Dirk Knemeyer & David V. Heron

The Game Design Round Table

Arts EN ↓ 399 episodes

Covering the full breadth of digital, tabletop, and role playing games, The Game Design Round Table inspires and educates aspiring and experienced game designers.

Be sure to visit the podcast's website and support the creator: thegamedesignroundtable.com

Author

Dirk Knemeyer & David V. Heron

Category

Arts

Podcast website

thegamedesignroundtable.com

Latest episode

Oct 9, 2026

Where to listen?

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Episodes

#250 Alisha Thayer Uses Exceptions in Design Systems 05.01.2021
#249 Diving into MOBA Changes and Updates 09.12.2020
#248 Listener Questions October 2020 28.10.2020
#247 Tabletop Game Development with Brenna Noonan 14.10.2020
#246 Omari Akil Talks Rap Godz 29.09.2020

Board game designer Omari Akil joins Dirk and David to talk about Rap Godz, Hoop Godz, and the process of making games that connect both mechanically and emotionally with a specific theme. They discuss the hip hop theme of Rap Godz as well as the street basketball theme of the upcoming Hoop Godz. Additional topics include managing scope and IP issues with a hip hop game, staying true to theme even...

#245 Listener Questions August 2020 18.08.2020

Kathryn joins Dirk and David to discuss the recent Rob Daviau episode as well as answer listener questions. In response to Daviau's design axiom, the trio discusses the role of memory in the games they design and play. Then the hosts proceed to answer listeners' questions. Those questions include: how to help characters avoid picking a playstyle they'll hate later, whether the hosts plan to work i...

#244 Round Table on Matching Player Expectations 04.08.2020
#243 Rob Daviau Minimizes Ongoing Negative Effects 21.07.2020
#242 Molly Johnson Talks Point Salad 08.07.2020
#241 Diving into MOBA Perspectives and Problems 23.06.2020
#240 Ryan Scott Aims for Balanceable, Not Balanced 09.06.2020

Ryan "Morello" Scott joins Dirk and David on the show to discuss his design axiom: balance isn't important, but balanceable is critical. Ryan discusses why planning ahead for a balanceable piece of content is critical to avoid making balance feel chaotic for players and designers alike. With his experience working on League of Legends and Riot's new FPS, Valorant, he shares specific examples of wh...

#239 Listener Questions May 2020 27.05.2020
#238 Round Table on How Different Game Mediums Handle Edge Cases 12.05.2020

Kathryn once again rejoins Dirk and David to discuss the last few episodes of the podcast. The trio talks about the differences in edge cases between TTRPGs, board games, and video games. Then they move on to discuss the merits of the axiom: if the player doesn't see it, it might not exist. The group rounds out the discussion chatting about their familiarity with the 4x genre as well as MOBAs and...

#237 Old World: Utilizing Playtesters Effectively 28.04.2020

Soren rejoins Dirk and David to discuss what's new with his 4X game Old World—including a new name! The trio talks about publisher changes, how playtesting has incrementally improved the game, and some of the unique mechanics that Old World brings to the 4X table.

#236 Tanya X. Short Makes Game Systems Obvious 15.04.2020

Tanya X. Short talks with Dirk and David about her design axiom: if the player doesn't see it, it might not exist. They discuss both some of the games Tanya has worked on, as well as other games that contradict or reinforce this rule. One key point of the discussion is how complex (and costly) systems created by the designers might go completely unnoticed by players if the user interface or the ga...

#235 Diving Into MOBA Foundations 31.03.2020

Dirk and David team up with show producer Skye to dive into the MOBA genre, a first in a series meant to explore the design of this popular genre. They discuss the genre's roots in real-time strategy game mods and give an overview of the most popular MOBAs on the market. Additionally, the trio talks about tabletop and mobile MOBAs, and why they haven't taken off (at least in North America, that is...

#234 Sen-Foong Lim Designs Edge Cases Out of the Game 17.03.2020

Sen-Foong Lim rejoins the show to chat with Dirk and David about his design axiom: design edge cases out of the game. The definition of an edge case is explored at length, and the importance of context when discussing edge cases is emphasized. Sen talks about what types of games can afford to include edge cases, and why he usually opts to either remove them or turn them into features of the game.

#233 Round Table on the Challenges of Pleasing Customers 04.03.2020

Kathryn returns to the show to chat with Dirk and David about the last three episodes of the Designing Thematic Games series. The group chats about hybrid games, designing additional content for games, and handling criticism. They also answer some listener questions about remote work and art contracts. Overall, a great deal of this episode focuses on the customer level and the difficulties (and jo...

#232 Chris Bourassa Talks Darkest Dungeon 18.02.2020

Chris Bourassa joins Dirk and David to discuss his work on the indie hit Darkest Dungeon. They talk about the inspiration for some of Darkest Dungeon's characters, enemies, and mechanical systems. They also cover the game's difficulty and learning from some of the public outcry during the game's early access stage.

#231 Tim Fowers Talks Burgle Bros 2 28.01.2020

Tim Fowers, a guest on the show in 2016, returns to talk with Dirk and David about designing heist games. He discusses the thematic and mechanical design decisions made in both the original game as well as his upcoming sequel. Other topics include hybrid games, sequels versus expansions or new editions, and the burgeoning Tabletop Network Conference.  

#230 Rob Daviau Talks Return to Dark Tower 14.01.2020

Former host Rob Daviau returns to the show to catch up with Dirk and David and talk about Restoration Games and their next big project: Return to Dark Tower. He discusses the decisions made when updating the 1981 game to capture the same eye-catching experience in 2020.

#229 Round Table on the Essence of a Theme 24.12.2019

Kathryn rejoins Dirk and David to talk discuss the past few episodes in the Designing Thematic Games series. The trio talks art budgets, terminology, and thematic mismatches. They also answer listener questions about designing around themes. Much of the discussion explores the distinction between an essence of a theme and the broader theme itself.

#228 Shawn Main Talks Legends of Runeterra 11.12.2019

Dirk and David discuss the card game Legends of Runeterra with designer Shawn Main. This upcoming game will be Riot's follow up to the wildly popular League of Legends. They chat about capturing some of League of Legends' thematic and gameplay beats despite the completely different game genre, and Shawn finishes up with a brief discussion of his time working on Magic the Gathering.

#227 Meguey Baker Talks Apocalypse World 27.11.2019

Dirk and David chat with Meguey Baker about her tabletop RPG Apocalypse World and writing in general. The discussion covers Apocalypse World's approach to the post-apocalyptic theme and how the writing and mechanical design helps players feel like they are the movers and shakers with a vision to change their post-apocalyptic world.

#226 David Dunham Talks Six Ages 12.11.2019

Dirk speaks with David Dunham, the designer of Six Ages and its predecessor, King of Dragon Pass. These narrative strategy games, built from the Glorantha universe of Greg Stafford, use specific mechanics to invoke the theme of clans and struggling to survive and form a foothold in a mythical world. 

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