4.8 • 743 Ratings
🗓️ 7 April 2023
⏱️ 31 minutes
🧾️ Download transcript
In this podcast, I sit down with Senior Game Designer and Graphic Designer Daniel Holt to talk about how the frames and icons for March of the Machine were designed.
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0:00.0 | I'm not pulling my driveway. We all know what that means. It's time for other drive to work at home edition. |
0:06.0 | So I've been getting a lot of people online asking all about frames and the making of frames. |
0:12.0 | So I decided to go to the source. So I have Daniel Holt with us today. |
0:16.0 | He's a senior game designer in R&D, and he is in charge of making frames. |
0:22.2 | So who better to talk about frames? |
0:23.6 | So, hey, Daniel. |
0:25.5 | Hey, Mark. |
0:26.3 | Excite to be here. |
0:27.6 | So Daniel does, has a lot of hats on. |
0:29.6 | He does actual, he does a lot of game design in addition to doing all the framework, but |
0:33.6 | he is in charge of the frame. |
0:35.7 | So we thought what we do is we would look at March of the Machines as our lens today |
0:40.1 | to talk about like the making a frame. |
0:42.9 | So really today's topic is we know we want a frame. |
0:46.9 | How does that happen? |
0:48.5 | How in the world do we get a frame? |
0:50.5 | So why don't we start talking about probably the most dramatic frame in all of March of the Machines? |
0:56.7 | Let's talk about how battles came to be. |
0:58.3 | From a frame standpoint, let's just dive in. |
1:01.6 | How did battles come to be? |
1:03.7 | Jumping right in with a big one. |
1:05.4 | Yeah. |
... |
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