Tales under the cat tree
Tales under the cat tree
Ep56: Creating game worlds with designer Brent Knowles
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Ep56: Creating game worlds with designer Brent Knowles

From the dark depths of the Underdark to the viking sagas inspired by Iceland, come explore the craft of game design and creating worlds with Brent Knowles.
Game designer Brent Knowles. © Brent Knowles

Today on the podcast, I’m joined by my old friend and former BioWare colleague, Brent Knowles. We chat all about the art and magic of world-building, drawing from Brent’s several decades of experience as a game designer and writer. Brent shares his creative journey, from drawing fantasy maps on grocery shop paper bags as a child to working on iconic titles like Baldur’s Gate 2, Neverwinter Nights, and Dragon Age. We also dive into his recent tabletop work, discussing his Norse-inspired D&D campaign, Raiders of the Serpent Sea , and how a family holiday to Iceland heavily influenced its design.

Key Highlights & Takeaways

  • The BioWare Days: We look back at Brent’s time working on the Neverwinter Nights expansions , especially the creative freedom his team had whilst developing Hordes of the Underdark.

  • A Mapmaker’s Origins: Brent explains how spending time at off-season logging camps with his grandfather sparked his imagination , leading him to draw maps of the woods and invent fantasy creatures.

  • Icelandic Inspiration: How the deep history, sagas, and natural landscapes of Iceland directly inspired his Viking-esque tabletop world.

  • Embracing “Mistakes”: Why collaborating with artists and embracing their misinterpretations or mistakes often results in far cooler monsters and organic lore than originally planned.

  • What Breaks Immersion: Brent discusses his biggest bugbears in game design, like when a video game’s narrative completely contradicts its gameplay mechanics —such as finding a +1 warhammer right next to characters who are complaining about being poor.

  • Advice for Game Masters: Why it’s crucial for DMs to talk to their players to build a shared experience , ensuring it becomes our campaign rather than just the DM’s strict storyline.

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