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. <br/><br/><a href="https://justingarydesign.substack.com/s/think-like-a-game-designer-podcast?utm_medium=podcast">justingarydesign.substack.com</a>

Think Like A Game Designer
Claim This Podcastby Justin Gary
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Podcast Overview
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. <br/><br/><a href="https://justingarydesign.substack.com/s/think-like-a-game-designer-podcast?utm_medium=podcast">justingarydesign.substack.com</a>
Language
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Publishing Since
1/22/2019
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Recent Episodes

May 21, 2026
Nate Heiss — Removing Ego from Design, The Magic of Roguelikes, and Building Across Digital and Tabletop (#104)
Host Justin Gary interviews game design veteran Nate Heiss about removing ego, the magic of roguelikes, and building across digital and tabletop experiences.

May 7, 2026
Mark Rosewater — Designing for Emotion, Embracing Complexity, and 28 Years of Iteration (#103)
<p>About Mark</p><p>Mark Rosewater is the Head Designer for Magic: The Gathering and one of the most influential voices in modern game design. With decades of experience shaping one of the most successful and enduring games in the world, Mark has led the design of countless sets and pioneered many of the systems that define Magic today. Known for his deep understanding of player psychology and his ability to translate complex ideas into elegant design, Mark has spent his career exploring what makes games resonate on an emotional level. In this episode, he shares hard-earned lessons about creativity, audience connection, and why great design starts with how you want players to feel.</p><p>* Check out <a target="_blank" href="https://secretlair.wizards.com/eu/mood-swings">Mood Swings</a>, a new game by Mark Rosewater</p><p>* <a target="_blank" href="https://magic.wizards.com/en/news/making-magic">Making Magic</a></p><p>* <a target="_blank" href="https://podcasts.apple.com/us/podcast/magic-the-gathering-drive-to-work-podcast/id580709168">Magic: The Gathering Drive to Work Podcast</a></p><p>* <a target="_blank" href="https://markrosewater.tumblr.com/">Mark Rosewater Tumblr</a></p><p>* <a target="_blank" href="https://bsky.app/profile/maro254.bsky.social">Mark Rosewater Bsky</a></p><p>Justin’s Ah-Ha! Moments</p><p><strong>Why You Should Fear Indifference More Than Criticism:</strong> Strong negative reactions mean people care about your game. Indifference means it didn’t land at all. The best games spark emotion, even when that emotion is mixed or uncomfortable.</p><p><strong>The Real Goal of Game Design Is Emotional Impact:</strong> Mechanics are only a means to an end. What players remember is how the game made them feel: tension, excitement, surprise, or triumph. The most effective designs start with the emotional experience and use mechanics to deliver it.</p><p><strong>Why Complexity Can Be a Strength When Used Correctly: </strong>Magic: The Gathering continues to grow as a game because of its depth and the space it offers for expansion. Yet the secret to a complex game is that it still needs enough clarity for new players to enter. When creating a game with complexity, the goal is to preserve what makes your game compelling while making it accessible.</p><p>Show Notes</p><p>“Good design is all about making wrong choices.” (00:11:17)</p><p>Becoming a great designer requires exploring, testing, and discovering what doesn’t work. Every wrong choice teaches you something. The faster you’re willing to be decisive and commit to your ideas, the faster you get to something that actually works. Don’t hesitate—commit and learn from it.</p><p>“The data is so essential.” (00:20:50)</p><p>Mark explains how much of Magic’s success comes from constantly listening to players and analyzing behavior. There’s no shortage of data (playtests, player feedback, sales trends, format popularity) but the challenge is knowing what to do with it. He says that data is all about finding patterns and understanding what’s actually driving player behavior. Players will tell you what they like, but not always why. Part of the designer’s job is to interpret those signals and turn them into better decisions about what to build next.</p><p>“The idea essentially is can we sell somebody a basic game that is expandable if they want it to be expandable, but not if they don’t.” (00:45:52)</p><p>Here Mark is talking specifically about the structure of his new game. The goal is to create a complete experience out of the box, while still allowing for expansion over time. That’s a difficult balance. If the base game feels incomplete, casual players drop off. If expansions feel unnecessary, engaged players lose interest.</p><p>“I’ve had 28 years of iterative loops.” (01:12:33)</p><p>Mark has been revisiting Mood Swings for nearly three decades, refining and rethinking it over time. While this is an extreme version of iteration, it highlights a broader truth, which is that some ideas take years to fully realize. Sometimes the idea for a game will evolve alongside your skills and perspective. The lesson is to hold onto ideas that matter, keep testing them, and recognize that the right version may only emerge much later.</p><p>“If you can make your audience see themselves in your game, you will be very successful.” (01:30:17)</p><p>Mark and I discuss how the way a game ties to a player’s identity drives replayability. Systems like colors in Magic or classes and races in Dungeons & Dragons give players a way to express who they are through play. That sense of self-expression creates a deeper connection, turning the game into a space where players can explore different versions of themselves in a safe and meaningful way.</p><p></p> <br/><br/>This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit <a href="https://justingarydesign.substack.com/subscribe?utm_medium=podcast&utm_campaign=CTA_2">justingarydesign.substack.com/subscribe</a>

April 23, 2026
Ross Thompson—Real-World Marketing, Influencer Strategy, and Building Community That Lasts (#102)
<p>Ross Thompson is a marketing strategist focused on helping tabletop games and consumer brands grow through real-world connection. A veteran of the industry with over 15 years of experience in community building, events, and marketing, he most recently served as Director of Marketing at Atomic Mass Games, where he worked on titles like Star Wars: Legion, Marvel Crisis Protocol, and Star Wars: Shatterpoint. He now serves as Media and Events Director on the board at GAMA, focusing on strengthening the industry through better events and stronger connections between creators, retailers, and players. In this episode, Ross shares practical strategies for building real-world communities, working with influencers more effectively, and finding the right retail partners to support long-term growth.</p><p>If you’ve ever had a game idea but didn’t know how to turn it into a real, playable design, my <strong>Design Labs</strong> 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.</p> <br/><br/>This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit <a href="https://justingarydesign.substack.com/subscribe?utm_medium=podcast&utm_campaign=CTA_2">justingarydesign.substack.com/subscribe</a>
115 total episodes available with 54 transcripts
Recent guests on Think Like A Game Designer
Guests from recent episodes — sign up to see every guest that has ever appeared on this show.
Nate Heiss
Guest
Drew Corkill
Guest
Keith Baker
Guest
Monty Cook
Guest
Raph Koster
Guest
Richard Garfield
Guest
John Zinser
Guest
Elizabeth Hargrave
Guest
Eric Lang
Guest
Theresa Duringer
Guest
Jaimie Wolanski
Guest
Vlaada Chvátil
Guest
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- What is Think Like A Game Designer?
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