In this episode, I spoke with Lauryn Ash, a San Francisco-based game designer, writer, explorer of cities, texture enthusiast, and player who jumps on things that probably weren’t meant to be jumped on. With 13 years development experience, she’s worked on indie titles like Dungeon Defenders 2 and Star Child and AAA titles such as Marvel’s Avengers and State of Decay 3. We talked about level design as it relates to theater, foreshadowing, and about coffee for fifteen whole minutes! Yes, finally, an episode of Make Games, Drink Coffee about coffee!
00:00 Intro
01:01 How Theater Can Teach Us About Game Design
05:57 How Level Design Is Like Performing “In The Round”
09:26 The Importance of Negative Space and Novelty In Level Design
16:22 Foreshadowing!
21:02 “Ad” Break
21:26 In Which We Talk About Coffee For 15 Whole (Bean) Minutes
35:35 Outro
We’ll be talking about the publicly-available Matrix screenplay in our next episode, so if you want to get a head start, it’s here: https://imsdb.com/scripts/Matrix,-The.html
Lauryn’s Portfolio Site:
You can find the podcast at:
http://www.makegamesdrinkcoffee.com
Questions? Comments?
