Designer Notes 94: Charles Cecil – Part 2

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, 2025.

Games discussed: King’s Quest series, Broken Sword series, Beneath a Steel Sky, Black Mirror: Bandersnatch, Lure of the Temptress, In Cold Blood, Gabriel Knight series, The Da Vinci Code, Darwinia, CLANG, Broken Age, Heavy Rain, Monkey Island series

https://www.idlethumbs.net/designernotes/episodes/charles-cecil-part-2

Designer Notes #93: Charles Cecil – Part 1

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.

Games discussed: Galaxian, Adventure A, Adventure B, Bandersnatch, World Cup Football, World Cup Carnival, Lure of the Temptress, the Broken Sword series, Beneath a Steel Sky, the Monkey Island series

https://www.idlethumbs.net/designernotes/episodes/charles-cecil-part-1

Designer Notes… Live at GDC! (with Frank Lantz)

GDC is upon us, and I am trying something different this year. I usually interview 2 or 3 developers each trip, but I’ve never done one in front of an audience. That changes this year as GDC now has a podcasting booth in the GDC Commons Area. I’m not sure exactly what the setup looks like, but I’ve been told that people can watch and listen, so please come check it out if you are interested. I’m going to be interviewing Frank Lantz on what he has been up to since I interviewed him in 2014. I’m sure we will discuss some philosophers I’ve never heard of, so I will do my best to nod along and pretend to be erudite.

The session will be on Thursday from 4:00 – 6:00 at the GDC Commons. Hope to see you there! Schedule link:
https://schedule.gdconf.com/session/designer-notes-live-podcast-recording-frank-lantz/918619

Designer Notes #92: Paul Kilduff-Taylor

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.

Games discussed: Contraption, Wing Commander series, King’s Quest series, Ultima series, The Longing, Determinance, Frozen Synapse series, DEFCON, Flotilla, Offworld Trading Company, Advanced Wars series, Old World, Frozen Cortex, Tokyo 42, The Colonists, Fights in Tight Spaces, Citizen Sleeper, Into the Breach, Slay the Spire, Prison Architect

https://www.idlethumbs.net/designernotes/episodes/paul-kilduff-taylor

Designer Notes #91: Tomislav Uzelac

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.

Games discussed: Sid Meier’s Pirates!, Centurion: Defender of Rome, the Panzer General series, the Unity of Command series, Old World

https://www.idlethumbs.net/designernotes/episodes/tomislav-uzelac

Designer Notes #90: Patrice Desilets – Part 2

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 15, 2025.

Games discussed: Assassin’s Creed, Prince of Persia: The Sands of Time, the Civilization series, Assassin’s Creed II, Assassin’s Creed: Brotherhood, 1666 Amsterdam, Ancestors: The Humankind Odyssey

https://www.idlethumbs.net/designernotes/episodes/patrice-desilets-part-2

Designer Notes #89: Patrice Desilets – Part 1

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 recorded on April 15, 2025.

Games discussed: Lode Runner, Choplifter, Metroid, Legend of Zelda, Mario Kart, Hype: The Time Quest, Chrono Trigger, Donald Duck: Goin’ Quackers, Prince of Persia: The Sands of Time, Rainbow Six, the Civilization series, Prince of Persia, Knockout Kings, Assassin’s Creed

https://www.idlethumbs.net/designernotes/episodes/patrice-desilets-part-1

Designer Notes #88: Caroline Marchal – Part 2

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.

Games discussed: Heavy Rain, Beyond Two Souls, As Dusk Fall, Old World, the Sorcery! series

https://www.idlethumbs.net/designernotes/episodes/caroline-marchal-part-2

Designer Notes #87: Caroline Marchal – Part 1

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.

Games discussed: Tetris, Sonic the Hedgehog, Tomb Raider, Metal Gear Solid, Phantasmagoria, Grim Fandango, Ryzom, Omikron, Fahrenheit, Heavy Rain, Detroit Become Human, As Dusk Fall, Beyond Two Souls

https://www.idlethumbs.net/designernotes/episodes/caroline-marchal-part-1

Designer Notes #86: Anton Strenger

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.

Games discussed: ESPN Extreme Games, Quest for Glory 4, Pokemon series, Suikoden II, Alpha Centauri, Civilization series, Old World, History of the World

https://www.idlethumbs.net/designernotes/episodes/anton-strenger