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Magic: The Gathering Drive to Work Podcast

#937: CLB Vision Design with Glenn Jones

Magic: The Gathering Drive to Work Podcast

Wizards of the Coast

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

4.7801 Ratings

🗓️ 3 June 2022

⏱️ 30 minutes

🧾️ Download transcript

Summary

I sit down with designer Glenn Jones top talk about the vision design of Commander Legends: Battle for Baldur's Gate.

Transcript

Click on a timestamp to play from that location

0:00.0

I'm not pulling out of the driveway. We all know what that means. It's time for the drive to work at home edition. So today I have Glenn Jones and we're going to talk about the vision design of Commander Legends Battle for Balders Gate. So hello Glenn. Hello, glad to be here. Okay, so let's go back to the very, very beginning.

0:24.1

When you were assigned to the task, what were you told?

0:29.0

What was the initial sort of pitch to you of what you were getting into?

0:31.8

Yeah, it's actually pretty interesting.

0:40.1

So it is my first booster set and my first vision design lead, both of which were kind of to set me up to lead another future project in some senses, but to get that boots on the ground experience.

0:45.4

We knew that we were doing Commander Legends 2, for sure. We were looking at it being D&D themed

0:53.6

initially, and we locked that in pretty quick.

0:56.6

But it wasn't, we didn't start off with it being 100%.

0:59.3

So we started thinking about the mechanics a little bit before that.

1:03.7

And then we kind of had to figure out how do you make a sequel to Adventures in the Forgotten Realms?

1:08.1

Because like the whole idea of that was that it was like an

1:11.1

anthology kind of set almost it was like you know little bits and pieces from everywhere so

1:15.4

were we just going to do like little bits and pieces from everywhere to uh like that's not

1:20.8

what we wanted to do right so we started looking for things that we could tie into that felt

1:25.4

both like appropriate for

1:27.5

dungeons and dragons and appropriate for like us as a company and a brand to be like

1:31.9

delivering our players uh and baller's gate kind of quickly came up as an option um we looked

1:38.4

into like some of the lore and stories around balder's gate we have the video games which

1:42.1

are beloved by mannyanny and a new one,

1:46.1

Baldur's Gate 3. And eventually, like, early envisioned design, we kind of settled on. Let's do

1:51.7

Baldur's Gate, and let's try and focus the story a little bit around the Dead 3, which are these,

1:57.3

like, high-profile gods. And I think that that kind of shifted in set design to be less emphatic, but that was where we started on early.

...

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