion between theme and mechanics strengthens a game.

    If you’ve ever had a game idea but didn’t know how to turn it into a real, playable design, my Design Labs program walks you through the entire process. With 60+ lessons, practical assignments, and a private Discord community, you’ll learn how to move from inspiration to prototype, playtesting, iteration, and publishing.

    Learn More at JustinGaryDesigns.com



    This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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    1 h y 57 m
  • Eric Lang — Designing for Payoff, Ritual Play, and Returning to Your Roots (#100)
    Feb 17 2026

    About Eric Lang

    Eric Lang is one of the most influential designers in modern tabletop gaming, known for bold thematic systems and highly interactive play. Over his career, he has designed or co-designed titles including Blood Rage, Rising Sun, Ankh: Gods of Egypt, Chaos in the Old World, and numerous licensed and collectible card games. His work spans hobby and mass-market audiences alike, blending deep strategic frameworks with strong narrative identity. In this episode, Eric shares how he approaches conflict-driven design, why player psychology matters more than mechanics alone, and what it takes to build games that feel both competitive and emotionally resonant. If you’re interested in designing for tension, identity, and memorable table moments, this conversation offers a masterclass from one of the industry’s most distinctive voices.



    This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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    1 h y 24 m
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