Skip to content

Career Advancement Guidance from Ben Brode on Our Podcast, Episode 48

In this month's podcast on our site, we chat with Ben Brode, the chief development officer at Second Dinner, the team behind the smash hit Marvel Snap game.

Discussing Careers with Ben Brode: Episode 48 of Our Podcast
Discussing Careers with Ben Brode: Episode 48 of Our Podcast

Career Advancement Guidance from Ben Brode on Our Podcast, Episode 48

=================================================================================================

In an interview during the GDC Showcase, Ben Brode, the chief development officer at Second Dinner—the studio behind Marvel Snap—discussed the team's approach to game design, emphasizing experimentation, iteration, and a deep understanding of core game mechanics.

The team behind Marvel Snap has been actively developing new game modes and features to keep the experience fresh and maintain player interest for years. This is evident in their ongoing work on limited-time modes and new acquisition systems designed to improve the player experience.

Second Dinner's focus is on core gameplay elements such as deck win rates and cube rates rather than just player-level statistics. This approach allows them to fine-tune balance 'apples to apples' and adapt to different skill levels.

The team prefers to reward players distinctly for wins versus ties, demonstrating careful thought about what outcomes feel meaningful and satisfying in gameplay. Monetization is managed with sensitivity to player experience, experimenting with systems that are more generous and player friendly.

Second Dinner's development philosophy embraces ongoing experimentation, including testing new cards, modes, and acquisition models, while using data analysis to guide decisions. Each mechanics adjustment is carefully evaluated for impact.

Writing the entire game in GDScript allows for quick updates and bypasses the need for lengthy approvals processes for AAA platforms. Godot's over-the-air update feature can enable daily updates to players, which is particularly valuable for live service projects.

According to Brode, becoming an expert in the game they were designing was a crucial part of the process. The team faced the challenge of making the game simple enough for a wide audience while still introducing new cards and mechanics regularly.

In the process of designing Snap, the team experimented with various variables such as the number of cards per location, the number of turns, and the amount of energy to start with. No new information was provided about the number of cards or mechanics introduced in Marvel Snap.

Brode discussed the need for a game to have a substantial amount of content to be designed out, using Tic Tac Toe as a hypothetical example. Second Dinner is developing a project using the Godot engine.

Once the foundation of the game was settled, the team could start designing cards. Godot has grown significantly in recent years due to its open source nature and the active community supporting it. Brode mentioned that even if all designed content is not shipped, it helps to understand the design space and potential limitations of a game.

In conclusion, Second Dinner prioritizes continuous experimentation within a framework centered around core mechanic clarity, data-driven balance, and player engagement. Approaching Marvel Snap’s development as an evolving system that benefits from both creative design and systematic analysis, the team aims to deliver a game that is both enjoyable and engaging for a wide audience.

Brode suggested attending GDC 2025 for more insights from leading developers. The podcast interview discussed is episode 48 of the website Podcast, produced by Jordan Mallory and featuring music by Mike Meehan.

  1. The team behind Marvel Snap employs continuous experimentation and development of new technology such as game modes, features, and acquisition systems to maintain player interest.
  2. Second Dinner's development philosophy includes the use of GDScript, a technology that enables quick updates and bypasses lengthy approvals processes for AAA platforms, facilitating daily updates to players for live service projects.

Read also:

    Latest