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Magic: The Gathering Drive to Work Podcast

#933: Editing with Gregg Luben

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

Duels Of The Planeswalkers, Games, Magic The Gathering, Leisure, Game Design, Mtg, Ccg, Mark Rosewater

4.8743 Ratings

🗓️ 20 May 2022

⏱️ 34 minutes

🧾️ Download transcript

Summary

I talk with Editor Gregg Luben about the challenges of editing a Magic set. In particular, we talk about his editing of Kamigawa: Neon Dynasty.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm not pulling on my driveway. We all know what that means. It's time for other drive to work at home edition.

0:07.1

So today I'm interviewing someone fun, Greg Lubin, who is the senior, or a senior editor for Magic.

0:14.4

So hey, Greg.

0:16.0

Hey, how's it going?

0:17.5

Okay, so today we're talking editing.

0:20.4

So the most recent set that you edited that the public

0:24.7

has seen is Kamagawa Nian Dynasty. So that's going to be our go-to example today as we talk about editing.

0:30.7

But mostly what I want to do today is I want the audience to understand what exactly do the editors do?

0:36.1

What is the job of an editor, a magic editor?

0:40.0

Sure. So we have, as you know, a role that kind of sits in the middle of all of the technical

0:47.5

and creative aspects of magic, particularly as it's getting closer to being ready to print.

0:53.4

So on the one hand, a magic editor spends a lot of time templating cards and making sure that

0:58.3

they both follow the precedent of templates that have come before and are also working

1:03.2

correctly under the rules and according to what the designers would like them to do.

1:06.8

And on the other hand, we're also keeping an eye on all the stuff that world building is generating, like creative text and the card naming and the whole sort of story package of a card fitting together.

1:19.5

And those things are the inputs to the editing process.

1:23.3

And we have a lot of interaction with both designers and world buildingbuilding designers, game designers and world-building designers, that is.

1:29.3

And then we also sort of have a hand reaching past us to the production process

1:33.7

where we help get all of those things lined up and ready to go to print.

1:39.8

So, for example, how many different teams do you think you interact with?

1:44.6

Oh, gosh, that's a high number.

1:47.2

There's certainly the world-building folks, both in terms of art direction and creative text.

...

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