Design Education from Ideaplatz, LLC

Enduring Play: A Game Dev Podcast Season 2 Episode 7 – Jo Cronk [Show Notes]

S2 E7 Episode Title: Bringing Technical Design to Higher Game Dev Education with Jo Cronk

From software engineer to technical designer to game design professor – Jo Cronk has turned a successful career bridging the gap between engineers and creatives at companies like Crystal Dynamics and Snowblind Studios into a thriving career as an Assistant Professor of Technical Design at one of the top-rated game development schools in the world, DigiPen Institute of Technology. Jo brings extensive technical prowess and a mastery of game design techniques to both their course material and their approach to teaching. In this episode, we explore what technical design really means, the complexities of ideation and pre-production in the game development process, specific advice for navigating prototyping, the intricacies of video game engines, modern video game development curriculums, and much more. There are also some unexpected insights about human behavior, like how younger students show up in class and how that maps to disruptive behavior we see in games. Whether you’re considering a video game education or looking to better understand your younger audiences and engineering colleagues, there’s something in this episode for you.

Listen Now: Season 2 Episode 7


Enduring Play Season 2 Episode 7 Transcript

AI disclosure: While no AI is used in the production of this podcast aside from background removal on some guest photos, Otter.ai is used to assist in transcription of these episodes as I have a physical disability that would prevent manual transcription in time for broadcast. I review these transcripts to catch major inaccuracies, but they may still be somewhat inaccurate. Please report major issues to info@ideaplatz.com.


Featured in this episode: Jo Cronk [they/them]
Assistant Professor, DigiPen Institute of Technology

Jo Cronk is a software engineer with multiple decades of professional game industry experience, mostly in areas related to gameplay programming and tools development. Their past employers in the video game industry include Microsoft, Crystal Dynamics, SnowBlind Studios, and PopCap Games. Some of Jo’s best known shipped titles include Age of Empires: Rise of Rome, Close Combat III: The Russian Front, Lara Croft: Tomb Raider – Legend, Justice League Heroes, and Plants vs. Zombies 2: It’s About Time.

Jo currently teaches Technical Design and Computer Science at DigiPen Institute of Technology while pursuing a Masters in Computer Science, specializing in Machine Learning. When scheduling allows, they enjoy working on personal R&D projects and consulting for independent game studios.


Show Notes

Jo’s Links

Jo Kronk on LinkedInhttps://www.linkedin.com/in/jocronk/
Jo Kronk, faculty at DigiPen Institute of Technologyhttps://www.digipen.edu/about/our-faculty/design#JoCronk

Reference Materials

History of Tomb Raiderhttps://www.pcgamer.com/the-history-of-tomb-raider/
Prototyping and Pre-ProductionA Playful Production Process by Richard Lemarchand
Catastrophic Prototyping and Other Stories
Experience Goals from Tracy FullertonBook Excerpt: Game Design Workshop
Princeton Review Rankings 2026: Game Designhttps://www.princetonreview.com/college-rankings/game-design/top-25-game-design-grad
https://www.princetonreview.com/college-rankings?rankings=top-50-game-design-ugrad
DigiPen Game Design Curriculumhttps://www.digipen.edu/academics/game-design-and-development-degrees/ba-in-game-design
Video Game Engineshttps://unity.com
https://unrealengine.com
https://godotengine.org

Show Outline

Podcast Start2:31Introductions
Level 15:08Defining Technical Designer
Tutorial Level7:38Prototyping as a Game Dev tool
Level 29:13Technical Design on Tomb Raider
Narrative Cutscene11:15The Tomb Raider Franchise
Level 312:47When does prototyping stop?
Level 415:44The struggle at small studios
Level 517:59Slowing down to speed up
Host Commentary21:14Experience Goals
Level 622:29Using templates to jumpstart creativity
Narrative Cutscene24:07Educational video game programs
Level 827:00Navigating interdisciplinary teams
Narrative cutscene31:25Video game engines
Level 933:01The why of engine programming
Level 1035:51Development deep dive: update loops
Level 1137:45The lost art of optimization
Host commentary39:27Scale matters
Level 1240:28The hardware replacement cycle
Level 1343:00Biz dev dog and pony show
Level 1448:37Disruptive behavior in the classroom
Level 1554:17Inspiring students with game design techniques
Level 1659:26Teaching while indie
Final boss level1:02:38Artificial intelligence and game development education
Final level1:06:02Links and follow up
Credits1:08:23Credits sequence

The Game Development Strategy Guide

Enduring Play is the companion podcast to The Game Development Strategy Guide: Crafting Modern Video Games that Thrive. Season 1 features the interviews that inspired the book, and Season 2 expands our understanding of how to create sustainable gaming experiences. The book is available at all major online booksellers and at publisher Rosenfeld Media’s website.

Use code ENDURINGPLAYS2 at RosenfeldMedia.com to get 15% off your order – and all physical orders at Rosenfeld Media receive a free ebook. Podcast Season 2 offer expires July 31, 2026.

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ENDURINGPLAYS2