GGJ Podcast

Culture of Care | Amanda Asofsky

36 min · 9. juni 2026
episode Culture of Care | Amanda Asofsky cover

Beskrivelse

In episode 15 Susan chats with Amanda Asofsky, a senior digital product manager at Wizards of the Coast who helps steer Magic the Gathering Arena, about what it means to lead with care in a live game that never sleeps. We explore how her Dungeons and Dragons roots, a gamer family and an early game design class shaped her sense of responsibility to both players and teammates, how she navigated survivor’s guilt after layoffs by creating “Tea Time Chats” to rebuild connection at work, why she pushed for tiny joyful touches like letting players say “howdy” in game, and how she is learning to step into a bolder, more visible version of herself while still protecting her own boundaries online. * (00:00) - Intro * (01:20) - Meet Amanda Asofsky * (02:32) - What it means to be a Leader in Games * (03:48) - An Early Love for Games * (06:52) - From D&D to Making Games * (09:26) - First Internship in Games * (12:24) - Growing into the Job * (14:12) - From Big Huge Games to Wizards of the Coast * (14:47) - Survivor's Guilt * (16:43) - Tea Time Chats * (19:06) - Leadership and Joy * (20:55) - Forbes 30 under 30 * (22:53) - Wizards of the Coast & Leaning on your Network * (25:12) - The Boldest Version * (26:59) - Advise for Students * (28:21) - Choosing Fun over Safe * (32:03) - Keeping the Love of Games * (34:05) - Where to find Amanda * (35:24) - Outro Guest Bio: Amanda Asofsky is a game developer who thrives on creating new experiences. She considers herself a storyteller at heart, tracing her passion for art and games back to when she was a child. She has worked professionally on three games (DomiNations, Arcane Showdown, and Magic: The Gathering Arena) across two studios (Big Huge Games and Wizards of the Coast), and was listed on Forbes 30 Under 30 for her work in Games for 2026. Additionally, she periodically gives lectures on using Game Mechanics to enhance a narrative at Dartmouth College. Her career spans Quality Assurance, Product Management, and Narrative Design/Writing. She currently works on Magic: The Gathering Arena as a Senior Digital Product Manager, living in the Baltimore area with her husband and dog. Join our Substack - https://tinyurl.com/GGJPodcastSubstack [https://tinyurl.com/GGJPodcastSubstack]

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16 episoder

episode Culture of Care | Amanda Asofsky cover

Culture of Care | Amanda Asofsky

In episode 15 Susan chats with Amanda Asofsky, a senior digital product manager at Wizards of the Coast who helps steer Magic the Gathering Arena, about what it means to lead with care in a live game that never sleeps. We explore how her Dungeons and Dragons roots, a gamer family and an early game design class shaped her sense of responsibility to both players and teammates, how she navigated survivor’s guilt after layoffs by creating “Tea Time Chats” to rebuild connection at work, why she pushed for tiny joyful touches like letting players say “howdy” in game, and how she is learning to step into a bolder, more visible version of herself while still protecting her own boundaries online. * (00:00) - Intro * (01:20) - Meet Amanda Asofsky * (02:32) - What it means to be a Leader in Games * (03:48) - An Early Love for Games * (06:52) - From D&D to Making Games * (09:26) - First Internship in Games * (12:24) - Growing into the Job * (14:12) - From Big Huge Games to Wizards of the Coast * (14:47) - Survivor's Guilt * (16:43) - Tea Time Chats * (19:06) - Leadership and Joy * (20:55) - Forbes 30 under 30 * (22:53) - Wizards of the Coast & Leaning on your Network * (25:12) - The Boldest Version * (26:59) - Advise for Students * (28:21) - Choosing Fun over Safe * (32:03) - Keeping the Love of Games * (34:05) - Where to find Amanda * (35:24) - Outro Guest Bio: Amanda Asofsky is a game developer who thrives on creating new experiences. She considers herself a storyteller at heart, tracing her passion for art and games back to when she was a child. She has worked professionally on three games (DomiNations, Arcane Showdown, and Magic: The Gathering Arena) across two studios (Big Huge Games and Wizards of the Coast), and was listed on Forbes 30 Under 30 for her work in Games for 2026. Additionally, she periodically gives lectures on using Game Mechanics to enhance a narrative at Dartmouth College. Her career spans Quality Assurance, Product Management, and Narrative Design/Writing. She currently works on Magic: The Gathering Arena as a Senior Digital Product Manager, living in the Baltimore area with her husband and dog. Join our Substack - https://tinyurl.com/GGJPodcastSubstack [https://tinyurl.com/GGJPodcastSubstack]

9. juni 202636 min
episode The Phoenix | Latoya Peterson cover

The Phoenix | Latoya Peterson

In episode 14 Susan sits down with Latoya Peterson who lives at the intersection of emerging technology and culture. In this episode, the former co founder and CXO of Glow Up Games, creator of AI in the Trap and current narrative designer at Elsewhere Entertainment talks about her “Phoenix era,” growing up as a Black girl who loved Tekken, and what it means to move from critic and journalist to game maker. She shares how Insecure: The Come Up Game wrestled with the realities of representation and scope, why AI and predictive systems need hip hop and lived experience in the loop, and how she protects her joy while being asked to explain race, gender and bias in rooms that were not built with her in mind. * (00:00) - GGJPodcastLatoyaPeterson * (03:55) - This was not made for me * (07:28) - From Gamer to Critic to Game Maker * (12:20) - Never Limited by Form * (13:56) - Forking Problems * (17:25) - Joy as a Radical Design Choice * (22:34) - Language and Design * (26:50) - AI and the Trap: Collaborative Artwork * (34:31) - Make your Own Room * (38:12) - Looking into the Future * (41:51) - Best yet to come & Where to find Latoya * (44:10) - Outro Guest Bio:  Latoya Peterson lives at the intersection of emerging technology and culture. Named one of Forbes Magazine's 30 Under 30 rising stars in media, she is best known for the award winning blog Racialicious.com [http://racialicious.com/] - the intersection of race and pop culture. She is currently an Expert Narrative Designer at Elsewhere Entertainment, an Activision studio working on a new IP. Previously, she was a cofounder and CXO at Glow Up Games, a game studio who created a tie-in game for HBO’s Insecure and a unique play-and-watch experience for the Oregon Shakespeare Festival called Hella Iambic. She was the Deputy Editor, Digital Innovation for ESPN's The Undefeated, an Editor-at-Large at Fusion, and the Senior Digital Producer for The Stream, a social media driven news show on Al Jazeera America. She’s been published in more than 50 publications including Wired, Teen Vogue, NPR, ESPN the Magazine, The New York Times, The Washington Post, Essence, Spin, Vibe, Marie Claire, Kotaku, The Atlantic, The American Prospect, and The Guardian. Join our Substack - https://tinyurl.com/GGJPodcastSubstack [https://tinyurl.com/GGJPodcastSubstack]

2. juni 202645 min
episode The Fine Art of Playfulness | Nick Fortugno cover

The Fine Art of Playfulness | Nick Fortugno

In episode 13 Susan sits down with  Designer and storyteller Nick Fortugno has spent more than 20 years pushing games into new spaces on screens, on streets and in the classroom. He talks about co founding studios like Rebel Monkey and Playmatics, helping define early casual and social games, creating playful public experiences through Come Out and Play, and now running the digital game program at City College in New York while designing “games about non game things for people who do not play games.” Nick reflects on pattern recognition in a fast changing industry, what it really means to treat game design as an innovative discipline, and why he believes live, physical play and community centered work will remain vital no matter how technology shifts. * (00:00) - Intro * (01:20) - Meet Nick Fortugno * (03:23) - The Wandering Path * (05:45) - From Literature to Games * (08:29) - Criticism and Philosophy * (10:03) - What it Means to be a Game Designer * (13:38) - Dinner Dashing to Success * (18:16) - Making Things that Matter * (20:34) - Making Serious Fun * (27:22) - Rebel Monkey * (30:12) - Leadership & Risk * (31:28) - Playmatics * (33:17) - The Impact of One is Many: Ephimeral Work * (37:38) - Criticism * (41:23) - Expertiese Performance * (43:21) - The Single Thread * (46:17) - Keeping it Together Guest Bio:  Nick Fortugno is Director of the Digital Game Development Program at City College of New York, leading its new game development degree, and is an entrepreneur, interactive narrative designer and game designer based in New York City.  He is a founder and principal of Playmatics (www.playmatics.com), an interactive development company. Playmatics has created a variety of digital and real-world experiences for organizations including Pro Publica, Red Bull, AMC (such as the CableFAX award winning Breaking Bad: The Interrogation), Disney, American Museum of Natural History, the Corporation of Public Broadcasting, the Federal Reserve Bank of New York, and the Red Cross/Red Crescent. For the past twenty years, Fortugno has been a designer, writer and project manager on dozens of commercial and serious games, and served as lead designer on the downloadable blockbuster Diner Dash and the award-winning serious game Ayiti: The Cost of Life. Nick is a Lead Artist on the Frankenstein A.I. project (featured at the Sundance New Frontier Festival in 2018), and has worked extensively on interactive narrative projects in a variety of formats. Nick is also a co-founder of the Come Out and Play street games festival (www.comeoutandplay.org), winner of the Indiecade's 2019 Bernie DeKoven Big Fun Award and hosted in New York City and around the world since 2006, and is co-creator of the Big Urban Game for Minneapolis/St. Paul in 2003. Nick has taught game design and interactive narrative design for 20 years at institutions such as Columbia University and the Parsons School of Design, and has participated in the construction of game design and immersive storytelling curriculum. Nick holds an MFA in Design and Technology from Parsons School of Design. Some of Nick's writing about interactive narrative can be found in the anthology Well-Played 1.0: Video Game, Value, and Meaning, published by ETC-Press. Find Nick's work! www.nickfortugno.com [http://www.nickfortugno.com/] https://nicholasfortugno.substack.com/ [https://nicholasfortugno.substack.com/] https://www.ccny.cuny.edu/digital-game-development [https://www.ccny.cuny.edu/digital-game-development] Join our Substack - https://tinyurl.com/GGJPodcastSubstack [https://tinyurl.com/GGJPodcastSubstack]

26. maj 202649 min
episode Beautiful Pixels | Lisette Montgomery cover

Beautiful Pixels | Lisette Montgomery

In episode 12 Susan sits down with Lisette Titre Montgomery, veteran art director and co founder and CEO of Cornerstone Interactive, looks back on a two decade career that spans Freakstyle, Tiger Woods PGA Tour, The Simpsons, South Park and Psychonauts 2, and forward to new ways of making games feel truly handmade again. She talks about leading teams through tricky visual problems, building Gameheads Oakland for youth from underserved communities, and using AI and emerging tools in ways that still put artists and human authored work first.  * (00:00) - Intro * (01:13) - Meet Lisette Titre-Montgomery * (05:58) - Early Years * (10:40) - Becoming a Leader * (12:19) - From EA to Double Fine * (17:24) - Keeping the Chemistry Up * (19:30) - Mentoring * (21:00) - GameHeads * (24:26) - Cornerstone Studios * (26:18) - TechTools of the Trade * (29:01) - AI * (31:39) - Roles and Skills for the Future * (36:11) - Preparing for the Future * (37:50) - Wrapping Up * (39:36) - Outro Guest Bio:   Lisette Titre-Montgomery is an Art Director who leads teams that solve complex visual challenges with consistent vision, language, and technical execution. Her career spans over twenty five years of industry experience and  14 hit game releases.  Lisette has led art studios large and small in the US, Japan, China, Australia, India, and the Philippines. Lisette has contributed to some of the industry’s highest profile games, including Tiger Woods Golf, The Simpsons, Dante’s Inferno, Dance Central 3, SIMS 4, South Park, and Transformers Age Of Extinction for Android and iOS. Her most recent project was Psychonauts 2 with Double Fine Productions. She is currently launching Cornerstone Interactive, a new studio focused on reimaging cinematic and interactive experiences. Lisette’s list of personal achievements are just as impressive. She has been featured on CNN,  invited to The White House, and a member of the US Department of State's Speakers Bureau.  Mrs Titre-Montgomery has been a featured keynote speaker at N.A.S.A., Goggle, Intel, Black Girls Code, Girls Who Code and more. She has also been named One of the Most Powerful Women in Tech by Business Insider.  Find Lisette's work! https://linktr.ee/LisetteTitre Join our Substack  [https://tinyurl.com/GGJPodcastSubstack]

19. maj 202640 min
episode Starving Up | Alexander Fernandez cover

Starving Up | Alexander Fernandez

In episode 11 of the GGJ Podcast, Alexander Fernandez, co founder and CEO of Streamline Media Group, shares how he turned a four person apartment in the Netherlands into a global studio working on franchises like Final Fantasy, Gears of War, Bioshock Infinite and James Cameron’s Avatar. He explains his “starving up” mentality, surviving the 2008 financial crisis, closing Streamline’s Amsterdam studio to protect his team, and rebuilding in Malaysia to connect talent in the global south with opportunities in the global north. * (00:00) - Intro * (01:20) - Meet Alexander Fernandez * (04:20) - The StarveUp Mentality * (05:42) - The Beginning of Streamline * (07:25) - Time as Currency * (11:03) - Don't be agreeable * (13:56) - Downfall * (19:01) - Reputation * (19:47) - Moving to Malaysia * (24:30) - Second Thoughts? * (26:48) - Steam Frame * (30:07) - Making Decisions and Telling the Truth * (32:20) - Making your own Games * (36:19) - Harvard OPM Program * (40:12) - How do you do it all? * (44:18) - Winding Down * (48:13) - Outro Guest Bio:   Alexander L. Fernandez is the CEO and Co-Founder of Streamline Media Group, a global video game and technology company operating across Malaysia, Japan, Colombia, and the United States. Over 25 years, he has led Streamline’s contributions to more than 500 productions generating over $6 billion in revenue, including Final Fantasy XIV, Street Fighter V, and Avatar. A recognized Endeavor Entrepreneur and Harvard Business School alumnus, Alexander champions the Global South’s rise as a creative and economic force. His leadership philosophy, “Delivering the Promise,” emphasizes mastery, responsibility, and integrity as the foundation for global collaboration and sustainable growth. Find Alex's work   Streamline Studios (Company): https://www.streamline-studios.com Streamline Media Group: https://www.streamline-mediagroup.com Work with Streamline: https://www.streamline-mediagroup.com/workwithus Streamline's Video Podcast: https://www.streamline-mediagroup.com/delivering-the-promise Substack: https://starveup.substack.com/ LinkedIn: https://www.linkedin.com/in/alexanderfernandez/ Twitter/X: https://twitter.com/starveup Join our Substack - https://tinyurl.com/GGJPodcastSubstack [https://tinyurl.com/GGJPodcastSubstack]

12. maj 202649 min