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Games Every Designer Should Play

Games Every Designer Should Play

By: Stuart Lilford
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About this listen

This is ’Games Every Designer Should Play,’ the podcast that explores the world of game design by analysing some of the greatest games of all time. Join your lecturers in game design: Stuart Lilford, Adrian Mills, and David Grant, as they explore the essential games that have left a lasting impression on the industry and on us. In each episode, we dissect and analyse a game that shaped the landscape of game design. From classic titles to contemporary masterpieces, we unravel the intricate layers of gameplay, narrative, and art direction, offering valuable insights for both aspiring and seasoned game designers. Whether you’re looking for inspiration, seeking to understand the principles of great game design, or simply love exploring the artistry behind your favorite games, this podcast is your go-to source. Subscribe now for a front-row seat to the fascinating world of game design, and discover the games that every designer should play. At the end of the episode one of us will reveal to the others the game for the next episode. Will it be beloved by all or could it be controversial? You’ll have to listen to the end to find out!Copyright 2025 All Rights Reserved Art Science Fiction
Episodes
  • EP11: Resident Evil 2 (2019) - Games Every Designer Should Play
    Jul 17 2025

    Welcome to Episode 11 of 'Games Every Designer Should Play,' the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Game Design lecturers Stuart Lilford, Adrian Mills, and David Grant as they navigate the dark corridors of Resident Evil 2 (2019) - a modern remake of a survival horror classic.

    🚨 Spoiler alert for The Game! We STRONGLY advise you to play before listening.

    In this episode, we discuss how Resident Evil 2 (2019) delivers efficient, well-crafted level design: from its looping layout to its clever reuse of environments and assets. We explore how the game builds tension and meaningful player choices through resource scarcity, limited inventory, and risk-reward decisions - all wrapped in a B-movie script that somehow works.

    On the critical side, we examine the timeline inconsistencies compared to the original and ask whether the boss fights break the game's own rules.

    Featuring feedback from listeners and the verdict: Is Resident Evil 2 (2019) a must-play for every designer?

    📧 Email us your comments or questions on the game discussed in the next episode at shouldplaypodcast@gmail.com

    It's David's turn to choose the game we must play for the next episode. Will it be beloved by all or could it be controversial? You'll have to listen to the end to find out! 👀

    Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #ResidentEvil2

    Thank you for tuning in! 🎧✨

    We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube.

    === CREDITS ===

    Music by Vasil Trofimov from Pixabay.

    Sound Effects by floraphonic from Pixabay.

    Show More Show Less
    1 hr and 25 mins
  • EP10: Return of the Obra Dinn - Games Every Designer Should Play
    Apr 29 2025

    Welcome to Episode 10 of 'Games Every Designer Should Play,' the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Game Design lecturers Stuart Lilford, Adrian Mills, and David Grant as they dive into Return of the Obra Dinn—a genre-defying deduction game that puts players in the role of a 19th-century insurance investigator aboard a ghost ship.

    Spoiler alert for The Game! 🚨 We STRONGLY advise you to play before listening.

    In this episode, we talk about Return of the Obra Dinn's distinctive and effective soundtrack, how the game’s tight constraints (from visuals to location to mechanics) actually enhance creativity, and how the deductive gameplay allows for multiple valid paths to a solution. We also explored how the game masterfully manufactures “aha!” moments—rewarding players not through traditional level progression, but through the satisfaction of piecing together a mystery on their own.

    On the critical side, we questioned whether the story itself delivers a meaningful emotional payoff, and debated whether the non-linear structure enhances or weakens the overall narrative impact. Does the fragmented timeline add intrigue, or does it distance the player from the characters and events?

    Featuring feedback from listeners and the verdict: Is Return of the Obra Dinn a must-play for every designer?

    📧 Email us your comments or questions on the game discussed in the next episode at shouldplaypodcast@gmail.com

    It's Adrian's turn to choose the game we must play for the next episode. Will it be beloved by all or could it be controversial? You'll have to listen to the end to find out! 👀

    Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #ObraDinn

    Thank you for tuning in! 🎧✨

    We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube.

    === CREDITS ===

    Music by Vasil Trofimov from Pixabay.

    Sound Effects by floraphonic from Pixabay.

    Show More Show Less
    1 hr and 15 mins
  • EP09: Subnautica - Games Every Designer Should Play
    Apr 3 2025

    Welcome to Episode 09 of 'Games Every Designer Should Play,' the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Game Design lecturers Stuart Lilford, Adrian Mills, and David Grant as they dive into Subnautica—a survival game that blends mystery, exploration, and tension beneath the waves.

    Spoiler alert for The Game! 🚨 We STRONGLY advise you to play before listening.

    In this episode, we discuss how Subnautica creates an incredible sense of mystery and discovery, its immersive survival mechanics, and the brilliance of its environment and creature design. We also explore how sound design enhances tension, making every dive feel equal parts mesmerising and terrifying.

    But Subnautica isn’t without its faults. We critique its lack of player direction, moments that don’t respect the player’s time, and some frustrating UI elements that can make surviving harder than intended. Ultimately, we unpack a key takeaway for designers: your game won’t (and can’t) please everyone—and that’s okay.

    Featuring feedback from listeners and the verdict: Is Subnautica a must-play for every designer?

    📧 Email us your comments or questions on the game discussed in the next episode at shouldplaypodcast@gmail.com

    It's Stuart's turn to choose the game we must play for the next episode. Will it be beloved by all or could it be controversial? You'll have to listen to the end to find out! 👀

    Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #Subnautica

    Thank you for tuning in! 🎧✨

    We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube.

    === CREDITS ===

    Music by Vasil Trofimov from Pixabay.

    Sound Effects by floraphonic from Pixabay.

    Show More Show Less
    1 hr and 20 mins
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