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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.
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.
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.
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.
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.
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.
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.
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.
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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.
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