Interviews / Q&A


If you’re curious about me or my games, here’s some podcasts, video interviews, and Q&A sessions I’ve done:
2023-08-10The Kindred Spirit Podcast YouTube channelLivestream interview [Ted Vessenes + me]Nature Incarnate
2023-04-26Cardboard CreationsVideo interviewSpirit Island (initial design/creation), very brief For Science! bit at very end
2022-07-30The Kindred Spirit PodcastEpisode #67Horizons of Spirit Island
2022-05-22The Board Game Community ShowEpisode #60Games of *many* sorts, several other hobbies, Spirit Island, For Science!, multiple digressions, and a memory near the very end
2021-07-09Euro Board Games FB groupWritten interviewDesign process, how I got into board games, and miscellaneous bits
2021-06-17Lo scelto dai goblin 2021 awardVideo interview (Italian, Q&A translated)Spirit Island, one question on For SCIENCE!
2021-05-22The Kindred Spirit podcastEpisode #38Loads of Spirit Island, some non-games
2021-01-27Solo PlaythroughsVideo interviewSpirit Island, a bit of For SCIENCE!
2020-11Player Lair podcastEpisode #15Spirit Island, For SCIENCE!
2020-05-14The Cardboard HeraldVideo interview*Spirit Island (+Jagged Earth, digital), For Science!, game design
2020-04-26QuackalopeVideo interview
2019-10-22The NerdlabEpisode #33Asymmetry in board games, Spirit Island
2019-10-14Handelabra (creators of SI Digital)Video interviewSpirit Island + digital
2019-06-13Dragon’s DemizeVideo Jenga interviewSpirit Island, For Science!, hobbies, and more
2019-04-30The NerdlabEpisode #22
[one of many designers interviewed]
“The One Thing You Need to Know as a Game Designer”
2019-01-04Every Night is Game Night
(now Shelf Stories on YouTube)
Episodes #120 and #121 [3-guest show: Elizabeth Hargrave, Sarah Reed, and me]Games with non-traditional themes
2018-10-25RedditAMA from 2018Spirit Island, designing games, boardgame industry, and more
2018-10-24The Cardboard HeraldEpisode #102Spirit Island (+Jagged Earth)
2018-10-17Greater Than Games (publisher of SI)Video interviewJagged Earth
2018-08-20Paradox DoxCastEpisode #231Spirit Island, For Science!
2018-06-13The Thoughtful GamerEpisode #33Spirit Island, For Science!, and more
2018-05-08So Very Wrong About GamesEpisode #24Spirit Island
2017-10-27Low Player CountInterview
2017-09-17Quarter to ThreeInterviewSpirit Island
2015-09-24Vox Republica of Cardboard RepublicEpisode #099Spirit Island
2014-12-05Cardboard VaultVideo interview live at BGG.CON 2014Spirit Island first look

If you’d like to interview me

I’m generally amenable, though I won’t always be available – I don’t want to cut too much into time spent on game design, parenting, or other pursuits. If I’m actively trying to publicize something, I’ll carve out more time for interviews and the like; the reverse if I’m heads-down in the middle of a project. I somewhat prefer podcasts and other live interviews to “here’s a list of text questions, answer them at your leisure”. Even though live interviews are less flexible in scheduling, I find them more fun, with a greater sense of personal connection… and empirically, the text-based interviews have taken more of my time (editing) and been less enduring online (some never post at all; those which do have rarely stayed up for longer than a year or two). If you haven’t seen it, I highly recommend this thread by Elizabeth Hargrave on requesting interviews, as well as the follow-up comments on it. All the info she discusses is very useful to have up-front.


(This will eventually go into a “Game Design” section of the website, but that’s not built yet.)
The Lens of Tempo
At Tabletop Network 2019, I gave a talk on The Lens of Tempo (YouTube video). This concept of “lenses” – particular ways / viewpoints of looking at a game – comes from Jesse Schell’s excellent book The Art of Game Design: A Book of Lenses. The book has several lenses which touch on timing, but not from this particular angle: “how much progress towards victory do you make per turn?”, with the closely linked question of “how much advantage do you gain per turn?”. (The Interest Curve is the closest thing he describes, and while it’s related, it’s not the same.) I don’t think this lens is unusually distinctive or anything, just that it’s a useful addition to the many other lens-vantage-points already described. When I run across other discussions relevant to the concept, I’ll link to them below:
  • Episode 87 of The Nerdlab – Victory Points and Player Agency with Tom Lehmann – I was originally going to just point at the discussion of victory point chits from 42:00 – 46:20, but in scrubbing to find those time markers I realized much of the episode is relevant in one way or another.
  • Cole Wehrle’s Designer Diary “Two Types of Time in Arcs” – looking at Arcs’ treatment of time / tempo in a variety of ways, some of which involve the sort of tempo I was thinking about with my talk.