~/talk

The Magic of game design

Talkat Gamelab Barcelona 2020 Live · 2020-06-23..06-25· [game-development]
links:none on file
name:Min Kim
links:none on file
slides:none on file

Head designer explains concrete process: exploratory design for 2–3 months, vision design four months, set design over a year, play design overlapping, with R&D (Studio X) ~130 people and 2.5–3 years from concept to product. Gives counts: ~23–24k unique cards and approaching the 100th expansion. Uses player psychographics Johnny/Timmy/Spike to target cards, cites specific mechanics (mutate, companion, cycling), and shows Throne of Eldraine as a top‑down fairy‑tale build that survives editorial resistance.

AI-written summary · about

  1. 0:00Start
  2. 2:49Vivian Reed
  3. 5:40Maplestory
  4. 6:41Mark Rosewater
  5. 7:37Set Design
  6. 9:22Mystery Boosters
  7. 19:10Psychographics
  8. 25:29How Does a Magic Set Get Designed
  9. 26:51Vision Design
  10. 29:46What's the Hardest Part of Designing Magic
  11. 30:00Rolling the Boulder up the Hill
  12. 36:32Fairy Tales
  13. 39:04The Color Wheel Magic
  14. 42:48Why Diversity Matters in Game Design
  15. 51:11Value of Execution
  16. 54:01Barrier to Entry
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