Jonathan Blow
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0:00Casey Muratori: Introducing Jon Blow
0:00Casey Muratori: Introducing Jon Blow
0:00Casey Muratori: Introducing Jon Blow
2:30Jonathan Blow: Disgusting close-mic voice recordings
2:30Jonathan Blow: Disgusting close-mic voice recordings
2:30Jonathan Blow: Disgusting close-mic voice recordings
3:02CM: How do you look at development, as both designer and programmer?
3:02CM: How do you look at development, as both designer and programmer?
3:02CM: How do you look at development, as both designer and programmer?
4:35JB: Doing what is required to solve the problem, as Mike Acton advocates1
4:35JB: Doing what is required to solve the problem, as Mike Acton advocates1
4:35JB: Doing what is required to solve the problem, as Mike Acton advocates1
6:02JB: Important metric: How good this has to be to ship, without having wasted time
6:02JB: Important metric: How good this has to be to ship, without having wasted time
6:02JB: Important metric: How good this has to be to ship, without having wasted time
7:48JB: The team is the tool, and a single person designer-programmer avoids communication barriers
7:48JB: The team is the tool, and a single person designer-programmer avoids communication barriers
7:48JB: The team is the tool, and a single person designer-programmer avoids communication barriers
10:34CM: Is gameplay programming integral to design?
10:34CM: Is gameplay programming integral to design?
10:34CM: Is gameplay programming integral to design?
10:52JB: Design through discovery
10:52JB: Design through discovery
10:52JB: Design through discovery
12:39JB: Speed, accuracy and understandability of iteration
12:39JB: Speed, accuracy and understandability of iteration
12:39JB: Speed, accuracy and understandability of iteration
16:12CM: What's your perspective on code fungibility?
16:12CM: What's your perspective on code fungibility?
16:12CM: What's your perspective on code fungibility?
17:18JB: Writing the simplest, most modifiable thing that goes in the right direction
17:18JB: Writing the simplest, most modifiable thing that goes in the right direction
17:18JB: Writing the simplest, most modifiable thing that goes in the right direction
21:01JB: Entering the gaming industry in January 1996
21:01JB: Entering the gaming industry in January 1996
21:01JB: Entering the gaming industry in January 1996
24:10CM: How do you allow small-scale flexibility while avoiding large-scale disaster?
24:10CM: How do you allow small-scale flexibility while avoiding large-scale disaster?
24:10CM: How do you allow small-scale flexibility while avoiding large-scale disaster?
25:19JB: Anticipating re-writes and predicting the life cycle of code
25:19JB: Anticipating re-writes and predicting the life cycle of code
25:19JB: Anticipating re-writes and predicting the life cycle of code
28:19JB: Premature optimisation, complexity and cross-cutting concerns
28:19JB: Premature optimisation, complexity and cross-cutting concerns
28:19JB: Premature optimisation, complexity and cross-cutting concerns
33:46CM: What's your thought process for keeping the superstructure in place, e.g. save games being loadable all through development of The Witness?
33:46CM: What's your thought process for keeping the superstructure in place, e.g. save games being loadable all through development of The Witness?
33:46CM: What's your thought process for keeping the superstructure in place, e.g. save games being loadable all through development of The Witness?
35:38JB: Forward- / backward-compatibility
35:38JB: Forward- / backward-compatibility
35:38JB: Forward- / backward-compatibility
37:16JB: Taking solved problems, such as serialisation, for granted
37:16JB: Taking solved problems, such as serialisation, for granted
37:16JB: Taking solved problems, such as serialisation, for granted
40:50CM: Are mature systems conceptually different from new ones?
40:50CM: Are mature systems conceptually different from new ones?
40:50CM: Are mature systems conceptually different from new ones?
41:38JB: The entity system for The Witness, 70,000 live entities, stored in text files split across 100 directories
41:38JB: The entity system for The Witness, 70,000 live entities, stored in text files split across 100 directories
41:38JB: The entity system for The Witness, 70,000 live entities, stored in text files split across 100 directories
46:46JB: The luxury and responsibility of building systems
46:46JB: The luxury and responsibility of building systems
46:46JB: The luxury and responsibility of building systems
48:18CM: How do you manage a team that is programming systems while you are also iterating on design?
48:18CM: How do you manage a team that is programming systems while you are also iterating on design?
48:18CM: How do you manage a team that is programming systems while you are also iterating on design?
49:31JB: Anticipating conversations through understanding of the general shape of systems
49:31JB: Anticipating conversations through understanding of the general shape of systems
49:31JB: Anticipating conversations through understanding of the general shape of systems
50:54CM: Is it important for the programmer-designer to understand systems?
50:54CM: Is it important for the programmer-designer to understand systems?
50:54CM: Is it important for the programmer-designer to understand systems?
51:31JB: The engine is the manual for the design, e.g. the non-rewinding entities in Braid
51:31JB: The engine is the manual for the design, e.g. the non-rewinding entities in Braid
51:31JB: The engine is the manual for the design, e.g. the non-rewinding entities in Braid
54:39CM: Why did you go with that if-statement vs continuous equation analogy?
54:39CM: Why did you go with that if-statement vs continuous equation analogy?
54:39CM: Why did you go with that if-statement vs continuous equation analogy?
55:11JB: Forcing the computer to do (top-down) vs exploring design space (bottom-up)
55:11JB: Forcing the computer to do (top-down) vs exploring design space (bottom-up)
55:11JB: Forcing the computer to do (top-down) vs exploring design space (bottom-up)
56:41CM: Exact thing a player may do (top-down) vs rules that create puzzles (bottom-up)?
56:41CM: Exact thing a player may do (top-down) vs rules that create puzzles (bottom-up)?
56:41CM: Exact thing a player may do (top-down) vs rules that create puzzles (bottom-up)?
57:09JB: The rules come from a bottom-up approach
57:09JB: The rules come from a bottom-up approach
57:09JB: The rules come from a bottom-up approach
58:32CM: So the top-down approach is about providing more ideas to investigate?
58:32CM: So the top-down approach is about providing more ideas to investigate?
58:32CM: So the top-down approach is about providing more ideas to investigate?
59:02JB: There was a prophecy about the burning tree, and then the old man comes running out of the hut, and you steal his cane because you needed it to prop open the door
59:02JB: There was a prophecy about the burning tree, and then the old man comes running out of the hut, and you steal his cane because you needed it to prop open the door
59:02JB: There was a prophecy about the burning tree, and then the old man comes running out of the hut, and you steal his cane because you needed it to prop open the door
59:27CM: But the top-down light shining to eliminate things may become part of our bottom-up rule set?
59:27CM: But the top-down light shining to eliminate things may become part of our bottom-up rule set?
59:27CM: But the top-down light shining to eliminate things may become part of our bottom-up rule set?
59:53JB: Assessing the growing rule set, and getting our starting point from the top-down approach
59:53JB: Assessing the growing rule set, and getting our starting point from the top-down approach
59:53JB: Assessing the growing rule set, and getting our starting point from the top-down approach
1:02:02CM: Do you think of designing and programming as separate activities?
1:02:02CM: Do you think of designing and programming as separate activities?
1:02:02CM: Do you think of designing and programming as separate activities?
1:02:42JB: Multiple modes of thought, approximating and understanding systems, and designing subconsciously
1:02:42JB: Multiple modes of thought, approximating and understanding systems, and designing subconsciously
1:02:42JB: Multiple modes of thought, approximating and understanding systems, and designing subconsciously
1:09:27CM: We are officially out of time
1:09:27CM: We are officially out of time
1:09:27CM: We are officially out of time
1:10:03CM: How are you doing?
1:10:03CM: How are you doing?
1:10:03CM: How are you doing?
1:10:18JB: Happiness in the run-up to the launch of The Witness
1:10:18JB: Happiness in the run-up to the launch of The Witness
1:10:18JB: Happiness in the run-up to the launch of The Witness
1:12:20CM: Thank you, Jon
1:12:20CM: Thank you, Jon
1:12:20CM: Thank you, Jon