Skip to main content
GameDev Breakdown

GameDev Breakdown

By CodeWritePlay
Game dev talk.
Listen on Spotify
Where to listen
Amazon Music Logo

Amazon Music

Apple Podcasts Logo

Apple Podcasts

Castbox Logo

Castbox

Google Podcasts Logo

Google Podcasts

Overcast Logo

Overcast

Pocket Casts Logo

Pocket Casts

RadioPublic Logo

RadioPublic

Spotify Logo

Spotify

Stitcher Logo

Stitcher

Jordan Mauriello of MoreYellow
MoreYellow CEO, Jordan Mauriello, joins to discuss corporate and personal brand management, what it takes to turn heads at game launch time, and what generating buzz may look like with the game industry's next set of big changes.  Jordan Mauriello's links MoreYellow.com twitter.com/JordanMaurie11o
48:38
June 23, 2022
Developer and Streamer Chris Gardner
The freestyle coder himself drops in to discuss the ups and downs of live coding, presenting at and organizing conferences, navigating the world of non-game commercial software development, and more. We also discuss what we're playing now and what games we're looking forward to getting our hands on.  Chris Gardner's links Twitter.com/freestylecoder Twitch.tv/freestylecoder
54:11
June 16, 2022
News, State of the Pod, and Philip Molodkovets of Wargaming
Welcome back! Here are some updates--including the scoop on Inside Video Game Creation in the latest deal at StoryBundle--a word on the state of the podcast, and an exclusive interview with Philip Molodkovets, Wargaming's executive producer on World of Warships. Show links Inside Video Game Creation and many more great books at StoryBundle World of Warships by Wargaming
49:02
January 31, 2022
Triple-A Environment Artist James Brady
Ireland-based freelance artist James Brady calls in to discuss his meteoric rise in the game industry, including contributions to major triple-A titles such as Halo Infinite, Red Dead Redemption 2, Rogue Company, Hitman 2, PUBG, Dying Light 2, and more. Show notes James Brady - Portfolio, contact, and more, BradyArt.xyz
54:44
November 21, 2021
Our Extended Chat with Bestselling Halo, Star Wars, and Dungeons & Dragons Author Troy Denning
Following the release of his latest novel, Halo: Divine Wind, we grabbed an hour of Troy Denning's time to talk about Halo, contributing to other legendary series including Star Wars and Dungeons & Dragons, collaborating with 343 Industries, how tie-ins differ from other writing projects, his philosophy on productivity, and much more. Show Links Troy Denning on Twitter - https://twitter.com/tdenningauthor  Halo: Divine Wind | Book by Troy Denning | Official Publisher Page | Simon & Schuster (simonandschuster.com)
01:00:45
October 30, 2021
Star Citizen’s Senior Lead Gameplay Engineer Goes Indie – Chad and Curtis McKinney of Bit Rot
Chad and Curtis McKinney, Ph. D. (yes, both) call in to discuss Chad's experience with Cloud Imperium working on Star Citizen and their collaborative indie efforts on Recursive Ruin, a "kaleidoscopic first-person narrative puzzle game" not quite like anything else you've likely seen. Episode links Report: "The Upskill Ultimatum": https://immerse.io/upskill_ultimatum/ RecursiveRuin.com @DrChadMcKinney on Twitter @DrCurtMcKinney on Twitter
01:20:51
October 24, 2021
Exclusive Release Day Interview with Halo: Divine Wind Author, Troy Denning
Prolific bestselling author Troy Denning calls in on release day for Halo: Divine Wind. We discuss the book's place in the Halo universe, his experiences collaborating with 343 Industries, and the sentimental inspiration for his first Halo story. For more with Troy, including discussion about his work on Star Wars and Dark Sun books, catch our full interview here on the podcast! Troy's links Troy Denning on Twitter Halo: Divine Wind from Simon & Schuster
13:04
October 19, 2021
Mat Bradley-Tschirgi Returns Again
Industry author, journalist, and developer Mat Bradley-Tschirgi returns to discuss his indie game collaboration with notorious filmmaker Uwe Boll, his interview with legendary Sierra Online founder Ken Williams, getting his first article on Polygon, and more. Support our sponsors This episode was sponsored in part by Mudstack! Mudstack is the only asset management and collaboration platform custom built for game studios and digital artists! Get started for free in just a few minutes at https://mudstack.com Episode links @MatWBT on Twitter MatWBT.com
59:16
October 14, 2021
Richard Butler of RAGE Works
Richard Butler, New York-based Editor-in-Chief of RAGE Works calls in to discuss the early days of podcasting, his journey through the geek culture world, and how none other than GaryVee nearly convinced him to give up on his dreams. Support our sponsors This episode was sponsored in part by Mudstack! Mudstack is the only asset management and collaboration platform custom built for game studios and digital artists! Get started for free in just a few minutes at https://mudstack.com Episode links RAGEWorks.net (news) RAGEWorksNetwork.com (podcasts)
01:05:44
October 08, 2021
Disasterpeace and Casey Lucas-Quaid of Dinosaur Polo Club
Co-host Matt Hill enters the chat! Community manager Casey Lucas-Quaid and famed composer Rich Vreeland (AKA "Disasterpeace") of Dino Polo Club hang out to discuss their hit indie games, Mini Metro and Mini Motorways. We discuss the Apple Arcade program, keeping the indie spirit alive, navigating Steam Workshop, and more. Support our sponsors This episode was sponsored in part by Mudstack! Mudstack is the only asset management and collaboration platform custom built for game studios and digital artists! Get started for free in just a few minutes at https://mudstack.com Episode links Mini Motorways and Mini Metro at DinoPoloClub.com Rich Vreeland at Disasterpeace.com Early info about the upcoming Streets of New Capenna expansion for Magic: The Gathering
01:12:21
September 30, 2021
Fay and Martyn Maillardet of Imaginary Friends Games
Former Nintendo employees Fay and Martyn Maillardet call in to discuss life after the pro industry and the creation of their first proper indie release, Shindig. Show links Shindig on Steam Imaginary Friends Games Site Fay Maillardet on Twitter Martyn Maillardet on Twitter
01:02:05
September 23, 2021
now.gg CEO, Rosen Sharma
Former McAfee CTO Rosen Sharma--now CEO of BlueStacks, now.gg, and Game.tv--discusses his transition into gaming and where software distribution in the industry may be headed, including his thoughts on a future beyond mobile app stores. It may come sooner than you think. Show links now.gg Game.tv BlueStacks.com
46:43
September 16, 2021
Comedian Steven Morgan
Steven Morgan--accomplished Netherlands-based comedian, actor, musician, and writer--joins to discuss comedy in the pandemic times, embracing your introversion, navigating unexpected viral attention, and more. Show links Steven Morgan on the web - https://stevenmorgan.wales Steven on Twitter - https://twitter.com/flavaadit Steven on Instagram - https://www.instagram.com/ma0sm/ Steven on Facebook - https://www.facebook.com/stevenmorganhero/ Steven on YouTube - https://www.youtube.com/user/ma0sm easylaughs improv comedy - https://www.easylaughs.nl/ Video show segments https://www.youtube.com/playlist?list=PLlksjQzzbTBendd_JSVBI0tc2FNLQ1xwB
01:04:16
September 09, 2021
Rygar Book Author Brian Riggsbee
Brian Riggsbee calls in with loads of insight about the arcade classic Rygar and the scoop on the upcoming second edition of his sold-out book, The Legend of Argus: The complete history of Rygar. Show links The Legend of Argus: The complete history of Rygar Brian Riggsbee on Twitter
54:27
September 02, 2021
Hacked: No Facebook, No Oculus Quest
Over half of the VR market is controlled by a social media platform with no clear process for human support. What happens when something goes wrong? In this episode, Todd goes over a hack on his Facebook profile that resulted in a bricked Quest headset and nowhere to turn. Here's how it ended up. Show notes Original article
01:05:21
August 26, 2021
Pontus “Zlapped” Mähler of Global Top Round
Indie accelerator GTR's director of business development calls in to discuss his time as a pro eSports competitor, his transition into the business of making and publishing games, and what indies need to know about marketing themselves, attracting funding and business partners, and more. Show links Pontus on Twitter  Global Top Round G.Round
01:03:00
August 11, 2021
Remembering Our Friend Abel Wang
To celebrate the life of community rockstar Abel Wang, we revisit our 2018 discussion with him at GDC joined by Microsoft cloud advocate Jessica Deen. Show links Support Girls Who Code in memoriam
31:33
July 30, 2021
Buildbox Leadership Answers Your Questions
Buildbox CEO, Jonathan Zweig, and Design SVP, Doug Manson, call in to address questions about the company, its game development products and services, and concerns raised in the development community about recent revenue changes for developers. Show links CodeWritePlay coverage - Buildbox to claim up to 70% of user revenue soon CodeWritePlay coverage - Our 5 unanswered questions for Buildbox* Buildbox.com
45:55
July 22, 2021
Games For Change President, Susanna Pollack
Susanna Pollack calls in as Games For Change kicks off its 18th annual festival exploring the impact of games on education, healthcare, research, civics, and social issues. Festival highlights Nsé Ufot (New Georgia Project) - The Grassroots Game: New Media for Voter Engagement Josh Shen (State Dept) - Can Governments Help Grow the Gaming Community? Jenny Wu (Understood - festival’s support of accessibility and usability) - Raising Good Gamers: Youth, Safety, and Diversity John Hanke (Niantic) - Keynote - Building Real World Communities with Niantic Katie Salen (RGG) - Well-Played / Raising Good Gamers: A Behind-the-Scenes Look at 3 Families’ Experience in Minecraft Show links GamesForChange.org G4C on Twitter G4C on Facebook The Games For Change Newsletter
27:24
July 12, 2021
Retro Space Ball Developer Rik Oclon
3D Generalist Rik Oclon calls in to discuss his project Retro Space Ball, how he navigated a huge debacle with a major games publisher (and received no payment), and he gives us some great data about his player base as well as some insight into his marketing and community management research. Support our sponsors This show was sponsored by Appfigures! Appfigures is all about giving game makers the tools they need to reduce risk and get more downloads. To find out more, head to https://appfigures.com/on/GameDevBreakdown to try Appfigures for free. If you like it, use our special code GDB3030 to get 30% off for the next 3 months. Show links Retro Space Ball on itch.io Dodge People VR on itch.io RikOclon.com @RikOclon on Twitter
01:02:25
July 09, 2021
Triple-A Veteran Luis Alonso
Luis Alonso of Recombobulator Games calls in to walk us through his experiences contributing to series like Need For Speed and Mass Effect--or if you prefer, Hannah Montana and VeggieTales--before going indie with his wife (accomplished writer Michelle Franklin) to realize a creative vision that's stayed with him since childhood. Show links Space Boat on Steam Recombobulator Games Luis Alonso / Space Boat on Twitter
58:42
July 01, 2021
The Virtual Book Tour Continues
Todd promotes--and in one case, absolutely does not promote--his new book, Inside Video Game Creation, in three more chats with industry podcast hosts at Moonlight Game Devs, What Else Do You Do?, and GamerHeads. Show links Inside Video Game Creation on Amazon  The Moonlight Game Devs podcast The What Else Do You Do? podcast The GamerHeads podcast
51:19
June 24, 2021
Boss Fight Books Author Sebastian Deken
Sebastian Deken calls in to discuss his book, Final Fantasy VI from Boss Fight Books, and how his musical background led to his unique approach in covering the game. We go over the Final Fantasy series' history in the US and how the games have progressed over time. There is almost no gotcha journalism. If you're already a fan of the Boss Fight Books series, you know that each author tends to bring a unique approach to their installment. Some books revolve around deeply personal stories while others are a result of incredibly thorough investigative journalism. In Final Fantasy VI, Deken introduces yet another approach: a music-first exploration of one of the most popular RPGs of all time. Deken brings the perspective of a well-studied professional musician to the challenge of capturing what makes Final Fantasy's metronome tick, and he's been reflecting on the magic of the third/sixth installment (we refresh this timeline in the episode) since the day fate placed a knowledgeable toy store sales associate in his father's path just after the game's North American release. His verdict? Final Fantasy VI's music is much more than background noise. "I pitched it as sort of a look at the game through the music and how the music functions within the game to advance the drama and to hold the game together, because the script is a disaster," Deken joked during our discussion. "It's just--it's a trainwreck. There's so much going on that it's hanging by a thread, the story." During our chat, Deken explains how music helps move the game's narrative throughout its notorious twists and turns in gameplay. The book explores these choices, the soundtrack's later transition to live performances, and the composer's achievements in bringing video game music into its own as a legitimate genre. Final Fantasy VI is available in ebook format from Boss Fight Books with a paperback edition coming this summer. Show links: Final Fantasy VI from Boss Fight Books Sebastian Deken on Twitter
56:12
June 17, 2021
Adam Fligsten of Silen Audio
Adam Fligsten of Silen Audio calls in to discuss his process, his projects, and his path into music and audio composition for TV, film, and games. His credits include Marvel vs. Capcom, Saturday Night Live, NBC Olympics, and much, much more. I think that people put these tools on a pedestal and they shouldn't. It should be accessible to everybody...- Adam Fligsten Adam Fligsten has been composing music for decades. After working in the music industry in both New York and Los Angeles, he's leveraging his incredible resume including tons of highly visible work in TV and film to get more heavily involved in video game sound design and composition. While Adam is presently under a number of NDAs, his recent contribution to the Marvel vs. Capcom series suggests that, once again, he's making a beeline for the coolest projects around. When the pandemic kept most of us in isolation, he turned to Twitch where he streamed the entire process of composing Ceres Station, a Super Metroid tribute album. Make no mistake: Silen Audio would love nothing more than to provide music and audio services for just about any game in development, but Adam maintains a refreshing philosophy about approachability and fun when it comes to making music. "You shouldn't be afraid to mess up," he says. "That's what practicing an instrument is. You just keep doing it over and over again until it sounds good. If you're trying to record something, you usually have enough time to get it right. I think that people put these tools on a pedestal and they shouldn't. It should be accessible to everybody. Just pick it up, make some noise until it sounds the way you want it to sound, and that's it. That's making music." Silen Audio was founded in 2016 in Los Angeles, California, and provides both sound design and composition services for indie and AAA studios. Show Links Silen Audio AdamFligsten.com Adam Fligsten on Twitter
56:35
June 10, 2021
Jesse Attard of Tactic Studios
Tactic Studios developer and CEO, Jesse Attard (BioShock, BioShock 2, Street Fighter II: Champion Edition (2006)), calls in for a podcast chat about the studio's new Portal-style puzzle adventure game, Claire de Lune. We discuss his transition from major AAA teams to heading up an indie studio, parenting at publish time, best pandemic home office purchases, and more. A "Fantastic" Transition to Indie Development It's difficult to imagine a triple-A veteran more optimistic than Jesse Attard. Since 2005, he's contributed to major projects at Ubisoft, Capcom, and Digital Extremes, putting him in the right places at the right times to work on everything from old flip phone games up to the BioShock series and even a late port of Street Fighter II. You'd be right to anticipate a story about burnout and the evisceration of hope in a notoriously brutal industry, yet Attard simply describes the move to indie development as a nice change of pace. "Oh, it's fantastic. It's great. I love doing it," Attard says about the move from the major-budget studios. "I love having my own engine. I loved working on [Digital Extremes'] engine as well...because you have a lot of flexibility in terms of what you can do and add to it." Tactic's upcoming title, Claire de Lune, uses the studio's own proprietary engine that the team started building back when the major game engine terms weren't nearly as inviting as they are now. The graphics and gameplay seen in the game's trailers look right at home alongside just about any modern title. Attard has stories about why game engine freedom is important to him. "BioShock was on [Unreal Engine]," he says. "And so we worked on BioShock, and you're terrified about touching any of the Epic code because if Epic decides to change that code, now you've got to merge them and it's just a big nightmare. Having your own engine, you have 100% flexibility. You can make it do exactly what you want. It's much easier to work with, from our standpoint. So that's been great." Beyond leveraging his technical experience, Attard is enjoying the additional creative influence he has as part of a small team. He wrote and took care of the full sound design for Claire de Lune. Tactic Studios is targeting a June 14th release date for Claire de Lune. Show Links Claire de Lune on Steam TacticStudios.com
54:33
June 03, 2021
Christopher Arnold of Crowned Daemon Studios
Christopher Arnold of Crowned Daemon Studios calls in to talk about the studio's mental health-focused game, Syntherapy, the inspiration behind its development, and its reception in the community. Crowned Daemon Studios wants to guide you through an exploration of therapy and mental health issues unique from just about any other. Its visual novel adventure game, Syntherapy, places you (a therapist) in charge of the diagnosis and treatment of an artificial intelligence in a story with over 30 possible endings. This is not your average visual novel; Crowned Daemon leveraged publisher support to put together a fully voice-acted experience, and the sense of dramatic immersion is real. While you'll interact with an artificial patient in the game, the story's influence is both real and personal. "A lot of it's just personal history," says Arnold. "This actually started as sort of a cathartic exercise of sort of externalizing thoughts and feelings and things that I was trying to figure out in a format where I could read it back a little bit later and it wasn't just on my mind all the time." He says the idea of making the game's patient an AI came from the realization that we look at mental health in terms of functionality, much the way we tend to troubleshoot technology. In terms of professional consulting and research, Arnold says the writing of psychologist blogger Scott Alexander provided an eye-opening look at the mindset of a practicing therapist. Arnold credits Alexander's work with his understanding of the field's complicated relationship to society and its problems that don't always have perfectly clinical answers. Syntherapy is available now on Steam. Show links Syntherapy on Steam SyntherapyGame on Twitter
56:19
May 28, 2021
AEXLAB CEO Jonathan Ovadia
Jonathan Ovadia of AEXLAB calls in to discuss the progress and the story behind the studio's upcoming virtual reality multiplayer competitive shooter, VAIL. He shares insight into a relatively new funding model for games, his team's vision for a connected, persistent VR experience, and more. AEXLAB aims to bring competitive multiplayer tactical gunplay to VR Jonathan Ovadia has been playing video games all of his life. What started as a love of Pokémon and other classic video games has resulted in his co-founding and leading AEXLAB, a virtual reality technologies and game studio. AEXLAB is currently aiming to bring the quality and polish of shooters like Halo, Call of Duty, and Counter-Strike to VR to create a truly immersive competitive multiplayer experience, and he wants to work with other gamers to do it. The team funded VAIL VR out-of-pocket for years before seeking external funding and, eventually, allowing members of the game's community to become direct investors in the game. Since that time, AEXLAB has successfully raised a million dollars in funding toward the game's continued development. "We're definitely not start-up guys," Ovadia says of his team. While he has an aggressive vision for the future of VAIL and AEXLAB, he says he prefers very slow and deliberate growth and that he doesn't care how long the game has to stay in development before it's ready. Show Links VAIL VR on Steam PlayVAILVR.com VAIL VR Discord
56:20
April 27, 2021
Virtual Book Tour: Podcast vs Player
The Inside Video Game Creation virtual book tour continues with a segment for the always-entertaining Podcast vs Player podcast crew. We discuss the book, unusual interview experiences, balance and sacrifice in the industry, and more. Show Notes and Links Podcast vs Player on the web @PODCASTvPlayer on Twitter Inside Video Game Creation on Amazon
15:02
April 24, 2021
Virtual Book Tour: Zero to Play
Todd appears on Carl Leducq's podcast, Zero to Play, to discuss his new book, Inside Video Game Creation, indie game development, trends in the game industry, and more. Show Notes and Links The Zero to Play podcast Carl Leducq on Twitter Inside Video Game Creation on Amazon Full Audio Show https://open.spotify.com/show/13V48s0adPvEQRHHKPUU13 Full Video Show https://www.youtube.com/watch?v=O89IVmOd7R0
15:22
April 21, 2021
Inside Video Game Creation Is Out Now!
At long last, Todd's Q&A interview book is out! Inside Video Game Creation: Development Experts Share Their Stories at Amazon. Ratings and reviews are greatly appreciated!
08:03
April 08, 2021
Michelle Franklin of Recombobulator Games
Accomplished writer Michelle Franklin of Recombobulator Games calls in to discuss cats, floods, and Space Boat, a shiny upcoming narrative adventure game being developed by a team of triple-A industry survivors with credits on Mass Effect 3, DeadSpace 2, Hannah Montana, and more. Michelle Franklin, Recombobulator Games, and Space Boat https://www.youtube.com/watch?v=Bw3lYYQVoBo Recombobulator Games on Twitter Recombobulator.ca Space Boat - Episode 1 on Steam Michelle Franklin on Twitter If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
01:08:27
March 20, 2021
GDC Showcase Check-In
Welcome to GDC Showcase week! This is your first podcast check-in from the event. Hear about the sessions so far, including great chats with the legendary Warren Spector and Sucker Punch Productions co-founder Brian Fleming, then get tips for the event and what to keep an eye on for the rest of the week! If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla, Check show notes and articles at CodeWritePlay.com Join us on Discord!
18:46
March 16, 2021
Pitch Better Than the Pros
It's difficult pitching yourself and what you have to offer, but it's important that you're able to do it when you need to. In this episode, hear about some of the most common mistakes that even the pros make when pitching, and what you can do to stand apart. Support our sponsors This show was brought to you in part by Silen Media! Silen Media knows game audio, and they’re ready to connect with you about your work-in-progress! You can book a free game audio strategy session at SilenMedia.com/booking. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com  Join us on Discord!
51:00
March 11, 2021
Quitting Jobs with Matt Hill
Twitch streamer and friend of the show Matt Hill returns to talk workplace antics and exit strategies. Support our sponsors This show was sponsored by Silen Media! Silen Media knows game audio, and they’re ready to connect with you about your work-in-progress! You can book a free game audio strategy session at SilenMedia.com/booking. Show Notes Matt Hill streams a variety of great games on Twitch. I drop in to chat and to play every time I'm able. Come hang out. Matt's on Twitter @OHC_MrDay If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
52:51
February 24, 2021
Viktor from Blue Pin Studio
Friend of the show Viktor from Blue Pin Studio calls in to discuss how different the Steam launch experience has become, how the pandemic allowed him to chase his dream with a friend, a glimpse into the world of watch repair, and Fable speed runs. Show Notes You can check out Eggnog Incorporated by Blue Pin Studio in the Steam store. Blue Pin Studio posts news and updates under @BluePinStudio1 on Twitter. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter!  Subscribe to the podcast on the platform of your choice  Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla  Check show notes and articles at CodeWritePlay.com  Join us on Discord!
35:21
February 18, 2021
Joshua Johnson Returns
Joshua Johnson, CTO of TREE Industries and development lead on Ultimate Disc Golf, calls in to discuss the game's progress, Epic's impressive new cloud-based human model generator, Quest 2 development, working with your partner--it's almost Valentine's Day, after all--and more. Support our sponsors This show was brought to you in part by Silen Media! Silen Media knows game audio, and they’re ready to connect with you about your work-in-progress! You can book a free game audio strategy session at SilenMedia.com/booking. Show Notes You can check out Joshua Johnson and TREE Industries' work on Ultimate Disc Golf in the Steam store or at UltimateDiscGolfGame.com. TREE Industries posts news and updates under @TREE_Industries on Twitter. You can read more about the Unreal Engine MetaHuman system at UnrealEngine.com. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter!  Subscribe to the podcast on the platform of your choice  Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla  Check show notes and articles at CodeWritePlay.com  Join us on Discord!
37:39
February 13, 2021
Terraria vs. Google and CDPR vs. Hackers
The team behind Terraria cancels its Stadia release over Google's lazy account bans, CD Projekt Red's servers are compromised in a targeted cyber attack, and CodeWritePlay goes viral! Show Notes To learn more about Google losing Terraria for Stadia, you can read more here on CodeWritePlay. You can also read up on the cyber attack situation unfolding at CD Projekt Red. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter!  Subscribe to the podcast on the platform of your choice  Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla  Check show notes and articles at CodeWritePlay.com  Join us on Discord!
34:17
February 10, 2021
Video Game Patents: Good or Evil?
A new patent granted to Warner Bros. has many asking why patents are issued in the game industry at all. We’ll look at the Nemesis system controversy, the potential value of patents in games, and how to sidestep patent trouble in your own endeavors. Support our sponsors Silen Media knows game audio, and they’re ready to connect with you about your work-in-progress! You can book a free game audio strategy session at SilenMedia.com/booking. Show Notes To learn about the WB Games nemesis system patent, check out Jon Ryan’s write-up for IGN, WB Games' Nemesis System Patent Was Approved This Week After Multiple Attempt You can find a deep-dive into Bethesda’s lawsuit against Warner Bros. over similarities between Fallout Shelter and Westworld here at CodeWritePlay. Julia Alexander covered the Bethesda/Warner Bros. settlement in an article titled Warner Bros., Bethesda settle lawsuit over Westworld mobile game for The Verge. PatentArcade.com has a long history of commenting and reporting on IP law news in the game industry, including Sega v. Fox Interactive for the obvious similarities between The Simpsons: Road Rage and Crazy Taxi. Ben Judge presents details on the first video game patent (ever) for MoneyWeek. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
33:14
February 07, 2021
Journalism’s Worst Trend Has Reached Games
Do you know who wrote the last gaming article you read? Do you know how or why they wrote it? In this episode, you'll hear about a trend certain outlets have adopted that are raising major ethics concerns from outside the gaming community (this time) and what you need to look out for when browsing the news. Show Notes On paid media council programs Rolling Stone seeks 'thought leaders' willing to pay $2,000 to write for them by Archie Bland for The Guardian We Turned Down a Monthly Forbes.com Column. Here’s Why. by Saul Hafenbredl for C. Blohm & Associates Examples of paid media council gaming-related posts at Forbes How community-based video games came to dominate the market It's 2000 again: why the next gaming innovation cycle could follow the same path as the internet Video games are standing in for physical world experiences during social distancing The cloud is playing games Game on: as 5g deployments speed up so will cloud gaming There are many more If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
32:05
February 03, 2021
Culture and Catastrophe
A popular studio's future is in question amid allegations of inappropriate behavior stemming from the highest levels of management. We discuss what's being reported and examine everyone's responsibility to identify and help change this pattern in the workplace. Support our sponsors This show was sponsored by Appfigures! Appfigures is all about giving game makers the tools they need to reduce risk and get more downloads. To find out more, head to https://appfigures.com/on/GameDevBreakdown to try Appfigures for free. if you like it, use our special code GDB3030 to get 30% off for the next 3 months. Show links Scavengers Studio creative director accused of belittling, screaming at, groping employees, Rebekah Valentine for GamesIndustry.biz Scavengers Studio suspends creative director after harassment allegations, Steven Messner for PC Gamer Official statement by Scavengers Studio If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
41:16
January 29, 2021
On Dreams and Design Iteration
An alternative philosophy to consider when projects and other collaborations break down, and a look at how Hasbro took a collection of imperfect classics and made them new. Support our sponsors This show was sponsored by Appfigures! Appfigures is all about giving game makers the tools they need to reduce risk and get more downloads. To find out more, head to https://appfigures.com/on/GameDevBreakdown to try Appfigures for free. if you like it, use our special code GDB3030 to get 30% off for the next 3 months. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
38:51
January 26, 2021
James Ross of Monster Finger Games
Alien Scumbags designer and developer, James Ross, calls in to discuss his game's early success and some of the unique ways he's involved community members in the project. We also age ourselves with talk of floppy disks and Game Maker version 1.0. Support our sponsors This show was sponsored by Appfigures! Appfigures is all about giving game makers the tools they need to reduce risk and get more downloads. To find out more, head to https://appfigures.com/on/GameDevBreakdown to try Appfigures for free. if you like it, use our special code GDB3030 to get 30% off for the next 3 months. Show links Alien Scumbags on Steam MonsterFingerGames.com James on Twitter If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
53:17
January 14, 2021
Photos of Peter Moore and More
For a change of pace, we go back and follow up on a set of previous news stories to see where things ended up. Topics include LEGO and Unity, the Playdate, EA's FIFA loot boxes, and Moore... Support our sponsors This show was sponsored by Appfigures! Appfigures is all about giving game makers the tools they need to reduce risk and get more downloads. To find out more, head to https://appfigures.com/on/GameDevBreakdown to try Appfigures for free. if you like it, use our special code GDB3030 to get 30% off for the next 3 months. Show notes LEGO x Unity episode of Bits N' Bricks https://www.brickfanatics.com/bits-n-bricks-podcast-episode-5-focuses-on-lego-fan-power/ Getting started with Love2D https://love2d.org/wiki/Getting_Started GB Studio (called "Game Boy Studio" in the episode) https://www.gbstudio.dev/ SuperData Research report: 2020 in Review https://www.superdataresearch.com/blog/2020-year-in-review EA is finally acting on the loot box ban in the Netherlands https://insidersport.com/2020/12/14/ea-prepares-to-block-fifa-ultimate-team-mode-amid-loot-box-lawsuits/ 26 Particularly Rad Photos of EA's Peter Moore https://www.vg247.com/2014/05/16/26-particularly-rad-photos-of-eas-peter-moore/ If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
34:18
January 12, 2021
State of the Pod 2021
We've endured the nightmares of 2020 and grabbed every small victory possible along the way. Time to regroup and look ahead. Support our sponsors This show was sponsored by Appfigures! Appfigures is all about giving game makers the tools they need to reduce risk and get more downloads. To find out more, head to https://appfigures.com/on/GameDevBreakdown to try Appfigures for free. if you like it, use our special code GDB3030 to get 30% off for the next 3 months. Show notes While this show was mostly an informal chat, I mentioned the inspiration of the fantastic industry author Morgan Ramsay whose books you can (and should) find at MorganRamsay.com. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
41:38
January 08, 2021
The Designers Behind CreatorCrate and Operation Armstrong
We close out allllll that Virtual Indie Games Expo 2020 coverage with the creative minds behind the upcoming roguelike platformer CreatorCrate and the asymmetric VR game--that is, co-op between a headset wearer and their smartphone-equipped teammates--Operation Armstrong. To find out more about the first Virtual Indie Games Expo, visit https://indiegamesexpo.com/. Our thanks to the organizers for access to the event. Support our sponsors This show was sponsored by Appfigures! Appfigures is all about giving game makers the tools they need to reduce risk and get more downloads. To find out more, head to https://appfigures.com/on/GameDevBreakdown to try Appfigures for free. if you like it, use our special code GDB3030 to get 30% off for the next 3 months. CreatorCrate links  CreatorCrate.net CreatorCrate on Steam CreatorCrate on YouTube Operation Armstrong links Operation Armstrong on Steam Operation Armstrong Discord server If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
49:33
January 04, 2021
The Designers of Last Call for Alcohol and Assimilate!
The party never stops in this episode as the designers behind the card-based drinking game Last Call for Alcohol and the Jackbox-style party game Assimilate! call in to discuss promoting physical games at a distance, design conventions for unusual experiences, and more. To find out more about the first Virtual Indie Games Expo, visit https://indiegamesexpo.com/. Our thanks to the organizers for access to the event. Support our sponsors This show was sponsored by Appfigures! Appfigures is all about giving game makers the tools they need to reduce risk and get more downloads. To find out more, head to https://appfigures.com/on/GameDevBreakdown to try Appfigures for free. if you like it, use our special code GDB3030 to get 30% off for the next 3 months. Last Call for Alcohol links Knightmare Games on Twitter Knightmare Games on Itch Knightmare Games Discord server Assimilate! links Friendship is Fun (website) Assimilate! on Steam Assimilate! on Twitter If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
47:31
December 31, 2020
The designers behind Crumbs and Clash of the Genres
Following their appearances at Virtual Indie Games Expo 2020, the designers behind the Crumbs and Clash of the Genres board games call in to discuss inspiration, pandemic survival, and in one case, getting cut off on Fox News. To find out more about the first Virtual Indie Games Expo, visit https://indiegamesexpo.com/. Our thanks to the organizers for access to the event. Support our sponsors This show was sponsored by Appfigures! Appfigures is all about giving game makers the tools they need to reduce risk and get more downloads. To find out more, head to https://appfigures.com/on/GameDevBreakdown to try Appfigures for free. if you like it, use our special code GDB3030 to get 30% off for the next 3 months. Crumbs links Tidbit Games (Website) Tidbit Games Discord server Clash of the Genres links Clash of the Genres (Website) Clash of the Genres Discord Server Clash Game Night on Twitch If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
38:16
December 29, 2020
The Teams Behind GunDrill and TeamJumpers
Following their exhibits at Virtual Indie Games Expo 2020, creators behind GunDrill and the TeamJumpers games discuss indie life, platform release strategies, navigating game engine options, dealing with negativity, and more. To find out more about the first Virtual Indie Games Expo, visit https://indiegamesexpo.com/. Our thanks to the organizers for access to the event. Support our sponsors This show was sponsored by Appfigures! Appfigures is all about giving game makers the tools they need to reduce risk and get more downloads. To find out more, head to https://appfigures.com/on/GameDevBreakdown to try Appfigures for free. if you like it, use our special code GDB3030 to get 30% off for the next 3 months. GunDrill links https://twitter.com/GunDrill_ @Brian_Mowat @Cogh_ TeamJumpers links TeamJumpers 2: New Reality on Steam https://www.youtube.com/expogamerdev https://twitter.com/imperfectstudio https://twitter.com/Sandii_Spoofs https://twitter.com/Notamegalosaur If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
40:36
December 24, 2020
The Teams Behind Rank: Warmaster and Altercation
Following their exhibits at Virtual Indie Games Expo 2020, creators from Laser Beams & Particle Streams Software, Inc. share details on the upcoming 4X/RTS/Space flight sim, Rank: Warmaster and Ryan S. Peterson tells us about his upcoming platform brawler, Altercation. To find out more about the first Virtual Indie Games Expo, visit https://indiegamesexpo.com/. Our thanks to the organizers for access to the event. Rank: Warmaster links RankWarmaster.com Laser Beams & Particle Streams Software, Inc. at GameJolt  RankWarmaster's Discord server Kathleen's art - http://www.titaniummelon.com/ Altercation links https://linktr.ee/AltercationGame If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
39:12
December 21, 2020
Topgolf with Pro Putt Creator, Ryan Engle
In this episode of the GameDev Breakdown podcast, Ryan Engle calls in to explain how he started as a soloist with an augmented reality putting prototype and wound up leading a team through the development of the definitive virtual reality Topgolf experience. Episode links Topgolf with Pro Putt at the Oculus store Ryan Engle on Twitter TopGolf.com If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
51:07
December 17, 2020
News 12-14
EA has scooped up Codemasters at great cost. Germany is investigating Facebook over potentially anticompetitive practices in handling the Quest 2. Players are seeking--and receiving--refunds for Cyberpunk 2077, and it only gets weirder from here. Episode news stories https://www.gamesindustry.biz/articles/2020-12-14-ea-agrees-USD1-2-billion-acquisition-of-codemasters EA will purchase Codemasters to the tune of over $1.2 billion. The companies say this will allow them to "dominate the racing category." Codemasters makes fantastic racing games, but there's plenty of competition left in town. Here's hoping EA acts in their best interests. https://www.vrfocus.com/2020/12/facebook-oculus-account-linking-being-investigated-by-german-regulators/ Facebook's mandatory account linking on Quest 2 is under investigation in Germany. You may remember Germany briefly halted device sales over the summer, and even that wasn't the beginning of the country's distrust of Facebook. Many developers have also cried foul, but is it worth tanking your development efforts? https://www.theverge.com/2020/12/14/22173738/cyberpunk-2077-developer-apologizes-base-ps4-xbox-one-performance-issues-refunds Cyberpunk 2077 buzz on social media has been super weird--perhaps because it involves glitchy genitalia. CD Projekt Red has come forward to apologize for performance issues and offer to assist disappointed players in getting refunds over the course of the next week. Nonetheless, we're let down--and maybe even a little bit haunted--by what we've seen. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
42:08
December 15, 2020
Let’s Make a PlayStation Game
We wrap up the console development series with a look at Sony PlayStation hardware, the development programs they run, interesting funding initiatives, and an unusual story about how Sony delisted a previous podcast guest. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
37:02
December 10, 2020
Joshua Johnson of TREE Industries
TREE Industries CTO, Joshua Johnson, gives an inside look at one of the disc golf community's most anticipated titles, Ultimate Disc Golf. We talk indie development business, the challenges of using all-purpose physics engines for very specific applications, and more. Show topics https://ultimatediscgolfgame.com/ Ultimate Disc Golf is an upcoming disc golf game from TREE Industries. The game has been profiled on the UDisc blog and elsewhere around the sport's community and is currently finishing Alpha testing. https://www.tree.industries/ TREE Industries is a St. Louis-based tech start-up doing work in the fields of AI, machine learning, games, AR/VR, and more. https://www.svsports.com/info/beginners-disc-golf-guide Disc golf is a sport played on a course--not much unlike golf--but with the objective of throwing a disc into a basket with hanging chains in as few throws as possible. Many municipal parks, universities, and other accessible properties have free courses on which to play. Many popular YouTube channels and websites host disc golf content, and it can occasionally be seen on CBS, ESPN, and other networks. The sport has professional athletes, tournaments, and many other parallels to traditional golf. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter!  Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla  Check show notes and articles at CodeWritePlay.com  Join us on Discord!
45:31
December 08, 2020
John Vitti of Versus Game
Versus CEO and Co-Founder, John Vitti, calls in to discuss the early success of Versus Game, designing around human nature, players as designers, and we speculate about our chances against the eventual rise of the machines. Show Topics John’s background How Versus works Gaming during covid Prediction and human nature Working with celebs and influencers Lessons in entrepreneurship and scaling John's Links VersusGame.com Versus on YouTube If you enjoy GameDev Breakdown Sign up for our free game dev newsletter!  Subscribe to the podcast on the platform of your choice  Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla  Check show notes and articles at CodeWritePlay.com Join us on Discord!
41:15
December 03, 2020
Todd’s Talk at GameDev Camp 2020
Over the weekend, Todd presented virtually to students, indies, and other industry folks at GameDev Camp 2020 to present insight gathered through interviews conducted throughout the last year. This episode recaps the event and includes the full audio of the presentation. Speakers featured in the presentation include: Mingaile Striaukaitė, Communications Manager, Tag of Joy David Jagneaux, Editor, UploadVR Robert Hubert, Development Director, AGOG Entertainment Salvatore Pane, Writer, Retromania Wrestling Clinton Keith, Author, Agile Game Development Banks Boutte, Co-Founder, KitBash3d Jason Lee, Chief Creative Officer, Pixelmatic See the full video presentation at YouTube https://youtu.be/mzCHwRM_kb8 If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
28:11
November 30, 2020
Let’s Make a Nintendo Game
In continuing our console development basics series, we look at what it takes to develop an indie game for Nintendo's latest game console, the Switch. If you like more options, we'll look at a way you can make a limited Switch game with no permission from Nintendo whatsoever. Finally, we'll take a look at the most manageable option for going old school with your own NES project. Community Events Catch Todd's Game Dev Camp 2020 presentation free via Facebook on Saturday, November 28th, 2020, 4 AM - 1 PM CST, 10 AM - 7 PM GMT. Watch the website/Facebook for speaker schedule. Show Notes Developing for Switch - https://developer.nintendo.com Main call to action is to register. Registration is free, but you'll sign an NDA right away before gaining access to the dashboard, tools, or forums. This does not include a game pitch, similar to the ID@Xbox program. Nintendo requires info about your planned project and your development background before approving a game. Listed Nintendo consoles: Switch, Wii U The Wii and Wii U are still getting games in 2020, Michael McWhertor - https://www.polygon.com/2020/6/26/21304491/shakedown-hawaii-nintendo-wii-u-ports-release-date-vblank 3DS Nintendo 3DS officially discontinued (Hardware) https://www.eurogamer.net/articles/2020-09-17-nintendo-3ds-officially-discontinued, Tom Phillips: "We can confirm that the manufacturing of the Nintendo 3DS family of systems has ended," a Nintendo spokesperson told our sister site GamesIndustry.biz. "Nintendo and third-party games for the Nintendo 3DS family of system will continue to be available in Nintendo eShop, on Nintendo.com and at retail. There's no expectation that the 3DS eShop or online services will be affected in the near future. Alternatives Games within a game Fuze4 - Provides a basic-like language and assets to allow you to make your own games to play on the Switch. You can plug in a keyboard to code with. You can download and upload games for other Fuze users, but that’s it. https://www.nintendo.com/games/detail/fuze4-nintendo-switch/  NESMaker - $36 homebrew engine. Allows you to make games you can play on an NES emulator, make cartridges with your game, or even dive into 6502 Assembly If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
39:39
November 26, 2020
Let’s Make an Xbox Game
There's a lot of new buzz about Microsoft's love for indie developers. Have they really made it easy to target the Xbox? In this episode, Todd looks at indie options for bringing a new or existing project to Xbox systems. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
42:02
November 23, 2020
Jason Lee of Pixelmatic
Pixelmatic Chief Creative Officer, Jason Lee, calls in to discuss his design contributions to legendary RTS series (Age of Empires, Company of Heroes, and Warhammer 40,000), Pixelmatic's upcoming space strategy game (Infinite Fleet), and the challenges of implementing actual cryptocurrencies both for in-game trade and to raise funds for the game's development. Jason's Links InfiniteFleet.com Infinite Fleet on YouTube Jason Lee on Twitter If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
59:16
November 19, 2020
On Motivation
By community request: Thoughts on the topic of motivation, both in everyday life and in indie game development. This episode came from the Patreon vault! It was recorded last year but never widely released. My book project is mentioned a number of times. That book is still forthcoming. The topic was changed to incorporate expertise from numerous people I've interviewed here on GameDev Breakdown, then we started the pandemic. The last chapter is being written and a number of transcripts are going out to interviewees for review. It's really happening! If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
24:55
November 16, 2020
Legomania!
Lego and Unity have teamed up to offer an educational experience set in the Lego universe, but is there more than meets the eye? We'll discuss who the new Lego microgame project is for, what you can accomplish with it, and speculate wildly about what's next. The microgame project is available at Unity's blog. Once you have the right version installed, you'll find it in the Hub in the Learn tab. BrickLink is the model-building application we mention for advanced users and all of you AFOL. You might want to grab PartDesigner while you're there. So what does the future hold? Check out the episode to hear our predictions and let us know if you agree. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
31:21
November 12, 2020
Playing Under Pressure with Weakest Link Contestant Spencer Scott
Weakest Link contestant Spencer Scott calls in ahead of his debut on NBC's popular game show to talk about his experience, his mindset under pressure, and the early experiences in his life that may have helped set him on his path. We also take a look at the design of The Weakest Link, what makes it compelling, and what might make for a successful video game adaptation in the modern day. Show topics: Catch our chat with Spencer ahead of his episode of Weakest Link on NBC at 9 PM Central! There's some discussion of this 2001 video game adaptation of the show If you aren't familiar with the old 1 vs. 100 game on Xbox Live, there's footage here If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
31:50
November 09, 2020
Games as a Service
By community request, we take a look at the games as a service model, its performance in the game industry, and its impact on traditional revenue models in games. As mentioned in the show, this episode uses a study on industry data collected in 2018, but you'll notice many of the trends we'll discuss are still holding strong. Thanks again to Charlie Cox for the topic! If you enjoy hearing the Patreon vault shows, let us know and we'll bring you more! If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
21:38
November 05, 2020
Avoid Millions in Fines
A major industry publisher has finally been burned in the global crackdown on loot crates. It could have been easily avoided. EA gets wrecked in Netherlands district court GamesIndustry.biz - EA fined €10m over loot boxes as Dutch court sides with gambling authority TheSixthAxis.com - EA will be fined €500K every week in the Netherlands until FIFA’s Ultimate Team Packs are removed from the game If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
19:59
November 02, 2020
My Big Stupid Mouth
Trying to leverage LinkedIn and participating in a discussion about parenting, revenue models, and publisher trust may have recently landed me deeper in enemy territory than I intended to go. Get the full story, hear a good rule of thumb for dealing with publishers, and learn a two-word phrase that lets you know to stop listening to anyone immediately. Show notes Highs and lows in leveraging LinkedIn GaryVee swears by it, but he’s popular everywhere GameDev tags are relatively quiet and full of self-promotion Too many dreamers looking for free labor Engagement/conversion is awful There are decent tips on using it professionally here Article: The £900 bill from my child’s Roblox gaming Rachel Davies - TheTimes.co.uk - https://www.thetimes.co.uk/article/the-900-bill-from-my-childs-roblox-gaming-ccjjkdmrz Most of article behind paywall, intention clear Davies is “generally against online gaming, BUT...” Several children, one or more parents working from home Let 8-year-old play Roblox with insufficient supervision Says child had no idea they were spending real money Discussion from LinkedIn Claim: Game designers are seeking insane profits by exploiting players Over 70% of all games revenue comes from IAP (unverified) AI models developed by Ivy League PhDs are preying on you and your children to carefully extract money in-game The industry should ask itself not how to improve models, but whether it should be doing this The industry needs to “self-regulate” in the manner we saw in the 90s and the formation of the ESRB In this episode More to consider on the claims and ideas above What parents say to manipulate you Why key executives in games are helping the media create the screen time boogeyman  How parents and consumers should look at any publisher Parental responsibility pertaining to software If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
25:48
October 29, 2020
The Public Opinion Trial of Alex Hutchinson
A creative director at Google Stadia makes surprising comments about the relationship between streamers, studios, and publishers. The community points out it's not the first time he's gained controversial attention. Jason Schreier emerges from the Fortress of Condescension to dunk on...everyone. We look for the dividing line separating fact from fiction about Alex Hutchinson. Alex Hutchinson Active in game industry since early 2000s. Credits at EA, Ubisoft, Stadia, and others The Sims, Spore, Assassin's Creed III, Far Cry 4 Typhoon Studios was acquired by Stadia in December Japanese developers incident GamesIndustry.biz quoting Hutchison to Computer and Video Games (defunct) "I think there's a subtle racism in the business, especially on the journalists' side, where Japanese developers are forgiven for doing what they do. I think it's condescending to do this." "Just think about how many Japanese games are released where their stories are literally gibberish. Literally gibberish. There's no way you could write it with a straight face, and the journalists say 'oh it is brilliant." Women are too hard to animate? Playable women didn't make it into Assassin's Creed 3 or Far Cry 4 Everyone's linking to two articles and quoting either Alex Hutchinson or Alex Amancio as saying "Women are too hard to animate," either in the articles or on Twitter Kotaku - Ubisoft In Trouble Over Comments About Female Characters Polygon - Far Cry 4 devs were 'inches away' from women as playable characters No actual evidence seems to exist of either person ever saying or tweeting this. Deleting publicized tweets never results in no remaining evidence. Where's the proof?  This matters because representation is important, and if studios are having a dialogue about it, they need support--not backlash. Twitch takedowns Twitch streamers are experiencing DMCA takedowns over unauthorized use of copyrighted music This is simple: You can't use other people's music. The end. We all learned this a decade ago on YouTube. There are many places to get great free music to use in your content. Alex Hutchinson weighs in https://twitter.com/BangBangClick/status/1319305553454288896?s=20 If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
40:09
October 26, 2020
Golden Axed!
SEGA celebrates its 60th anniversary by releasing a cancelled Golden Axe reboot on Steam, complete with a tongue-in-cheek title sequence and apologies for its bugs and jankiness. The developer cries foul and tells the story behind its chaotic production. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
32:38
October 22, 2020
Wheaton’s Law Has Consequences
An email from a familiar name illustrated a perfect example of why you should be kind to people in your content space, or failing that, at least be quiet. We’ll also discuss why a sky-high number of followers on social media isn’t exactly what you should be chasing. Topics On Wheaton's Law Wherever you are, someone is below your level. It’s usually easy to help or encourage people. It’s even easier to say nothing, if you prefer. Keep your attitude under control. Give people the benefit of the doubt when something rubs you the wrong way. If you decide to address something, go in assuming the best. Leave ample opportunities for a situation to have a positive outcome. Everyone has the power to help or hurt you, and they will often decide which based on how you treat them. Listeners, readers, and players almost directly control my business. RTs control my growth. Word of mouth can keep someone from giving me a chance. You will go through the same thing. Be good to people because it’s the right thing to do, but also recognize each altercation as a business deal going bad.  When you make snarky comments to people, you're probably going to forget—they’re probably not. Unprofessional interactions will hurt your career in ways you’ll never even find out about. Karma is a more practical concept than you think. * When you think about putting negativity out there, you should assume—as a rule—that this will directly cause something bad that happens later or prevent something good from happening. On meaningful social media presence If you've built a BS audience, you haven't built an audience. BSing your way to a blue check mark or tens of thousands of followers means very little if you and your followers have nothing to offer one another. There are a lot of really nice, good people on social media with huge followings, but rarely is that the reason they have a huge following. The person from this story was obsessed with increasing his follows. He discussed little else. Many of his followers are just trying to reproduce what he did. When he tweets about something meaningful he's trying to do, the interactions are super underwhelming Look at Gary Vaynerchuk. He built up his audience by hitting up Twitter search every day, looking at his focus areas, and having meaningful interactions with absolutely anyone who would talk to him. This is an accelerated version of natural, meaningful growth that would normally happen over 5-10 years. Algorithms love real people and real value. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
30:16
October 19, 2020
Pricing Your Game
By community request, we look at what successful developers have to say about pricing your indie game. I'll talk about my experience, too, so you know what not to do. The pricing topic runs deep. Some platforms have pricing limitations and requirements, but most are wide open, leaving you to solve the mystery for yourself. Do you price according to your valuation of your own work? Do you focus on the competition? What about the target audience? These are the questions we seek to answer. While there's no way to deliver hard answers in a hurry, we've rounded up some compelling advice from the right people, thanks to ongoing research on the topic. This episode wouldn't have been nearly as interesting without the great work of Marie Dealessandri. Read the full article at GamesIndustry.biz. We'll also take a look at The Ultimate Guide to Pricing Strategy at HubSpot. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
40:22
October 16, 2020
Supporting Your Game
Do you really have time to support your own video game? If you're an indie game developer, the answer is probably no, but app and game stores expect you to provide this service for your customers. In this episode of GameDev Breakdown, we'll take a look at some strategies you can leverage to make this part of life a little easier. Here's the problem: indie developers work full-time jobs, they develop on nights and weekends, and they have to release their games for not-enough money in an attempt to capture eyeballs. Every game developer wants their players to have a positive experience, they're just short on hours in the day. That doesn't mean it's okay to leave it to 8-bit Jesus! Anything worth doing is worth doing well. This means indie games need to look their very best on launch day, and failing that, devs need to spring into action when problems arise. Most platforms require you to provide a support website, e-mail, or other contact information, and failing to address issues will do more than tank your ratings--it might very well result in forfeited revenue and even put you in trouble with stores. Simply put, supporting your game is the right thing to do. As we've talked about in other episodes, the game industry is younger than most other industries, and in this case, I think commercial software has some lessons to teach us. For example: you're not a triple-A studio, and you don't have a big support team, but the customer support knowledge base approach could help you stay on top of issues and save your players some headaches. When you interact with a player who has identified an issue or observed something unusual, don't just rush to the code base to fix and patch. Document it! Start a file on the issues, fixes, and workarounds affecting your game. Consider putting it in a special support section on your marketing site. While you're making changes to your site, think about starting a support forum. WordPress can help you get this done in a few minutes, and it's not the only solution. Steam has a version of this, many platforms don't. Let your players discuss issues, help one another, and help you get to the bottom of things. Keep an eye on it and stay ahead of anything big. Don't worry about players working each other up and turning on you. It's going to happen, but it doesn't mean you have to worry about it. Ultimately, as long as you're offering a game in exchange for money, you need to be available for support. This doesn't mean you have to add new features and make preferential changes forever, but as long as someone just bought it, it needs to work. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
18:40
October 12, 2020
The Time Sierra On-Line Nearly Unionized
Ken Williams has released a new book, Not All Fairy Tales Have Happy Endings: The rise and fall of Sierra On-Line. In the process of telling Sierra's entire story from his perspective for the first time, he reveals what was surely among the very earliest attempts at unionization within the game industry. This story apparently takes place as Sierra was leaving the scrappy start-up phase (and the wild party/questionable culture phase) and entering a period of explosive growth in which the company had to meet the demands of holiday retail. The story is told in an "interlude" chapter, so the unionization events aren't marked clearly on the book's somewhat loose timeline. There are certainly unsatisfying elements about the story (fuller write-up here) like Williams' deflection of Sierra's treatment on to "labor laws at the time." Clearly labor laws didn't bar employers from exceeding state or federally-protected minimums when compensating employees. It would have also been interesting to learn more about the specific changes, if any, made after what he describes as a "wake-up call" about employee relations. Nonetheless, this is the most we've learned about these events since they unfolded. The book is available at KensBook.com. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
13:22
October 08, 2020
Max Pears of CD PROJEKT RED
Cyberpunk 2077 designer Max Pears calls in to discuss his recent book, Let's Design: Combat, his podcast, Level Design Lobby, and his meteoric rise in game design, from school to Ubisoft's The Division to CD PROJEKT RED's most hotly anticipated title to date. Let's Design: Combat is fresh off the presses, offering rare access to design wisdom straight from a designer assigned to (probably) gaming's most anticipated project. We discuss what you can expect to find in the book, Max's inspiration for tackling the project, and where he hopes to take the series from here. When Max isn't blocking out levels for triple-A blockbusters, he hosts the Level Design Lobby podcast, featuring informative design segments, recommendations for other great resources, and interviews with other industry experts. While we're not able to do the in-depth discussion on Cyberpunk that we'd love to do (yet), this episode offers a fascinating glimpse into Max's world, including the traveling he's done to work in the industry, how he landed at CDPR, and resources/events he recommends for learning designers. Max's Links Let's Design: Combat (physical) (ebook) The Level Design Lobby podcast (Spotify) (YouTube)  Contact (Twitter) (Email) If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
01:04:28
September 11, 2020
Fandom Unlimited Appearance and Courtroom Drama
Todd appeared on Fandom Unlimited's live Facebook stream to talk about Epic and Microsoft vs. Apple and Google, then we dive into an equally troubling lawsuit between a studio and publisher that you might not have heard about. Epic (with Microsoft) vs. Apple (and seperately) Google Important concepts Microsoft xCloud - Announced at E3 2018. A service that will let you play Xbox games from a certain library they maintain and you can stream them to a bunch of devices and play them with an xbox controller. Laptops, phones, tablets, you name it. Launches September 15th and will be included with Game Pass Ultimate for $15 per month - includes Live, Game Pass, and xCloud, making it a great deal Timeline Microsoft announced xCloud at E3 2018 and suggested you'll be able to play on many devices, including smartphones  Apple came out and clarified xCloud will not be approved for iOS  After Fortnite attracted many mobile players, Tim Sweeney insisted on a special deal with Apple  Apple flatly rejected Epic  Epic put out an update on mobile platforms, Android and iOS, that optionally circumvents app store microtransactions and just takes money directly from players  Both platforms kick Fortnite out of the store  Epic filed simultaneous lawsuits against Apple and Google  Apple advised Epic it was cancelling all licensing agreements, including Mac and iOS support in the Unreal engine Motions are being filed back and forth, the judge is already treating these motions in a way that seems to favor Apple  This week, Microsoft entered a court filing on behalf of Epic Frogwares vs. Nacon Important Concepts Frogwares - Ukranian game studio with offices in Dublin, Ireland. They created the Adventures of Sherlock Holmes series, which are really cool games. Nacon, Formerly BigBen - French game publisher established in 1981. Their main markets are France, Germany, Belgium, Luxembourg, and the Netherlands.  If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
37:31
August 29, 2020
Episode 100
Well we did it. 100 episodes of GameDev Breakdown. For the big event, we rolled the webcams and just let it happen. Matt Hill joined in for a discussion about recent events, a trip down memory lane, and a quick look at what's to come. This podcast wouldn't be worth doing without our friends listening all over the world. Your emails, tweets, and reviews don't only make it worthwhile, they make it fun. Thank you for being a part of this community--this is why we continue to do it. What do you think? More video shows? Subscribe to the channel just in case! Thanks to Matt for joining in the fun. Check out his streams at Twitch and keep up with the latest happenings on our server over at Discord. We'll be back with #101 next week. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
01:03:17
August 21, 2020
Shammi Mohamed, formerly of Microsoft and Turn 10
If you're into any technology from the earliest days of PC gaming to modern 3D engine development (with a dash of pilot certification in the middle), Shammi Mohamed is a great person to get to know. In this episode of GameDev Breakdown, Shammi calls in to tell us how he climbed the tech ladder, starting with his early childhood in India tinkering with the Sinclair ZX Spectrum, leading to his current work in interactive entertainment engineering. Along the way, he's contributed to a load of games we all know and love while at Microsoft and Turn 10, including: The Forza Motorsport series Halo 4 Several Kinect titles and foundational technology NFL Fever 2004 NHL Rivals If that's not enough, Shammi spent time as an indie creating his own game engine and releasing Moto Wheelie, an indie title routinely found on the Apple TV ranking charts. Topics in this show include Working on cutting-edge entertainment technology Process and culture in game development at Microsoft and Turn 10 The balance between science and art in interactive entertainment What it means to be on a truly agile team Changes in game development over the last 20 years Shammi's Links Shammi at Twitter MotoWheelie.com injiti.com If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
01:03:47
August 14, 2020
Banks Boutté and Maxx Burman of KitBash3D
KitBash3D has developed a reputation for world-class 3D assets used by some of the biggest studio and artist names in TV, Film, and triple-A games. Today, the company announced efforts to reach the rest of the game development space. In this episode of GameDev Breakdown, co-founders Banks and Maxx call in to discuss today's release of a variety of "game engine ready" asset libraries intended to make development life easier while increasing visual quality in 3D games. If you move quickly, you can download one of their asset kits for free to see if it fits your workflow. Topics include: The challenges of repurposing asset libraries for in-engine use The increasing value of world-building skills to emerging tech  The KitBash3D community, including its famed livestreams  BIG NEWS ABOUT SLEEP TIGHT?!? Building creative muscles by using new approaches to creation KitBash Links: KitBash3D.com KitBash3D on Twitter KitBash3D on Twitch If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
01:04:42
August 12, 2020
GameDev Breakdown Podcast: Your Calls and Clips
We put out the call for topics, questions, and feedback on our new account at Swell, and you answered! Topics this time include: Our viral retelling of adventure at the last Aladdin's Castle arcade Coaching and tutoring in esports The legend of Atari VP Howie Rubin An upcoming chat with Shammi Mohamed of Microsoft first-party games and now Tesla?! Jonathan Rando heard we were talking smack Thanks as always for your calls and clips. Keep them coming! If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
30:41
August 07, 2020
Agile Game Development Author, Clinton Keith
In this episode of GameDev Breakdown, Clinton Keith calls in ahead of his GDC 2020 presentation on project management to discuss the crises facing game development, the strategies in his latest book, Agile Game Development: Build, Play, Repeat (2nd Edition), and how to recapture the fun in making games. Clinton has collaborated with many of the industry's most legendary designers and studio founders including Shigeru Miyamoto himself as well as Rockstar Games' Houser brothers. His game credits include Midnight Club, Smuggler's Run, Midtown Madness, and more at Angel Studios as well as Darkwatch and The Bourne Conspiracy at Highmoon Studios. Clinton's Links Agile Game Development: Build, Play, Repeat (2nd Edition) AgileGameDevelopment.com @ClintonKeith on Twitter Clinton Keith at GDC 2020 If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
54:03
July 31, 2020
Do You Really Need a Website?
Last week's discussion of community management with our friend Matt Hill spun off some great discussion around other promotional topics. Although it's not the first time we've explored the optimal role of a website in your ongoing creative efforts, some time has passed and a lot has changed. In this episode we'll look at the current benefits and challenges involved in running a game development-centric website, how to get going easily, how to expand on it, and how to make it competitive in search engine results. If you don't currently believe you need a website--or the work involved intimidates you--give me a chance to change your mind. I should note here that I don't have anything to sell you, I don't want to be involved in building it, and I frankly don't even want to hear about it when you're done. That's how you know I'm being sincere. Here are some points you'll hear about in this "second edition" of GameDev Breakdown's Guide to Websites: Benefits of controlling your web presence Building out your website in manageable phases How to establish a killer press kit What to offer your visitors and (hopefully) players Happy building. Holler if we missed anything. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
29:09
July 25, 2020
Streaming and Community Management Talk with Matt Hill
When we last checked in with Matt Hill, he was growing a thriving community around his Mixer channel and optimistic about the future. Then Microsoft killed Mixer. In this episode, we discuss the state of streaming, including a look back at the good things Mixer tried to do, what went wrong, and the first official discussions about it starting to emerge from Xbox leadership. We also take a look at our recent efforts with Discord servers and discuss how studios and other content creators can integrate this option into their community-building and promotional efforts. Matt's links OHCMrDay on Twitch Matt Hill on Twitter If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
01:14:54
July 17, 2020
News Roundup 7-12-20
Here are highlights from this week's news roundup: Our new Discord server is really taking off! Join us, won't you? You can now download the free GameDev Breakdown Channel on Roku! You can text the show or call to leave a voicemail at (812) 682-0336. We may use it on the show! Please note: This is not part of any marketing program. You won't receive a reply. Your phone number will not be saved elsewhere, sold, or shared with anyone. I'll never use it for anything.  PlayDate is well on its way to making sure no one wants it.  Eat the Twitter super accounts.  So long Mixer, thanks for nothing.  Guess who's working on a new digital magazine?  2 companies are making high-value learning and asset resources available absolutely free! If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
25:18
July 12, 2020
Mat Bradley-Tschirgi Returns
For those new to Mat Bradley-Tschirgi's work, here are a few things you should know: he may be the leading authority on the work of notorious video game filmmaker Uwe Boll, he's an accomplished game development educator, and he's a prolific interviewer. During this episode, we follow up to hear about how readers responded to The Films of Uwe Boll Vol. 1: The Video Game Movies, and hear about his latest book, Simply the Best: Interviews with Video Game Designers, Composers, and Scofflaws. It's difficult to pick the best topics to go over during calls with Mat--I'm too much of a noob film critic to get on his level and talk about his work on the SequelCast 2 and Friends podcast and I'm not sure he can actually teach us mortals how to match his propensity for Getting Things Done--so we tend to talk like old friends about similar QA work we've done, funny mistakes we've made doing interviews, and amazing FLASH projects we lost to the Toilet of Time. Despite my refusal to guide the discussion in any particular direction, we land on some universal truths about planning, listening, and communication that hopefully serve as valuable reminders. Get up to speed on Mat's work around the web and check out his books! Mat's Links @MatWBT on Twitter MatWBT.com Simply the Best: Interviews with Video Game Designers, Composers and Scofflaws The Films of Uwe Boll Vol. 1: The Video Game Movies (2003-2014) If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
55:55
July 03, 2020
The Dialog Tree Podcast Appearance
Todd appears on The Dialog Tree with Roger Reichardt to discuss industry event cancellations and other challenges facing developers amid the Coronavirus pandemic. Roger's Links The Dialog Tree Podcast Roger on Twitter GamerHeadsPodcast.com If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
22:33
June 13, 2020
RetroMania Wrestling Writer, Salvatore Pane
Salvatore Pane calls in to talk about his work for the upcoming release of RetroMania Wrestling. We discuss his work as a Boss Fight Books author (Mega Man 3), his focus as a university professor, and the trouble with bite-sized physical video games. Sal's Links @SalPane on Twitter @RetrosoftStudio on Twitter Salvatore-Pane.com Mega Man 3 at Boss Fight Books If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
33:24
April 17, 2020
All About PR Interviews
Since I started podcasting somewhere around 2013, I've spoken with a lot of people who passed on appearances simply because they didn't think they could do a good appearance. I haven't been doing this so long that I've forgotten having that feeling as well, so the last time I heard this concern I decided to do this primer on all aspects of PR interviews and appearances. If you are in charge of your own marketing efforts, this one is for you. If you're one of the several people who have told me they've decided to forge ahead with a podcast of your own recently, consider this collected wisdom my podwarming gift to you--welcome to the neighborhood. I even finished up with a story I haven't shared before about being the subject of a very tricky interview with a major news outlet. Here are just a few questions I tried to answer here: What should I expect from a basic interview about my game or work? What if I get surprised by a question?  What if I'm not a natural communicator? (I'm not either, I promise) How can I be sure I'll be ready for the topics?  What kind of editing should I expect to be done? What shouldn't I expect? How should I prepare for and conduct my own interviews with others?  How can I protect myself from potentially adversarial journalism? Most of this show was guided by conversation with fellow indies, particularly in recent discussions on Twitter. I hope I have answered some of the concerns raised there, and maybe even made you more comfortable with the idea of promoting yourself in future appearances around the web. As always, let me know. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
46:27
March 07, 2020
Rock, Paper, FIFA
A pro FIFA player loses a qualifier over a game of Rock, Paper, Scissors. EA's response is...surprising...we discuss the takeaways for anyone developing a potential eSports game. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
13:59
March 03, 2020
GDC You Later
GDC 2020 is postponed as COVID-19 becomes a real concern in the US. Several organizations have stepped up to support indies impacted by the change. Here's the scoop on what's happening and how you can get involved. Show Links Official news at GDConf.com The GDC Relief Fund GameDev.World's upcoming GDC Relief Effort If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
11:12
March 01, 2020
XR Developer, Aaron Clifford
Some devs have all the fun. Aaron Clifford is the head AR/VR developer for KOVR, a new VR division of video production company, KO Group. He's a FLASH game dev from back in the day--all of us cool kids were--and managed to leverage his experience into cool projects like the Dragon Age: Inquisition web-based party builder that launched along with the proper game. More recently, Aaron tackles cool client projects, pitches awesome game concepts to Oculus, creates official Snapchat Lenses, guides users as a Unity Live Help Expert, and more. We could have filled much more than an hour with his stories and expertise, but if it needs to be said, he's very busy. This is a must-listen for anyone curious about the state of Oculus Quest Store submissions and what to expect before you get serious about developing for the headset. Aaron's Links Aaron on Twitter KOVR If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
56:38
February 19, 2020
Secrets of Story Structure
Learn the tools of the storytelling trade from one of western culture's greatest story analysts. We'll examine the findings of the late screenwriting expert, Syd Field, and look at how collected writing wisdom from outside games translates to our area of expertise. Relevant Links Screenplay: The Foundations of Screenwriting Dan Harmon's slightly different take If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
25:07
January 31, 2020
NBA Jam Book Author Reyan Ali Returns
Reyan Ali returns after the launch of NBA Jam from Boss Fight Books to weigh in on Cowboy vs. McGregor, Smash Bros. headlines, the Aaron Hernandez documentary, how to cover up an R. Kelly tattoo, and making loved ones eat just a small, supermarket-sized sampling of crow. Reyan's Links NBA Jam from Boss Fight Books Reyan Ali on Twitter If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
01:07:45
January 17, 2020
David Jagneaux of UploadVR
I met David via Twitter while freelancing for Zam.com (now Fanbyte). Beyond writing the definitive unofficial book on Roblox, David has picked up bylines at Forbes Games, IGN, Vice, Polygon, and other outlets. He now juggles tasks as a senior editor at UploadVR and trust me when I say his work in the virtual reality space has been a boon to developers and enthusiasts alike. It's my fault we didn't manage to have David on during 2019, and it's my fault again that his appearance was in the middle of a CES crapstorm, but it's all good news for you! Thanks to this timing, David not only sheds light on the most recent developments for Oculus hardware owners and the company's apparent direction for the near future, but we also get the scoop on some of this year's most promising sights from CES itself. Go send David some love; it's a difficult time of year. David's Links UploadVR David on Twitter The Ultimate Roblox Book If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
31:24
January 11, 2020
PO Boxes Are Not Cool or Fun
Todd heads to the post office to record the pre-Christmas mailbag episode. Chaos ensues. Despite this episode's misadventures, Eggnog Games' Leaving the Tree box set arrived and it's incredible, check it out! https://twitter.com/mechatodzilla/status/1207413888628727809?s=20 If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
25:56
December 19, 2019
Are NDAs Ever Really Enforced?
We all hear about the importance of non-disclosure agreements, particularly in the game industry. Should we take them seriously? Is anyone ever truly held accountable for breaking one? We explore the topic on this episode of GameDev Breakdown. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
15:07
December 10, 2019
Don’t Hold Yourself Back
A developer asks the community: How do you maintain the motivation to finish projects? It's a simple question, but what lies beneath the surface? In this episode we discuss both the simple answer to this question, and what is usually the deeper, more scientific answer. If you've ever heard of concepts like "self-sabotage" or "self-handicapping," this episode offers the actual mechanics of this phenomenon as well as the causes and the steps you can take to break the cycle. Stop stopping, start finishing. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
17:60
December 06, 2019
A Tale of Tutorials
Welcome back! This time on GameDev Breakdown we're discussing the finer points of tutorials in games, and yes, whether or not they even have a rightful place in them. That idea may surprise you, unless you spend any time talking about development on Twitter where it's become oddly commonplace. This idea comes from a well-intentioned place. As games and players have matured, we've seen a lot of games with subtler, more innovative introductions. As seen in one of the tweets above, for some reason people who like attacking game designers like bringing up the introductory stage of Mega Man X. I generally go out of my way not to criticize the work of other designers, but I would be very hesitant to set up an introductory stage like what Mega Man X features. For one thing, MMX seems to depend on the player having played previous games in the series and having some sense of what's going on. It leaves players to experiment with what amounts to an unusually easy level, mashing buttons and experimenting with enemies and mechanics along the way. Even at that, I find the level visually confusing--quick, you just started, here comes some cars! Just kidding they can't hurt you--and I don't agree that players wouldn't be better served by an optional scene with a few prompts to get newbies acclimated before dropping them into a proper stage. Meanwhile, players in favor of sensible tutorials all pointed me at the same game: Far Cry 3: Blood Dragon. https://www.youtube.com/watch?v=RVtwKiOYdzc Blood Dragon actually had the same challenge to overcome as Mega Man X: a unique game in a pre-existing series that still needs to onboard new players. To do this, Blood Dragon goes all the way in the opposite direction, interrupting players with nearly full-screen prompts every few seconds while the protagonist complains about the delay. Blood Dragon manages to roast an annoying trend in game tutorials (overdoing it) while using a tried and true method to teach players advanced FPS controls in a hurry. This comparison is too simplistic, of course, and also doesn't take into account the widely varied needs across other genres. Angry Birds doesn't need too much handholding, but have you ever designed your own card game? The resource we look at in this episode is the condensed result of a master's project study on reactions to tutorials and introductory levels featured at Gamasutra. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
24:07
December 02, 2019
Yes, Coding Is Hard
A viral tweet suggests coding isn't hard, developers are just gatekeeping. Yikes. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
21:04
November 27, 2019
Creating a Prototype
This time on GameDev Breakdown, as promised, Todd runs through his prototyping process, start to finish. This episode makes heavy mention of this post. Todd's game design document template is available at Itch. If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
23:45
November 22, 2019
Treat Your Business Like a Business
Are "small content creator" support communities really something we should want? In this episode of GameDev Breakdown I take a look at the latest in a trend of proposals (or actual initiatives) to connect small devs, artists, authors, content creators, etc. to support and promote one another. It sounds nice, but 1.) Is it good for us as creators, and 2.) Is it even likely to work? If you enjoy GameDev Breakdown Sign up for our free game dev newsletter! Subscribe to the podcast on the platform of your choice Follow us on Twitter: @GameDevPod, @CodeWritePlay, @Mechatodzilla Check show notes and articles at CodeWritePlay.com Join us on Discord!
22:02
November 18, 2019
Indie Developers Are Screwed
Twitter reacts to a doomsday proclamation about indie development, but there are a few problems with the message.
19:60
November 11, 2019
Ash Lyons of Gearbox
Fresh off of his contributions to Borderlands 3, Gearbox senior VFX artist Ash Lyons calls in to talk about the post-release mood, parenting in the triple-A development space, and his long road to Borderlands. I first connected with Ash over Twitter around the time I put out my interview with Joshua Davidson and we got along immediately--he's a parent of young kids, he has a passion for connecting with newer devs and creators, and he is hilarious. I'm not saying I'm all those things, but he is. We wanted to do a recording pretty much right away, but decided to wait until Borderlands 3 hit shelves. After launch, and with Gearbox's blessing (thanks again) it was game on. In addition to career and background stories, Ash shared some favorite games, contributions he's most proud of in Borderlands 3, and even filled me in on the inspiration for some of the game's messier moments. Don't miss it. Ash's links @FXBl4ckout on Twitter Ash Lyons at Art Station Borderlands 3 Gearbox Software
56:00
October 10, 2019
Surviving Remote Work
Game development and its specialties have a ton of potential for remote work, which is awesome, but has a unique set of challenges only you can solve for yourself. Do you have to agree to sit on calls with clients? How do you navigate project changes? How can you avoid conflicts? In this episode of GameDev Breakdown we'll drill down deep based on real world trial and error. I'm scheduling with new awesome guests all the time, be ready for more guest reveals very soon!
36:43
October 07, 2019
Anger is Optional
Todd provides an update on the studio, the state of the podcast, and thoughts on managing gaming's impact on our attitude. This is a shorter episode while I finish reconstruction on the studio and set up the next set of interviews. More great stuff is on the way!
29:29
October 04, 2019
Game Designer Richard Rouse III
Richard Rouse III calls in to talk about his new indie title, The Church in the Darkness, and treats us to some stories from his fantastic career including the design of The Suffering, writing Game Design: Theory & Practice, and some interesting creative projects we never got to see. Richard is a really insightful guy. He has too much writing and too many talks to fully list here, but I encourage you to check out his wisdom around the web. I could have filled much more than a one-hour show while picking his brain--and I'd love to have him back for more--but I sure appreciate the time he took with us this time. I wanted to be sure to include the IGN article that was written after Richard and Midway lured game journalists into a defunct prison and locked them in overnight. Richard even seemed to get a kick out of revisiting the topic. It's a little piece of unique game PR history, don't miss it. https://ca.ign.com/articles/2003/10/24/west-virginia-ghost-hunt Richard’s links The Church in the Darkness @RichardRouseIII on Twitter
59:42
September 23, 2019
Nightfall Unlimited Appearance
Todd puts in an appearance on the Nightfall Unlimited test show with fan favorite Ray Marek, but not before an extended rant about positivity. Okay, Todd here, this is a short show and then I'm headed out of the country for a little getaway with my wife--sorry, not sorry. I thought about skipping this week's Thursday show completely or cooking up some kind of "best of" episode, but instead I thought it would be fun to pull back the curtain a bit and share a little segment I did for our friend Ray as he works on the return of the Nightfall Unlimited podcast. This was a Google Hangouts call I connected to, so my end of the conversation sounds a lot different from their end. I did run through it in Audacity to tighten things up a bit. There will still be a Monday show and next Thursday's show is a good solid maybe, but things will definitely be on autopilot until I get back in town. Yeah, I ranted a bit on this one. I think it was for a good cause. I think we have a certain responsibility to look at what folks in the community do around us. It reflects on all of us, and it's usually pretty basic right and wrong. In any case, show Ray & company some love and I'll be back before you know it. Nightfall's full test show is here: https://www.youtube.com/watch?v=FMjcIHXQMiQ Nightfall's links Nightfall Unlimited Nightfall on YouTube
30:31
September 19, 2019
Legendary Game Designer David Fox
LucasArts Employee #3 himself, David Fox joins to talk about his fantastic career contributing to some of the most iconic graphic adventure games of our time, chasing the technology to create location-based interactive experiences, and his philosophy on positive change through design. Topics include VR, interpersonal issues in the modern game industry, politics, electric cars, and more. David was so kind to agree to this show, we were both fighting illness at the time of recording (I had to really work hard on my end of the discussion in post to make it listenable, apologies for any unusual tone quality) but I could not have been more pleased with the discussion itself. David has contributed to so many games we all know and love, Zak McKracken, Maniac Mansion, Indiana Jones and the Last Crusade, Thimbleweed Park, and more. It was such a pleasure to spend some time learning about the rest of his awesome work and capture more details about the things he's done. Please keep an open mind; David's time at LucasArts has been discussed in super deep detail in a variety of interviews and I'd encourage you to check them out. I wanted to do more for this show to really get a sense of David's contributions to technology and interactive experiences on a broader scale. Nonetheless there's plenty of great material here to dig into about design, VR, and the game development community. Check it out and reach out to David on Twitter! David’s links @DavidBFox on Twitter David's site, Electric Eggplant
01:04:07
September 16, 2019
Have You Met My Friend Ted?
Our friend Ted drops by to talk about the history of martinis, what to look for at a Porta Potty in the woods, and the best way to combine Peeps, cola, and obstacle courses. We discuss game development here and there where it comes up. You have to meet Ted to understand him. He's the kind of teammate who divides his time between yelling at the other team, yelling at you, and then yelling at himself. In a fun way. Ted contributes to the OHCPlay channel on YouTube which we've discussed before, but also has a personal account, TrojanManSCP, full of just as many assorted gems as you might suspect from our chat in this episode. He's an authority on all matters Overwatch and he can drill down pretty deep into anything that has his attention. Anyway, here's Ted taking the bug salt shotgun to the face: https://www.youtube.com/watch?v=oHfOMRkvU4s Ted's links OHCPlay (YouTube) TrojanManSCP (YouTube)
01:09:37
September 12, 2019
Developer and Author Mat Bradley-Tschirgi
Indie developer and author (and podcaster!) Mat Bradley-Tschirgi discusses his beginnings in journalism and indie development, his upcoming book, The Films of Uwe Boll Vol. 1: The Video Game Movies, and makes a surprising revelation about an upcoming video game to which both he and Boll are attached. You read that right: a game project from the mind of notorious (former?) filmmaker Uwe Boll is forthcoming, and this is a chat with the man making it happen. Let the intrigue and concern wash over you. Meet and/or greet Mat during his Ready Player One panel feature at Portland Retro Gaming Expo 2019. Mat’s links The Films of Uwe Boll Vol. 1: The Video Game Movies Mat on Twitter Sequelcast 2 and Friends podcast
01:02:50
September 09, 2019
Matt Hill of OHCPlay
YouTuber Matt Hill joins to talk about running the OHCPlay channel, highs and lows in the gaming community, and we give the public their first glimpse of a list of spectacular gamer tags over 7 years in the making. I hope listeners enjoy this show half as much as I did. This is the first installment of our second weekly show. Each week we'll feature a content creator who will share their perspective on process, community issues, and hopefully have some fun in the process. Have a community member in mind you'd love to hear from? Shout them out. Matt's links OHCPlay on YouTube Matt on Twitter
01:15:51
September 05, 2019
Exception Game Developer Will Traxler
Will Traxler of Traxmaster Software discusses his new game, Exception, his first commercial release following years of solo development. Will shares insight into his unique post-launch mindset, his solution to investing in his development, and the dynamics of outsourcing PR responsibilities as a one-man studio. Will has accomplished a ton with this game release. Multiple platforms on day 1, stellar marketing in motion, and all without crunching or losing his cool. His attitude is exemplary and this is a must-listen for small indie teams or other soloists. We discuss surviving a flood early in the episode. Indeed I did have to push our Skype call back a day over flooding in the area as it resulted in a school cancellation for my kid. It would have been too ridiculous a lie to use, so I suppose I've got that going for me. Will's links  ExceptionGame.com Exception on Steam @TraxmasterSoft
52:16
September 02, 2019
Blake J. Harris, Author of Console Wars and The History of the Future
To help us close out Season 2, Blake J. Harris makes a surprise appearance to reflect on his early life and career, the success of Console Wars and the upcoming television adaptation from Legendary Entertainment with producers Seth Rogen & Evan Goldberg. We also discuss his new book, The History of the Future: Oculus, Facebook and the Revolution that swept Virtual Reality published by HarperCollins in February. By necessity, this leads to a discussion of Palmer Luckey and the political whirlwind surrounding his departure from Oculus in early 2017. Finally, Blake teases what's coming up next in his incredible writing career. I'm so glad we finally caught up with Blake. Without question, he is gaming's leading modern historian and to spend an hour in a discussion with him is like an opportunity to help capture gaming's story in some small way and I was grateful for this chance to do so. As you'll hear later in the conversation, Blake's efforts to simply do the right thing in the circumstances in which he found himself have led to his being misunderstood by people from all walks of life in spite of his hugely popular writing, and not enough outlets have stepped up to help him set the record straight. By the end of the show I trust you'll understand when I say we need a lot more of Blake's way of thinking in journalism and writing in general. Listen, learn, and let's discuss. Thank you once more to everyone who made Season 2 so incredible. The site will stay busy and so will our community at Patreon. Interview shows will return in September! Please don't hesitate to reach out over the summer. Thanks all! Blake J. Harris: BlakeJHarris.com @BlakeJHarrisNYC on Twitter Console Wars: Sega, Nintendo, and the Battle that Defined a Generation The History of the Future: Oculus, Facebook, and the Revolution That Swept Virtual Reality
54:13
May 29, 2019
Rob Hewson of Huey Games
Thanks to some gracious networking help from Patreon supporter Mark Feller and Indie Gamer Chick, this time we're hearing from LEGO games veteran and current Huey Games CEO/Creative Director Rob Hewson! As has become a beautiful show tradition, we open up by discussing what everyday game development is like in the guest's part of the world. Rob's team has won a grant from the UK Games Fund which is helping his team carry on the family business--his father and co-founder is UK game industry legend Andrew Hewson, whose game products in the 80s and early 90s are the inspiration for some of the very games they're publishing today. Rob has great insight into all aspects of funding and publicizing indie games, and specializes in wide cross-platform releases; this is must-hear for those of you in development on your next indie release. Also check out Andrew's book, Hints & Tips for Videogame Pioneers, which captures his journey through retro gaming history! Rob Hewson / Huey Games: Rob Hewson on Twitter Huey Games on Twitter HueyGames.com
54:42
May 21, 2019
Draw Distance Producer Kamil Krupiński
This show was a couple of firsts for the podcast: I think it was probably the first time we've had on an industry producer who wasn't also responsible for several other jobs (at least no more than any producer is) and it was also the first guest we've had phone in from Poland--I trust you'll excuse the occasional dip in audio quality. If you haven't tried Serial Cleaner, Draw Distance's last big project under the name iFun4All (yes, we talk about it), you're missing an entertaining stealth puzzle game with style to spare. If you picked it up recently in your Humble Monthly, take a few minutes to check it out before you jump into this episode, then you'll also be caught up for when the new game, Ritual: Crown of Horns, hits Steam Early Access later this week. Once you've tried both, you'll be struck by how this relatively small studio came up with two drastically different games and full-on nailed them both. In addition to digging into the game projects, I picked Kamil's brain about the life of a producer for a mid-size team, and it was no surprise that such great games are coming from a team that places such emphasis on quality, sound decision-making, and factoring the human element into management decisions. Pay close attention to the issues he points out in the industry and says the fixes are in the hands of people in his role. It seems clear that Draw Distance is a great place to work. Thanks again to Kamil and the team for their time. Kamil / Draw Distance: Kamil Krupiński on Twitter Draw Distance on Twitter Ritual: Crown of Horns on Steam Early Access Serial Cleaner on Steam
01:01:09
May 13, 2019
Composer Stephen Tanksley
Previously on the podcast we've had opportunities to hear from highly specialized sound designers, musicians, and recording engineers, but we've had somewhat limited time to really dig into composition, and that happens to be one of Stephen Tanksley's areas of expertise. Stephen is a Chicago-area composer for both games and film. He has a wealth of formal music and audio training to talk about, he works on awesome projects as a freelancer (including original music for streamers and a Star Wars feature-length fan film), and he has a personal project to discuss that you're going to want access to the moment it's complete. In addition to shop talk, it was interesting to discuss issues surrounding professionalism and communication in our different focus areas and the value of participating in mentorship, both as a mentor and mentee within your community. It's always a pleasure to discuss continuous improvement with industry pros interested in making their field a better place. Go check out Stephen's work and drop him an encouraging word! Stephen's links: @StephenTanksley on Twitter Stephen's portfolio at Virb
01:01:54
May 07, 2019
Jordan Mychal Lemos of Ubisoft
Jordan Lemos is a WGA award-nominated scriptwriter working at Ubisoft in Québec, with writing credit on Assassin's Creed Odyssey and the words of Socrates himself. He's been a Twitter pal for a while now, and for some reason, we have the conversational energy of the cousins you have to separate at Thanksgiving dinner. Jordan's path into the industry was far from easy. Pay close attention as he describes the roles and responsibilities piled on him while working with previous employers and the type of thanks he got when typical industry issues came along. It's no coincidence that he has such specific ideas on how the industry could improve life for the writers that help make games so compelling, and its relationships with them as career professionals. This show was a ton of fun to record, and I appreciate Jordan's time. Call us, Beat Saber team! Jordan's links: @CrypticJordan on Twitter Assassin's Creed Odyssey at Ubisoft
57:48
April 28, 2019
Joshua Davidson of Gearbox Software
Joshua Davidson is a senior sound designer working at Gearbox Software in the Dallas, Texas area. After leaving Full Sail University in 2007, he Contributed to Red Faction: Guerilla and Saints Row 2 at Volition in northern Illinois before heading south to work on Borderlands, Borderlands 2, Battleborn, and Borderlands 3 after making the move to Gearbox. In addition to building a stellar career in AAA games, Joshua has done some great writing and speaking about his time in the industry. His deep-dive into how he went from high school hopeful to graduate to industry pro has bounced around the web some before landing at Medium--it's a must-read for anyone outside the industry looking to make their way in. He also returned to Full Sail years later to give a great talk on his industry run that you can now watch at YouTube. In this week's show, Joshua provides some updates on the last few years of his career you won't hear about in his earlier presentations, we discuss some recent trending industry news, and Joshua provides some of the advice he would have liked to hear on his way to the top. This was an awesome discussion and I really appreciate Joshua's time. Go support him on Twitter and check out his killer work in Borderlands 3! Joshua's links: @JoshuaDav on Twitter Joshua's posts on Medium Gearbox Software
01:02:04
April 21, 2019
Author David L. Craddock
If you don't think you've read or at least seen any of David L. Craddock's phenomenal books on the game industry and game development, check again, you probably have. Some of the greatest stories of the development space have been captured in David's phenomenal pages, including Blizzard's early history with Diablo, tales from the days of NetHack and other early Roguelikes, and more recently, Yacht Club Games' action-packed development of Shovel Knight for Boss Fight Books. He kindly agreed to Skype in as Humble Bundle closes out its Boss Fight book bundle promotion (you still have about two days!) and his insight was every bit as interesting as I expected. This is a must-listen for writers of any kind, and I'd also put it on the required show list for anyone running or connected with an indie studio. David has explored and documented not only the development of many games we know and love, but the culture, the energy, and the trials of the people creating them--and his knack for framing captivating tales from their accounts is second to none. David's links: DavidLCraddock.com @DavidLCraddock on Twitter The Humble Bundle Boss Fight Books bundle, including Shovel Knight
51:12
April 16, 2019
Say Mistage and Michael Silverman of Silverware Games
I'd have to do some detective work to figure out how long I've been Twitter pals with Say and Michael, but I'm sure it's been a couple of years now. One of the greatest benefits of doing this podcast is having the opportunity to go beyond tweets and capture the stories behind the work and the art that we enjoy seeing around the web, and this week's show with the Silverware Games team did not disappoint. Silverware (and Say and Michael make up the whole team, most of the time) is behind the Matchyverse games, including MatchyGotchy and MatchyGotchy Z, both technically tie-in games for the upcoming Matchy Star. That may sound like a lot to take in, but it's as clever a strategy as it is ambitious. The team is spread thin with the parallel projects, but they have substantial momentum and they've achieved solid reach on Steam and social media. In this episode, we discuss Silverware's games, their interesting casual design philosophy, life on Steam, the Epic store, the great difficulty debate, and more. Thanks to Say and Michael for their time! Silverware's Links: Silverware Games* MatchyGotchy Z Matchy Star (coming soon!) Our new intro voice-over is by none other than Tim Kitzrow, the voice of NBA Jam! Tim does custom recordings on demand at WhoSaidWhatNow.com. Check him out! Our new theme, 8-Bit Memories (ft. Xiu Xiu / prod. Giuseppe) by Time is available to stream at SoundCloud along with a whole bunch of his great tracks. He reached out to recommend the track and it's incredible, thanks again. Show him some love!
56:26
April 09, 2019
Welcome Back, Here’s the News
Glad to be back with another podcast and all kinds of news! In this show, I'll go over some development topics from Twitter, we'll talk a little bit about the recent hiatus, and we'll go over some of what's happening over at our shiny new Patreon page. Patrons helped pick the topics for this show, but it wasn't hard to come up with a list. Google Stadia has announced their forthcoming game streaming service, and damn near simultaneously, Apple announced the Apple Arcade service that will probably launch about the same time later this year. You'll see what I mean about people pre-emptively damning Stadia to Hell and burning love offerings to Apple over arcade. The whole thing is quite a spectacle. Finally, if you want to take a look at the Sega dev kit I mentioned before I take time to further write it up, you can do that at the SGDK's GitHub page.
54:37
March 31, 2019
NBA Jam Book Author, Reyan Ali
I first interacted with Reyan Ali over Twitter just about a year ago. I'd just partnered with Microsoft to do a series of podcasts at GDC which was a total blast, but it caused me to miss the Classic Game Postmortem on the legendary NBA Jam. I tweeted out the presentation with great entusiasm once it hit YouTube, and Reyan and I became fast friends, vowing to do a podcast segment together before the launch of his book. Since that time, I've followed with great interest as we inch ever closer to the release of his definitive telling of the game's incredible story, which will be published by Boss Fight Books. Reyan's promotional Twitter account (linked below) is full of incredible memorabilia and history, and that's no coincidence--in the process of writing NBA Jam, he's amassed nearly 70 interviews with the developers, motion capture actors, celebrities appearing in the game, and a woman with a less-than-timely (though damn respectable) tattoo. If you grew up playing NBA Jam, Reyan Ali and his book are the closest things you have to a time machine. Reyan's career has included fantastic writing and interviews across a wide variety of topics, and you can read his coverage in many great publications. The history of one of the greatest video games of all time is in highly capable hands. Follow Reyan and the upcoming NBA Jam book: @NBAJamBook on Twitter An excerpt from the book at Kotaku NBA Jam at Boss Fight Books
43:46
February 07, 2019
The Old and New Testaments of Game Development
Update: We've had a slow start on giveaway entries, so we're opening it up to everyone! Man, we've had some great guests lately, and you won't believe some of the folks we're going to be talking to in the coming months! With all this action, it was nice to get back on Skype with John for a night, check in, talk a little news, and hang out. We're also dialing in some new recording equipment in the studio, and although my mic was a little hot for this one, the overall show quality is moving steadily in a positive direction. If you haven't checked out the GDC State of the Game Industry survey results for the year, we've got you covered. It's made up of some surprising insights, as well as others that were more interesting in their presentation. If you want to follow along as we discuss the report, you can register to download it for free at gdconf.com. I'm also telling the tale of the rarest, most mysterious piece of gaming memorabilia I've come across in my life. It was a blast getting to the bottom of this thing, and I think the story is pretty good. I'm including one of the official photos here, and you can expect a more in-depth write-up with photos of my scope here on the site soon. Finally, we're doing our first podcast giveaway, thanks to bestselling author, Morgan Ramsay! Morgan has very generously signed and mailed us a copy of his recent book, Online Game Pioneers at Work, and we're passing it on to a listener! We're not explicitly mentioning this on Twitter because we want a real show listener to get it! For a chance to win, simply retweet one of the tweets linking to this week's show (It will either come from @CodeWritePlay or @Mechatodzilla), then reply to the original tweet telling us which founder you're most excited to read about. Here's a list of the great interviews in the book for your convenience! Pioneers featured in Online Game Pioneers at Work: David Perry, Gaikai Doug Whatley, BreakAway Games Victor Kislyi, Wargaming Gaute Godager, Funcom Jason Kapalka, PopCap Games Ray Muzyka, BioWare Raph Koster, Metaplace Riccardo Zacconi, King Emily Greer, Kongregate Ian Bogost, Persuasive Games Richard Garriott, Origin Systems Ilkka Paananen, Supercell John Romero, Id Software Greg Zeschuk, BioWare Reynir Harðarson, CCP Games Neil Young, Ngmoco:)
01:02:33
January 28, 2019
The Path of Motus Creator Michael Hicks
Michael Hicks has released more creative projects since his late teens than some folks get to throughout an entire career. His top two game releases, Pillar and The Path of Motus, have been downloaded half a million times across a wide variety of platforms. When Polygon investigated Valve's shortcomings in supporting Steam developers, Michael's sharp criticism for Valve's practices took center stage in the debate. We discuss how I first crossed paths with Michael in this week's episode, but we've been friendly for several years. He's become a prominent indie voice here in the Midwest, and it's been a pleasure to discuss industry happenings with him and follow his career throughout that time. Not only has he developed keen insight into independent console development and learned how to navigate the PC space, but he's also dabbled in sharing his experience with others in the form of his own development-focused YouTube channel. Michael's one of the nicest guy's in the game right now and this was a fun episode to put together, his time is greatly appreciated. Keep up with Michael: Michael Hicks on Twitter MichaelArts.net Path of Motus, coming to Nintendo Switch!
46:27
January 21, 2019
Creating Universes and Characters with Ray Marek of Unparalleled Comics
Story-driven games are often revered as the height of artistic game development. For as dearly as we all hold Rocket League, it can't match the impact of Mass Effect or tug at the heart strings like Red Dead Redemption. To create a project that stays with your players, you need to design a world for them to experience. When we last spoke with Ray Marek, we casually discussed the downfall of Toys R Us (where he met Todd), the indie publishing experience, and even great games for horror fans. We had a great time, but Ray has much more to offer the indie dev crowd. This time around, Ray shares insight into the creative process of writing for the universes, planets, and characters we love learning about in comic books, using methods directly applicable to next-level game development. And yeah, we talk about our favorite Mexican food. Thanks again to Ray for his time and excellent insight. Ray on the web: Unparalleled Comics on Facebook Ray on Instagram Ray's horror site, The Horror Syndicate
45:20
January 16, 2019
Winning the Screen Time Debate and Forming Your Company
Hello 2019! We had huge plans for the Christmas show. If you don't believe me, check out the functioning Unity game I made to show off as a joke. But being the family guys that we are, the actual holidays got in the way. So it's back to business here in the new year. I'll be showing you the process of launching my new development company, you'll hear from more expert guests than ever before, and we're even about to do our first giveaway--it's something I absolutely love, and if you're a listener, there's a good chance you'll love it too. For the first time ever, this is a show full of community topics! We got a great question about Epic's new game store, insightful feedback about the game jam issues I discussed in the last show, and we shared the frustration of parents seeking to find the right approach for responsible screen time restrictions for younger players. Finally, we examine the reasons you need to have a real, legal company formed if you're doing business as a game studio, and how to go about it if you haven't yet. Don't take my word for it, we're looking at the advice of video game development attorney Zachary Strebeck and his excellent advice at Black Shell Media. We're just getting started for the year. Stay tuned for the exciting activities we're working on for the near future! We love your feedback and your reviews. More soon!
31:06
January 10, 2019
The Trouble with Game Jam Culture
Following a few discussions on social media in the wake of Ludum Dare 43 (enjoy my photo from LD19), I took an opportunity to gather my thoughts on this revered tradition of ours and ask a few important questions: Why do we do this? Why do we do it like this? Should we still be doing this?  Believe me, I'm far from anti-jam. I've probably participated in a dozen over the last decade, but I do have some thoughts on how we can put them to better use. I don't think we should respect any practice too much to question it, so let's get the ball rolling.  Though I've been thinking on this topic a long time, tweeting with some folks including your friend and mine, Christer Kaitila helped me finally decide to organize what was in my head. If you jam, you should check out his book, The Game Jam Survival Guide. We'll have to pester him to make an appearance here soon.  It was a great week of feedback around social media after a show we were actually worried about for a few reasons so thank you one and all. As always, your ratings and reviews keep our community growing, and your kind words keep us working on it. Thank you!
20:12
December 12, 2018
Min-Maxing Your Audio Production with John Schiber
At last, more than a year after adding him to the show, I sit down with John Schiber to ask him some questions relevant to his expertise: being a life-long musician and internationally-signed recording artist. John's experience producing music with his band, A Dark Orbit, and his personal studies of theory, engineering, and instrumental techniques have left him with skills you'd normally need a room full of people to tell you about. The fact that I hadn't properly grilled him for your benefit before now is a disappointment to us all.  It's hard to just "dive in" to audio production for an hour and come away with all you need to know for your game development endeavors, so we're counting on you to come to us with good questions for John to answer, either on the show or around social media. He's on the podcast all the time, but this appearance was especially important to him and he made clear several times he didn't want to leave anyone hanging. Tap into his knowledge!  John on the Web John's Band - A Dark Orbit John's super-entertaining Instagram - JSRex86
01:02:51
December 02, 2018
How Players Learn and How to Teach Them
It's time for a mini-show full of things to know! I've sort of been bouncing catchphrases like that in my head for the better part of a day, and I've determined there are no good ones--but that may be the fever talking. I was in the throes of a full Man Cold for this episode, but I landed on a topic I liked a few days ago and I decided not to rest until I could be sure the show went out on time.  Teaching players how to play your game is one of the most crucial challenges you face as a designer, and while it may not get fully overlooked (you DO know you have to do it), it does not always get the care that it deserves, and this will absolutely cost you players. In hopes of offering up some solutions and solid guidelines for your planning pleasure, I set out to look at the actual processes of teaching and learning, to see how I might apply it to our jobs as developers and designers. It was during this time that I stumbled across the writing of Scott H. Young for the first time. Scott has devoted his life and his writing to some fascinating pursuits, including his "MIT Challenge," in which he completed the institute's full Computer Science program in less than one year, all through self-guided study. When I went through his Step-by-Step Process to Teach Yourself Anything (in a Fraction of the Time), I was immediately able to recognize tangible ways that these methods applied to teaching players the skills they need to be successful playing your game. This episode contains my findings.  As always, please subscribe to keep up with the show. We appreciate your kind ratings and reviews and we invite you to help us get the word out! Always feel free to reach out to us here or on social media. We're always listening!
15:00
November 26, 2018
Annual Holiday Game Design – Thanksgiving 2018
Happy Thanksgiving! In this special holiday episode, we give thanks for tremendous opportunities we've had this year, and for so many kind words from the community. In keeping with tradition, we come up with holiday-themed design concepts and follow them as far as we dare down the rabbit hole. What begins as a good-natured creative exercise quite frankly spirals into a dark place where no vitriol is spared against man's greatest natural enemy: the waddling garbage monster that is the wild turkey.  It's not too soon to be thinking about your holiday designs for Christmas! Your ratings and reviews are the lifeblood of the show. Help us get the word out by subscribing and telling a friend!
52:31
November 22, 2018
Religion, Metallica, and NBA Jam
Happy Thanksgiving week! In this episode, Todd shares the story about how two awesome arcade machines ended up in his basement and shares what he's thankful for (in addition to these awesome machines).  There's still time to hit us up with your 1-2 sentence Thanksgiving game design ideas. We'll talk about our favorites on the next episode.  As a bonus for checking out the show notes, here are some photos of the machines! 
42:12
November 19, 2018
The World of Pico-8
At last! We've certainly discussed Pico-8 enough on the podcast to warrant this top-to-bottom look at Pico-8 in general, which includes a walkthrough of my latest Pico-8 project, Letterworks, from design to submission. If you're an audio show listener, you may want to set aside a few minutes to check this one out on our YouTube page, as this episode's video shows the Pico-8 system, the code, the sprites, and even the forum where projects are shared and discussed. I tried my best to ensure the audio track alone made sense as well, so don't YouTube it behind the wheel or anything.  You can get your hands on your own very affordable Pico-8 license at Lexaloffle.com. Search Pico-8 on Twitter to see even more wild and fantastic demos created by the community at large.  As always, you can help get the word out about the podcast by telling a friend, leaving a review, or by subscribing any of the places below. We'll be back with more soon!
34:04
November 12, 2018
The Predator’s Code
John Schiber returns for Season 2! For once, we're each playing a new release: John has jumped on his horse and has high praise for Red Dead Redemption 2, I've scratched my Call of Duty itch and downloaded Black Ops 4. For the first time in the history of the show, we've both played (and enjoyed) a battle royal game.  This show was recorded Monday night, so we were still getting bits and pieces about the Diablo Immortal story. It hasn't changed much since that time, but Blizzard has denied that they planned to announce Diablo 4 instead of a mobile title.  As weird as the Red Dead Redemption 2 controversy is, we still wanted to dig in and find a worthwhile way to discuss it. We'll leave it for you to decide how we did. We love your comments and reviews; we're so glad you're playing along for another season. 
58:21
November 08, 2018
Season 2 Intro
Welcome back! Just an informal sit-down to talk about the state of the podcast, how we set things up for Season 2, and some of the cool stuff we're working on in the coming months. Now is the time to subscribe and get in touch! Help make this the show you want to hear in 2019!
27:17
November 04, 2018
Who Is Video James?
We start with a public apology regarding last week's show. John nears completion on a new studio album and Todd refuses to bother one of Riot's founders with lunch. Finally, we discuss community feedback and topics, including how to recover from burnout.
55:34
July 20, 2018
Reach Out and Sue Someone
Since we left off, my house was on HGTV for whatever reason, I moved the site to a shiny new server, and I never ended up telling John I was going to go ahead and record this episode without him. Sorry John. John will be fine. If you want to worry about someone, worry about Warner Bros. and Behaviour Interactive in Bethesda's VATS-assisted crosshairs. This copyright lawsuit is going to get uglier before it gets pretty. The PUBG/Fortnite suit, on the other hand, will go no further. We called it, and we'll recap why. There's a more interesting discussion to be had, I think, about Active Shooter--later renamed Standoff, I guess--being pulled from Steam and banished from PayPal of all things. I won't rehash the entire discussion, but I think there's plenty for indies to examine here. Can we effectively police ourselves? Should it be left to us? How can we keep the ball in our own court while continuing to create our way? The key, surely, is balance. As always, if you want to help us out, share the show with a friend, leave us a kind rating on iTunes or somewhere else, and subscribe to get new episodes before anyone else! Reach out and let us know what you want to hear about or just say hi.
37:59
July 03, 2018
Organization and Productivity
Since the start of the new year I've focused on coordinating content for our listeners that would improve their craft in a more direct and measurable way. We've hit on some popular topics since that time. Thinking like an entrepreneur, promoting your indie game, and accessibility all seemed to resonate with listeners in a much more real way than our previous reactionary gaming news talk and our other AM radio douchebaggery. And that feels good.  To push that momentum even further, we're wandering out into Indie Land to see what problems we can bring back to the lab and, well, break down. What keeps catching my eye lately is indies (and pros) talking about the wide variety of real life problems that stand in the way of putting in project time. And, oh, I get it. John and I are both dads working full-time with separate side hustles and we both still desperately want to gain traction with our first cooperative indie game. We harp on overuse of the phrase "real soon" in this week's show, but believe me, we have to use it a lot too. That doesn't mean we don't have the answers! We've had to conquer some absolutely wild personal scenarios to achieve what we have professionally and as weekend warrior creators, and I gathered no small amount of wisdom from people infinitely more qualified than us. Our goal this week is to get you past "real soon," and send you back to the battle renewed. Resources Organize your project * Comment your code like a champ - This Medium post does a great job of examining different schools of thought on the topic and shows great examples for inspiration. * Use source control - Just do it. Get Git. They have great tutorials and it's also free to use their great book. * Document your check-ins effectively - If it seems like a small detail to worry about, really think over this post. * Number your releases like the pros - If you never thought or cared about this before, I get it, but be ready for that moment you'll need to enter a seemingly intelligent version number for the benefit of your players in the app stores. Semantic Versioning is a great system for it.
57:23
May 16, 2018
Designing for Accessibility
John returns at last following the birth of his second child! Upon getting back down to business this week, we started in on a topic we should have covered much sooner: accessibility in game design. I've always thought it was odd, some of the political baggage that gets heaped on this topic. If you design or develop video games, you should have a natural appreciation for the people who seek out and enjoy your work, and you probably have a genuine interest in helping them overcome anything that might stand in the way.  I think maybe what keeps us from doing our best work in this area is a sense of being overwhelmed at the thought of designing for any potential impairment from which a player may suffer. This is probably fair, considering how easy it is to overlook whole categories of impairments: personally I'd hardly considered categories like temporary injuries or environmental impairments preventing a player from calling upon their complete faculties while playing. Maybe it's too bright in front of their screen. Maybe there's too much noise in the room. I'm sure I'm not helping to convince you you can cover everything. Luckily in researching for this episode, I quickly came across an invaluable resource at Game Accessibility Guidelines. This is an in-depth guide to considerations that can keep your project from including crucial and totally unnecessary mistakes that might mean the difference between joy and disappointment for your players. While the entries range from "basically effortless" to "how would I even," I was floored by the simplicity of some of the recommendations that would no-doubt provide invaluable access to players with disabilities. https://www.youtube.com/watch?v=8NT3-mg3_WI John and I definitely marveled at the site for a while and discussed how best to leverage the compiled wisdom for use in your projects, but I really want to emphasize the importance of staying available to your players, before and after launch. Save some resources and energy; people will come to you with simple requests for features and design elements you won't believe you didn't think of, and your willingness to help will make all the difference in the world. This is how you will learn, and this is how you will build a bond with the people who appreciate your art. We spend so much time talking about the limitations and shortcomings of video games as a medium, but what other kind of artist gets the opportunity to reach in and gently reshape their work to make a positive impact in someone's life? So consider this a call and a primer for common sense accessibility. Listen to us stumble around and go learn from those who know the material so much better than we do. I believe that simply taking some time to internalize this need and familiarize yourself with the design concepts will forever change your approach in perhaps a small but infinitely meaningful way. And as always, reach out, subscribe to come along for the ride, consider leaving a kind rating to help us grow, but most of all let us know what you think and what you want to hear about. We'll always joke around like crabby old men protecting our lawns, but we couldn't be having more fun putting the show together for you creators. We're not making a dime. We'd like to, but for right now it's all about community, and it's a pleasure to be part of a community we enjoy so much.
01:00:23
May 11, 2018
How You Could Work in Games Next Week
We dive deeper into a topic listeners are asking about: freelancing and remote work for game development. You'll hear how Todd left full-time professional software development, and started over in games from scratch with his own freelancing business. Congrats to John on the new baby! If you enjoy the #GameDev Breakdown podcast, we’d love to have you as a subscriber on SoundCloud, iTunes, or Google Play! We love your feedback!
27:12
April 18, 2018
Checking In on Triple A with John Schiber
John Schiber returns and we talk about the highs and lows of the latest round of triple-A games. We also check in on our ongoing Unity game project and share a few more stories from GDC. If you enjoy the #GameDev Breakdown podcast, we’d love to have you as a subscriber on SoundCloud, iTunes, or Google Play! We love your feedback!
43:47
April 06, 2018
Wrapping Up GDC with Microsoft Gaming Cloud GM, Kevin Gammill
Kevin Gammill of Microsoft Cloud Gaming Services joins us to close out GDC 2018. We discuss his contributions to the successful launch of the Xbox One X, the state and future of game development using cloud technology, and what game devs stand to gain from embracing cloud-based tech.
23:13
March 29, 2018
Rogan Ferguson and Dmitry Lyalin of Microsoft Visual Studio Team Services
We caught up with Dmitry Lyalin and Rogan Ferguson live at GDC to talk about game development's interesting part in Microsoft's direction for VSTS and its cloud development product family, the group's focus on meeting devs where they are, and Mickey Mouse impressions for fun and profit.
30:18
March 28, 2018
Microsoft Cloud Developer Advocates Jessica Deen and Abel Wang
Jessica Deen and Abel Wang stop by at #GDC18 on their quest to bring DevOps goodness to the game dev community. We talk about the importance of consistency and reaching the next level of intuitive, repeatable processes in your software development.
27:26
March 26, 2018