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Jordan Weisman — From Battletech to Shadowrun: The Power of Curiosity and Collaboration (#93)

Jordan Weisman — From Battletech to Shadowrun: The Power of Curiosity and Collaboration (#93)

Published 6 months, 1 week ago
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About this Episode

This episode is a little different from the usual Think Like a Game Designer conversation. Instead of a freeform discussion, I came prepared with a curated list of questions to guide the conversation, giving us a structured look into Jordan’s creative process, his philosophies on innovation, and the lessons he’s learned over decades of building worlds. The result is a fast-paced, insight-packed episode that feels like sitting in on a masterclass in game design.

About Jordan Weisman

Jordan Weisman is a legendary figure in interactive entertainment, whose career spans tabletop games, video games, theme parks, and beyond. As the creator of Battletech, Shadowrun, and Crimson Skies, and the founder of iconic companies like FASA and WizKids, Jordan has shaped generations of players and creators alike. His work is defined by boundless curiosity, fearless experimentation, and a lifelong commitment to collaborative storytelling.

In this episode, Jordan and I explore what it means to think small, fail boldly, and keep learning no matter how much success you’ve had. We discuss how curiosity drives innovation, why emotional courage is more important than financial risk, and how respect—for yourself, your team, and your audience—is at the heart of great creative work. Whether you’re just starting your design journey or looking to rekindle your passion after decades in the industry, Jordan’s insights offer a masterclass in staying creative for life.

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Justin’s Questions

What’s something that you’re passionate about outside of your career, and what do you love about it? (00:01:33)

* During the pandemic, he rediscovered model building and diorama crafting, a childhood hobby that brings him therapeutic joy.

* He enjoys it because it’s tangible, visual storytelling where you can actually see progress, a much different process than game design, which often feels abstract or slow.

What do you love about that kind of model building and creating? (00:04:05)

* It aligns with Jordan’s love of world-building and storytelling when creating small, detailed scenes that tell a story visually.

* It’s satisfying because each session produces visible progress, reinforcing creativity and immersion.

What is advice that you would give to someone that’s just starting out in your industry? (00:04:06)

* Think small. Beginners often aim for massive projects like the ones they admire.

* Start with something you can finish using your own limited resources.

* Completion and execution teach more than ideas ever will.

* Focus on learning through doing, not imagining.

Now let’s flip to the other side of the equation: what do you see as an important lesson that industry veterans need to learn? Or put another way, what advice do you think your older self might give to you? (00:06:30)

* Avoid hubris. Experience can blind you. Everything you know might be wrong.

* Listen to young minds. Youth brings creativity because it hasn’t learned what’s supposedly impossible.

* Over time, past failures make people too cautious; veterans must keep their beginner’s mindset.

* Innovation demands courage to look foolish publicly; fear of embarrassment kills creativity.

* Stay humble, keep experimenting, and reassess old assumptions regularly.

Are there any practices or rituals or ways that you try to keep yourself in that beginner’s mind? How can one get the advantages of experience and minimize the disadvantages? (00:08:09)

* You must be willing

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