今年夏季,絕不能錯過名勝壹號世界郵輪重回基隆啟航!多種優惠方案讓您輕鬆預訂心儀的日本沖繩郵輪行程,同時省下大筆開支!

Game Dev Advice: The Game Developer's Podcast

3 個月前
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Game Dev Advice: The Game Developer's Podcast
+30 year game industry veteran John "JP" Podlasek interviews game designers, programmers, producers, artists, arcade owners, writers, CEOs and others about game development. Experienced or aspiring game developers alike will find useful, thought-provoking, and sometimes funny advice from others in the game industry. Find info at gamedevadvice.com and subscribe now!
Starting Bungie, UEFN, Teamwork, Making Halo, AI Concerns, Portfolios, UGC, Game Industry Optimism, Diversity, Building EQ, and the Fourth Curtain Podcast with founder and CEO Alex Seropian of Look North World
I welcome Alex Seropian, founder and CEO of Look North World on this episode kicking off the 5th (wow, 5th) year of the podcast. Hear as Alex shares insights about his current role, including hosting The Fourth Curtain podcast and his new studio, Look North World. Learn about the growing significance of user-generated content (UGC) in the gaming industry and the potential for UGC to become a major part of the industry in the coming years. Alex also reflects on his journey in the game industry, from his early exposure to video games to the founding of Bungie after college and working on games like Marathon and Halo. We then get into his curiosity about the future of the game industry, particularly in relation to the impact of technology, such as AI and virtual reality. He also raises concerns about job stability and diversity within our industry, emphasizing the importance of building a diverse workforce. Alex then shares his excitement about the Steam Deck hardware and highlights his ongoing passion for gaming. In closing, Alex offers a piece of advice for those working in the industry, expressing optimism about the future of the game industry, and the role of entertainment in people's lives. We acknowledge the fluctuations and challenges within the industry but maintain a positive outlook for its future. Bio: Alex Seropian is an entrepreneur and video game developer who has been creating video games for more than 30 years. He is currently the founder and CEO of Look North World, a developer of games & entertainment for creator communities. Alex started in the video game industry by founding Bungie (Halo, Marathon, Myth). He is also the founder of Wideload Games and Industrial Toys. Alex has held executive positions at Microsoft, Disney, and Electronics Arts. Along with starting companies, he is the host of The Fourth Curtain Podcast, a mentor and advisor to numerous startups, and serves as a board advisor to the Tumo Center in Armenia. Show Links: * The Fourth Curtain Podcast - website * UGC - GamesBeat * Bungie - Wikipedia * UEFN Game Engine - website * Steam Deck - Steam website Connect With Links: * Alex Seropian - LinkedIn * Look North World - website * Alex Seropian - X/Twitter Game Dev Advice Links: * YouTube - check out this episode with 100% more video * Patreon - 1:1 career coaching through the Gain Wisdom membership * website - show notes, links, stuff * X/Twitter - pretty dormant * info@gamedevadvice.com - reach out! * Game Dev Advice hotline: (224) 484-7733 * Level Ex website - Careers page for advancing the practice of medicine through play * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Mon, 08 Jan 2024 15:30:00 -0000
From Improv to the Game Industry, Charting Your Path, Being Flexible, Consolidation Concerns, Working with Clients, Future Tech, the M+DEV Conference, and Taking Care of Yourself with Jennifer Javornik of Filament Games
I welcome Jennifer Javornik, the Chief Partnerships Officer at Filament Games on this 60th episode. Learn about her current role, the company’s connection with UW Madison, and how she transitioned from a traditional IT role into the game industry. Hear about being in improv comedy, learning to be less formal, and how the industry embraces being yourself. We then share advice about starting out, having content to show, testing, and being able to hit the ground running. Hear about the intricacies of doing client work, opportunities to work in marketing, and the importance of being flexible in this industry. We then get into teamwork, communication skills, and one of her favorite projects, iCivics.org. Learn about industry consolidation concerns, questions about the future, supporting VR/AR/MR, and hype cycles. Our discussion then pivots to a funny story about Minecraft, the NY Times Spelling Bee, and spending time away from games outside of work. As we wrap up, hear about some unusual projects she’s worked on for dairy farmers and pediatric MRIs to help kids, taking care of yourself, keeping your skills current, and the upcoming M+DEV 2023 conference in Madison, WI. Bio: Jennifer Javornik is a video game executive who specializes in partnerships, business development, revenue growth, and entrepreneurship. She is currently the Chief Partnerships Officer for Filament Games, a video game studio that specializes in digital games, simulations, VR and AR experiences for positive impact. She is also a founding member and former Executive Director of the Wisconsin Games Alliance and currently serves on the Unity Global Education Board. Show Links: * What Video Games Have to Teach Us About Learning and Literacy - Amazon * iCivics.org - website * Microsoft acquiring Activision Blizzard - The Verge * Magic Leap - website * M+DEV 2023: Nov. 10, 2023 - website Connect with Links: * Jennifer Javornik - LinkedIn * Filament Games - website Game Dev Advice Links: * Patreon - please support the the show if you find it useful or interesting so new episodes can keep coming out * website * Twitter * email: info@gamedevadvice.com * Game Dev Advice hotline: (224) 484-7733 * Level Ex Careers website * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Mon, 16 Oct 2023 14:30:00 -0000
Video Games Cause Violence Fallacy, Find Your Why, Indie Development, Mental Health Crisis, Neuroplasticity, Forgiveness Matters, VR Deep Dive, Creator Keys, Robotics and More with Ryan Douglas of DeepWell DTx, NeuFluent / Founder, Nextern
I welcome Ryan Douglas, the Co-Founder at DeepWell DTx, NeuFluent / Founder, Nextern to this episode. Learn how DeepWell DTx is working to meld medical professionals, scientists, and game developers to create mental health digital therapeutics through play and neuroscience. Hear about the power of gaming to improve mental health, citing games like Tetris and Animal Crossing that have shown mental health benefits. Ryan then shares the value of creating experiences that make players feel better without consciously realizing it, along with potential negative effects around boundary conditions in medicine. We then get into the meteoric rise of the game industry, how it’s still immature at times, and the need for individuals to understand their motivations to be successful. Ryan then shares about the importance of building a culture centered on individual passions and shared purpose, how “crunch” isn’t unique to the industry, and work/life balance challenges. Hear about Ryan’s diverse career journey, the mental health emergency, F2P issues, digital therapeutics, flow states, the problem with gamification, and finding the overlap between game mechanics and treatment mechanisms. We then go into his 5 Creator Keys, EQ, finding people you trust, social media, regulation, AI, and both the power and over-hype of VR and AR. As we wrap up, we hear an unusual story about his career, life changes, excitement around their upcoming game, video game violence fallacy, working with the FDA, improving mental health, medicinal media, sharing on LinkedIn, finding your why, avoiding toxicity, and listening to your gut. Bio: Ryan Douglas is a renowned expert and innovator in mental health, artificial intelligence, and surgical robotics with nearly 20 years of experience. Ryan is the co-founder of DeepWell DTx, a video game publisher and developer focused on creating medically therapeutic games with compelling gameplay. He has commercialized over 20 medical devices, including treatments for depression, hypertension, breast cancer survivors, women's health, chronic pain, and neurological conditions. Additionally, Ryan holds pivotal patents in medical AI and robotics and has achieved FDA clearance for breakthrough therapies. Show Links: * Simon Sinek - Find Your Why YouTube * Animal Crossing and Mental Health The Gamer * da Vinci Surgical System Website * Pistol Whip Oculus * 1941: Counter Attack Wikipedia Connect With Links: * Ryan Douglas LinkedIn * DeepWell DTx Website * DeepWell DTx Twitter Game Dev Advice Links: * Patreon - please help support the show if you find it useful! * Twitter * Website * Email: info@gamedevadvice.com * Game Dev Advice hotline: (224) 484-7733 * Level Ex Careers website * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Wed, 06 Sep 2023 14:00:00 -0000
How to Successfully Pitch to Publishers, Learning to Script, the Importance of Sound Design, Chance Encounters, Doing Great Work, Being Calm, FMOD and More with Jeff Linville of Ritual Studios
I welcome Jeff Linville, the Co-Founder and Sound Designer at Ritual Studios to this episode. We discuss topics like sound design, pitching your game to publishers, and the future of AR and VR. Jeff shares about the importance of your personal network, learning how to script and work in-engine, and maintaining a healthy mindset with the ups and downs of the industry. We then go into the importance of sound design, highlighting the transformative power of sound that enhances player experiences. Hear about the challenges faced by sound designers, such as time constraints and file size limitations, plus having content cut. Jeff shares why he’s bullish on VR and thoughts around AR possibly replacing smartphones through spatial computing. We then get into the concerns about AI's impact on game development and copyright issues, along with ideas around the benefits. Hear how the team pivoted their game pitch to get better results by focusing on bite-sized call-to-action prompts, plus using gifs and game audio to create the game experience. Learn the importance for sound designers to be able to work in-engine and script, plus having an engineer connection to help implement ideas and tech. Jeff and I then talk about the importance of seizing opportunities, networking with peers, and maintaining a positive attitude through setbacks. We then wrap up discussing chance encounters, the abundance of good people in the industry, and the power of doing great work. Bio: Jeff Linville is Co-Founder of Ritual Studios, a Chicago based indie studio working on their first title, Fretless: The Wrath of Riffson. Jeff has been in the game industry for over 6 years as a Sound Designer and Composer working on various titles, including Fretless and Cardio Ex. Show Links: * Fretless: The Wrath of Riffson Reveal Trailer YouTube * Cardio Ex Game Soundtrack on Spotify * FMOD website * Apple’s Vision Pro spatial computing Apple website * Guild Wars 2 website * Alien: Isolation App Store * The 2023 Hollywood Strike for Dummies Vulture Connect With Links: * Fretless: The Wrath of Riffson Steam page * Ritual Studios Twitter * Jeff Linville Twitter * Jeff Linville YouTube * Playdigious home page * Playdigious TikTok Game Dev Advice Links: * Game Dev Advice Patreon - please support this work if you find it useful * Game Dev Advice Twitter * Game Dev Advice email: info@gamedevadvice.com * Game Dev Advice website * Level Ex Careers - we’re hiring for lots of roles! * Game Dev Advice hotline: (224) 484-7733 * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Mon, 24 Jul 2023 15:14:36 -0000
The Job Episode - Resume Strategies, Applying For Positions, Portfolios and Websites, Interviewing Tips, and Much More with John Podlasek
I put this information together for a presentation at DePaul University in Chicago recently. The audience found it helpful, plus listener Chris Hardin thought it’d make a great episode. So I made some tweaks and recorded it solo as a short episode :) While it’s intended for folks looking to get their first job there are different ideas and strategies that should be helpful if you’re already working in the industry. I cover strategies around resumes, applying for jobs, doing due diligence, interviewing strategies, following up afterwards, the importance of your portfolio/website, and other areas. It’s not meant to be extensive, but tips and ideas to help in your game development journey. (Plus if you’d like to go deeper my Gain Wisdom Patreon level has monthly private coaching included.) Bio: John Podlasek is the Director of Talent Acquisition at Level Ex, bringing over 30 years of experience in the video game & technology sectors. He is known for recruiting top game development talent and has played key Production roles in successful game franchises such as Mortal Kombat and Marvel Avengers Initiative. With a deep background in team organization and growth, John’s worked at companies like Midway Games, Disney, Zynga, Viacom, and others, plus is the host of the popular Game Dev Advice podcast with a global following. Resources: * Joe Hobbs Game Development Advice Contact List, also follow him on Twitter: https://docs.google.com/spreadsheets/u/1/d/e/2PACX-1vRYveFAl_GuvBo0iuy3EvgPm0fWAGci-Z8e5CZ6hoYz9n8gcoK4dgE0RML-x0pWqRNjGqte-V7phtqB/pubhtml * GrackleHQ: www.gracklehq.com * GameDevMap: www.gamedevmap.com * Game Developer (formerly Gamasutra): https://www.gamedeveloper.com/ * GDC YouTube channel: www.youtube.com/channel/UC0JB7TSe49lg56u6qH8y_MQ * Unity blog: https://blog.unity.com/ * Unreal Engine blog: https://www.unrealengine.com/en-US/feed/blog * 80lv: https://80.lv/ * Designer Notes: http://www.designer-notes.com/ * GameIndustry.biz: http://gamesindustry.biz * Game Industry News: https://www.gameindustry.com/ * Breaking the Wheel - Producers: https://www.breakingthewheel.com/ * VentureBeat’s GameBeat: https://venturebeat.com/category/games/ * YouTube Why Level Ex? https://youtu.be/GsWoygM_r3Q * My interview about the TurboGrafx 16-bit gaming days and other things: https://youtu.be/U4BP-3GX2kc * My YouTube presentation Careers Beyond Traditional Game Development mentioned earlier: https://youtu.be/ib_MegZm5-4 Game Dev Advice Links: * Game Dev Advice Patreon - please support this work if you find it useful * Game Dev Advice Twitter * Game Dev Advice email: info@gamedevadvice.com * Game Dev Advice website * Level Ex Careers - we’re hiring for lots of roles! * Game Dev Advice hotline: (224) 484-7733 * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Mon, 12 Jun 2023 14:00:00 -0000
Starting Your Own Studio, BioShock Infinite, Anti-Crunch Culture, Learning Patience, Rendering and Graphics, ChatGPT, and Shifting Business Models with Steve Anichini of Disbelief
I welcome Steve Anichini, the CTO and Co-founder of Disbelief to this episode. We start off discussing programming at a young age, taking a job after college, and then deciding to pursue a game development career with his first job at Jellyvision. Hear about working at Midway Games and Irrational Games and then starting Disbelief after layoffs. Learn advice about developing patience with yourself, others, project timelines, and not freaking out over deadlines. Steve then shares ideas for getting a first job, including the importance of debugging skills and learning more languages and game engines. We then discuss advancing as a programmer, including the importance of communication skills. Hear about some of his favorite projects, including Borderlands 3 and BioShock Infinite. We then dive into rendering and graphics technology, including real-time ray tracing and Unreal Five's Nanite. Hear about the threat and opportunity he sees in the industry, along with benefits and numerous concerns around AI. Steve then shares a funny story about a John Woo’s Stranglehold press event, some games he’s playing, the company's journey towards an anti-crunch culture, along with strategies for not getting into bad situations. At the end he shares advice about never being too late to strike out on your own, giving yourself enough runway, and getting in touch with him online. Bio: Steve Anichini has worked on many titles throughout his 24 year career, including Borderlands 3's PS5/XSX ports, Gears 5, BioShock Infinite, and John Woo Presents Stranglehold. He worked on tools and systems used in Blitz: The League, Psi-ops: The Mindgate Conspiracy, and Mortal Kombat: Deadly Alliance. At Disbelief, Steve focuses on systems and graphics programming, training, recruiting, and company strategy Connect With Links: * Disbelief website * Disbelief Career Page website * info@disbelief.com email * @solidangle@mastodon.gamedev.place Mastodon * Solid Angle blog Show Links: * Debugging: The 9 Indispensable Rules for Finding Even the Most Elusive Software and Hardware Problems Goodreads * Google Technical Writing Courses website * Nanite Virtualized Geometry in Unreal website * Lumen Global Illumination and Reflections in Unreal website * Midway’s 2007 Game Event in Vegas website * Pentiment Xbox Game Dev Advice Links: * Game Dev Advice Patreon - please support this work if you find it useful * Game Dev Advice Twitter * Game Dev Advice email: info@gamedevadvice.com * Game Dev Advice website * Level Ex Careers - we’re hiring for lots of roles! * Game Dev Advice hotline: (224) 484-7733 * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sun, 30 Apr 2023 15:00:00 -0000
The Pinball Episode with Roger Sharpe from PINBALL: The Man Who Saved the Game
I welcome Roger Sharpe, President and CEO of Sharpe Communications, and the star of the new movie - PINBALL: The Man Who Saved the Game. Hear about his marketing agency and how the idea to turn his story into a movie started back in 2020. We then discuss how pinball used to be illegal in New York City, discovering pinball in college, working at GQ, being challenged to write a book, and testifying at City Hall it was a game of skill, not a game of chance. Learn about life choices, working in advertising, how others got their start in pinball, plus ideas how you could get into the industry now. Hear about home enthusiasts being a huge boost, going international, and thousands of events, tournaments, and leagues happening every year. We then dive into some of his favorite games and projects, including the ones he designed, along with his licensing work on Elvira, NBA Jam, Mortal Kombat, Indiana Jones, Star Wars, Terminator 2, Arctic Thunder, and other games. Learn about the growth of barcades, the explosion of the industry, the difference to video games, and cooperative play. Hear about his concern on the recent pricing of pinballs, not going too hardcore on the game design, and thoughts on licensing. Towards the end he shares a great story about Gary Stern, the legendary Harry Williams, his pinball book, and some current games he’s playing or interested in. Learn about websites you can check out, the March 17th, 2023 release date, the irony of making pinballs in Chicago but not being legal years ago, and how this little indie movie is winning awards (go check it out). Bio: Roger Sharpe’s demonstration of pinball as a skill-based game overturned New York City’s thirty-five-year ban on pinball machines in 1976. His story, now a film, “PINBALL: The Man Who Saved the Game” came out March 17th, 2023. Roger is also the former Director of Marketing and Licensing at Williams Bally/Midway, a pinball historian, a player, and former pinball designer at Stern, Williams, and Game Plan. Show Links: * Pinball: The Man Who Saved the Game website * Apple TV Movie link (U.S.) * YouTube Movies and TV link (U.S.) * Moving Picture Institute website * Vertical Entertainment website * Stern Pinball website * Jersey Jack Pinball website * IFPA website * Midwest Gaming Classic website * Texas Pinball Festival website * Scorebit website * James Bond 007 website * Bally Midway Wikipedia Game Dev Advice Links: * Game Dev Advice Patreon - please help support the show if you find it useful * Game Dev Advice Twitter * Game Dev Advice email: info@gamedevadvice.com * Game Dev Advice website * Level Ex Careers - we’re hiring for lots of roles! * Game Dev Advice hotline: (224) 484-7733 * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Fri, 17 Mar 2023 14:00:00 -0000
Get Comfortable Being Uncomfortable, The Last of Us, ChatGPT, Uncanny Valley, Pizza Is Pizza, Compassionate Leadership, Halo 2 Double Team, No Jerks Policy, Document the Results, and Being Unflappable with Ray McCaffrey of Steel Wool Studios
I welcome Ray McCaffrey, Executive Producer at Steel Wool Studios. Hear how he got started in the game industry through a friend by joining a band with some NetherRealm artists who later encouraged him to apply for a short-term Assistant Producer contract job. Learn about his transition from IT, working with industry legends, and wishing he’d known to be more quiet and listen better. We then discuss advancing your career in Production, the importance of documenting feedback and results, and providing context to the team to build trust. Hear about the value of being calm and centered for others and the value it brings to the team and a company. Learn about the critical skill of being comfortable being uncomfortable, accepting change in the search for fun, along with the role of acting as a confidant to team members. Hear about being honest with yourself about your flaws, putting constructive feedback into practice, plus sharing feedback without being a jerk. Listen about how insufferable it is working with jerks, ways we avoided it, and what a relief it is not to. We then dive into the uncanny valley of console hyper-realism, go deep into God of War Ragnarök, how accelerated technology is now, and some thoughts on ChatGPT, AI art, and the futility of trying to predict the future. Hear why he’s bearish on AR, and bullish on VR for the entertainment value, plus the way it’s changed how we interact with each other at times. Towards the end we talk about a game cancellation that taught him how to be a compassionate leader, the importance of an open dialogue with your team when in a position of authority, the genius of The Last of Us, other game licensed content, Halo 2 Double Team, pizza, and accepting that nothing is ever final. Bio: Ray McCaffrey is the Executive Producer at Steel Wool Studios, an independent studio based in Oakland, CA. Ray’s been in the game industry for almost a dozen years and has worked on games like Injustice: Gods Among Us, Batman: Arkham Origins, Mortal Kombat X, WWE Immortals, Cardio Ex, Pulm Ex, Five Nights at Freddy’s and more. Show Links: * God of War Ragnarök website * ChatGPT website * TRIPP VR website * The Room VR: Dark Matter website * STAR WARS Jedi: Survivor website * The Last of Us website * Halo 2 Double Team Fandom Connect Links: * Ray McCaffrey Twitter * Steel Wool Studios website Game Dev Advice Links: * Game Dev Advice Patreon - please help support the show if you find it useful * Game Dev Advice Twitter * Game Dev Advice email: info@gamedevadvice.com * Game Dev Advice website * Level Ex Careers - we’re hiring for lots of roles! * Game Dev Advice hotline: (224) 484-7733 * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Fri, 10 Feb 2023 15:00:00 -0000
Skywalker Ranch, Persistence, Game Designer Qualities, Working With Steven Spielberg, Being Bold, The Power of AR and VR, Not Being a Jerk, and Traveling the World with Noah Falstein of The Inspiracy
I welcome Noah Falstein, a legendary Game Designer on this episode. Hear about his current work as a Designer and Consultant, along with how he began straight out of college at Milton Bradley before going to Williams and to create arcade games. Learn about being an early employee at Lucasfilm Games, and working on the amazing Indiana Jones titles along with others. We then discuss what he’s learned reflecting back to the beginning of his career, moving to California, and advice to expand your horizons beyond triple-A games when starting out. Discover the importance of persistence, curiosity and other key qualities for Game Designers to have, along with learning psychology to understand yourself, co-workers, and players. Learn about digital therapeutics to treat diseases and disorders, AR, Google Glass, and being bullish on the future. Hear about the one trillion dollar world health market, esports, web3, and threats to the industry being localized versus global. We then talk about the Wii Fit and dive deeper in VR and AR, including Pearl the interactive movie, and Skip Rizzo’s important work. Hear about working with (gamer) Steven Spielberg, working at Skywalker Ranch, for Google, and new technologies impacting games and healthcare. Towards the end we talk about merging his love of travel by presenting at conferences, where to find Noah online, the differences between the games, movies, and TV industries, plus why you shouldn’t be a jerk. Bio: Noah Falstein was one of the first 10 employees at Lucasfilm Games/LucasArts where he led projects including PHM Pegasus, Indiana Jones and the Last Crusade, and co-designed Indiana Jones and the Fate of Atlantis. After serving as Google's Chief Game Designer Noah’s been focusing primarily on games for healthcare. Show Links: * Milton Bradley Wikipedia * Lucasfilm Games website * WMS Industries Wikipedia * Monkey Island Games Wikipedia * Akili Interactive website * E.T. Cartridges Buried in New Mexico PCMag * Pearl VR and Fun * The Dig Wikipedia * Skywalker Ranch Wikipedia * Level Ex website Connect Links: * Noah Falstein Google * Noah Falstein website, The Inspiracy * Noah Falstein Wikipedia * Noah Falstein Twitter Game Dev Advice Links: * Game Dev Advice Patreon - please help support the show if you find it useful :) * Game Dev Advice Twitter * Game Dev Advice email: info@gamedevadvice.com * Game Dev Advice website * Level Ex Careers - we’re hiring for lots of roles! * Game Dev Advice hotline: (224) 484-7733 * Subscribe with your favorite player and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sun, 27 Nov 2022 16:00:00 -0000
Game Jams, Resiliency, Game Dev Resources, The Future, Mentors, Neurodiversity, Bodystorming, Tech Art, Networking, Art Automation, Anxiety, Mixed Reality, and AI with Angel Muniz
I welcome Angel Muniz, a 3D Generalist and Technical Artist who shares about her transition into the game industry, talking with Bungie, getting her first job, and going back to school. Hear career advice about how the art field is changing, creating automation, learning integration, and getting your first position. Learn about knowing your value, having mentors, passion & curiosity, and advancing your career. We then discuss hackathons, growing your skills, her VR portfolio, and her love of learning. Hear about emotional intelligence, politics, listening, bodystorming, and how we process information. Discover AI machine learning, building an experience to help with anxiety, XR, wearables, aerospace, and NASA. Learn about integrating XR into education, roles outside of triple-A, different projects she’s worked on, challenges around hiring, toxic environments, and thoughts on being neurodivergent. Hear about overwhelming job descriptions, changing skills, the metaverse, wantrepreneurs, reading the room, and not being critical when playing games. Towards the end we talk about networking, connecting with the IGDA, Global Game Jam, the value of GDC, and the game dev community in Houston. Hear about games like Graveyard Keeper, kind words for this podcast, where to connect online, new tech battles, keeping your skills sharp, her mentor’s advice on making progress each day, and info on my YouTube presentation about careers outside of traditional game development. Bio: Angel Muniz is originally from Texas, a former NASA JSC - Animation & Graphics Lab 3D Intern, who worked on growing the game industry in Houston —mainly in the XR field. Angel served as a Co-PI for a National Science Foundation Grant & Adjunct Professor for the Dynamic Reality Technology program (AAS in XR) at Coastal Alabama College. With a background in public speaking for high-performance art/PBR & optimization, she was a keynote speaker for the University of Pennsylvania, a guest lecturer at the University of Houston - Computer Science, Microsoft’s HoloAcademy in Redmond, Immersive Tech Conference, IGDA, and more. For over 7 years, Angel has worked as a 3D Generalist and Technical Artist - CGI for Amazon AWS, TenGun, TYM Studio, Practical VR, Ong Innovations, and served as a consultant to many more. She’s been a professional mentor for the game developer community co-creating and participating in boot camps, hackathons, and one-on-one sessions with artists and developers. She is currently building an application in XR and plans to apply for her 2nd NSF grant to fund her research in behavioral health, communication, and technology. Angel is an advocate for neurodiverse individuals in the field as she continues her work in the game industry. She is an avid learner and seeks to build and utilize new tools in automation for game art in the industry. Show Links: * Substance Designer website * SMU Guildhall website * Digipen website * NSF Grants website * Rain on Your Parade Steam * IGDA website * Global Game Jam website * GDC website * Graveyard Keeper website * The Survivalists Steam * Detroit: Become Human Wikipedia * Joowon Kim SMU Guildhall * Careers Options Beyond Traditional Game Development me on YouTube Connect Links: *Angel Muniz LinkedIn *Angel Muniz website Game Dev Advice Links: * Game Dev Advice Patreon: please help support the show if you find it useful * Game Dev Advice Twitter * Game Dev Advice email: info@gamedevadvice.com * Game Dev Advice website * Level Ex Careers: I'm hiring lots of roles! * Game Dev Advice hotline: (224) 484-7733 * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Fri, 14 Oct 2022 23:32:00 -0000
Making RPGs, Remote Manager Challenges, Porting GTA Vice City, How To Get Promoted, the Power of Messaging Apps, German Game Dev, Resident Evil Design, Working in Different Roles, and The Settlers with Jurie Horneman
I welcome Jurie Horneman, senior gameplay programmer at Possibly Space, who shares about growing up in the Netherlands and his passion for wanting to make games that led to his first job. Learn about making Amberstar, answering calls from players, and making Ambermoon, which still has a dedicated fan base. Hear about moving to Blue Byte, Albion being overly ambitious, learning C, and having your shipping platform changed because of bankruptcy. We then discuss source code, the importance of completing personal projects, and needing to shift your perspective to think as a hiring manager or department lead. Learn about pitching in, how game dev is different from film, and working on Watch Dogs: Legion. Hear thoughts for working in games now, developing interpersonal skills, and why it’s important to enjoy the process of making games versus only focusing on the results. Discover his favorite games to have worked on, passion around dynamic storytelling, game engines. game AI, and game design. Hear about working remotely, the impact of video conferencing, the need to communicate more as a manager, the value of in-person serendipity, and the power of messaging apps. Towards the end we talk about how the GTA: Vice City Xbox U.S. update almost shipped with all of the globally controversial settings accidently turned off, working Manhunt 2, The Settlers, Incubation: Time Is Running Out, and interesting games out now. We wrap with Resident Evil, how to connect, enjoying the process, accepting change, and being a good person. Bio: Jurie Horneman is originally from the Netherlands, and has made games in Germany, France, Austria, and now Canada. He got started in 1991 as a programmer before becoming a game designer, producer, and now senior gameplay programmer again, plus has worked at Ubisoft, Rockstar Games, Blue Byte Software, and many other studios. Show Links: * Demoscene Wikipedia * Ambermoon Wikipedia * Albion Wikipedia * Splinter Cell Wikipedia * Weird West website * Emily Short blog * GTA Controversies KeenGamer * Manhunt 2 Wikipedia * The Settlers Wikipedia * Incubation: Time Is Running Out Wikipedia * Stray website * The Quarry website * Robo: The Allectric Idventurer Steam * Robo: The Allectric Idventurer Twitter * Robo: The Allectric Idventurer Discord Connect Links: * Jurie Horneman Twitter * Jurie Horneman website Game Dev Advice Links: * Game Dev Advice Patreon - please help support the show if you find it useful * Game Dev Advice Twitter * Game Dev Advice email: info@gamedevadvice.com * Game Dev Advice website * Level Ex Careers: we’re hiring lots of roles! * Game Dev Advice hotline: (224) 484-7733 * The Meditations: An Emperor's Guide to Mastery current audiobook * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sat, 20 Aug 2022 20:30:00 -0000
QA Into Production, Web3 Challenges, Twitter For Game Dev, New Technologies, Problem Solving, Axie Infinity, and Keeping An Open Mind with Carl Leducq of Altered State Machine and Zero To Play
I welcome Carl Leducq, Games Producer at Altered State Machine and the popular Zero to Play podcast who shares about his new role and recently shipped game for Rocketwerkz. Learn how he transitioned from film into the game industry and working in QA changed his perspective. Hear how he transitioned from QA to Production, his passion around the game development community and the NZGDA. We then discuss advice for getting into the industry, doing game jams, and advancing your career. Hear about the importance of communication skills, ideas for working remotely, and developing interpersonal skills. Learn about his favorite project, his interest in Web3, and the parallels to early F2P games. We then pivot into AR, VR, and potential threats, like Play To Earn and the massive Axie Infinity hack. Towards the end we talk about his podcast Zero To Play on YouTube, the awesomeness of Valorant, how to get in contact, and his parting advice around having an open mind. Bio: Carl Leducq is a NZ games advocate & experienced Games Producer who’s shipped titles on mobile, AR & PC (and now Web3). Carl is busy understanding and exploring the games industry from every angle, always learning, and growing more passionate about it every step of the way. Currently he’s working as a Games Producer with Altered State Machine, helping to deliver engaging and innovative interactive media experiences to their community using their IP partners. He also helps local game devs in New Zealand through the work he does as the Vice-Chair of the NZGDA. Plus every week Carl has an in-depth chat with a Game Developer over on his podcast Zero To Play which can be found on YouTube, Spotify and all other podcast services. Show Links: * Rocketwerkz website * Clinton Keith Amazon * Breaking The Wheel website * Web3 Wikipedia * Magic Leap website * Axie Infinity CNN Connect Links: * Carl Leducq Twitter * Carl Leducq YouTube * Carl Leducq LinkedIn Game Dev Advice Links: * Game Dev Advice Patreon - please help support the show if you find it useful * Game Dev Advice Twitter * Game Dev Advice email: info@gamedevadvice.com * Game Dev Advice website * Level Ex Careers page - we’re hiring for engineers and other roles * Game Dev Advice Hotline: (224) 484-7733 * Subscribe and go to the website for full show notes with links * Current Audiobook: The Practice of Groundedness Learn more about your ad choices. Visit podcastchoices.com/adchoices
Fri, 24 Jun 2022 13:00:00 -0000
Accountability, College Esports, Alto’s Odyssey, Gaming Culture, Winding Paths, Changing Behaviors, Bad Apples, and an Iceberg-Shaped Problem with Jae Lin of the Games and Online Harassment Hotline
I welcome Jae Lin, the Hotline Director of the ‘Games and Online Harassment Hotline’ who shares about their current role running the hotline, along with the new Culture Shift project. Learn about when they’re available, who it’s helping, and how you can text “support” to 23368 within the U.S. for help. Hear about the new Culture Shift program launched with Take this that goes into game studios and works with top leadership to create custom programs for companies. We then discuss gender-based harm, why it keeps happening, and the culture around it. Hear ideas around accountability, changing behaviors, and how the program just launched in March of this year. Learn about Jae’s experience being pushed out of esports, doing volunteer work in Austin, and getting involved with the hotline, along with how they define gender-based harm. Towards the end we discuss Signs of the Sojourner, Alto’s Odyssey, where to find these services online, and advice about practicing accountability, even in the smallest ways. Bio: My guest is Jae Lin, the Hotline Director of the ‘Games and Online Harassment Hotline’ and a mental health advocate for video game spaces. They have a background in queer community health and suicide prevention, with roots in collegiate esports. Jae is also a Community Organizer around trans liberation, queer arts, and racial justice based in Austin, TX. Show Links: * GameIndustry.biz article * Take this. website * Signs of the Sojourner Steam * Alto’s Odyssey website * Text “support” to 23368 Connect Links: * Gameshotline website * Gameshotline on Twitter * Gameshotline YouTube * FemFreq website * FemFreq Twitter * FemFreq YouTube Game Dev Advice Links: * Game Dev Advice Patreon - please help support the show if you find it useful * Game Dev Advice Twitter * Game Dev Advice email: info@gamedevadvice.com * Game Dev Advice website * Level Ex Careers page - we’re hiring for engineers and other roles * Game Dev Advice Hotline: (224) 484-7733 * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sat, 30 Apr 2022 05:00:00 -0000
Speeding Up Development, Interviewing Strategies, Game of Thrones, Beginner's Mind, Open Economy Games, The Metaverse, Humility, and Guilty Pleasure Games with Jon Radoff, CEO of Beamable
I welcome Jon Radoff, CEO of Beamable who shares his inspiration behind starting the company. Hear how D&D and computer programming got him hooked on games, and the companies he’s created along the way. Learn how he began his entrepreneurial journey as a kid, along with advice for others who love games and have a passion to create. We then discuss his thoughts around entrepreneurship, who to listen to, and who not to listen to. Hear why it’s important to have a portfolio, along with strategies for interviewing. Learn the value of having humility, a beginner's mind, not being afraid to throw things away, and getting player feedback. Hear stories on the development of huge IP games like Star Trek Timelines, Game of Thrones Ascent, and his very first game, Legends of Future Past. Learn about his passion for understanding what makes shipping games so hard, different business models, and how big and diverse the industry really is. Towards the end we discuss the lack of skilled people to fill roles, optimizing around creativity and reducing complexity, his broad definition of the metaverse, VR, AR, and making things more accessible. Hear a funny story about a party, his current favorite games, and wanting to hear from other developers. We then wrap up talking about how to reach out online, and doing research on new business models instead of being too cynical. Bio: Jon Radoff is CEO of Beamable, a Live Services platform for game developers. He is also the author of the "Building the Metaverse" blog, where he open-sources his thinking about the future of the internet. Jon is a lifelong entrepreneur who started making online games as a teenager before going on to build one of the first multiplayer commercial games on the Internet: Legends of Future Past. Since then, he's built businesses in Web publishing, ad networking and mobile games reaching tens of millions of consumers. Show Links: * Beamable * Disruptor Beam * Legends of Future Past * Star Trek Timelines * Game of Thrones Ascent * Building the Metaverse * Omni (Magazine) * Stellaris * The Office Somehow We Manage Connect Links: * Jon Radoff Twitter * Jon Radoff YouTube * Jon Radoff LinkedIn Game Dev Advice Links: * Game Dev Advice Patreon - please help support the show if you find it useful * Game Dev Advice Twitter * Game Dev Advice email: info@gamedevadvice.com * Game Dev Advice website * Level Ex Careers page - we’re hiring for engineers and other roles * Game Dev Advice Hotline: (224) 484-7733 * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Wed, 23 Mar 2022 02:06:00 -0000
Giving Back, Diversity, Self-Promotion, Cultural Revolution, People Skills, Immersive Experiences, and Game Jams with Renee Gittins of the IGDA
I welcome Renee Gittins who shares about her role as the Executive Director of the IGDA, along with her new position at Phoenix Labs. Learn about how Renee transitioned from biotech into game development, the various roles she’s had, along with making lifelong friends at Riot Games. Hear the importance of having confidence, starting your projects sooner, building a portfolio, and making connections. We then discuss the importance of self-promotion and mentorship as keys to advancing your career, especially working with cross-discipline. Learn the importance of people skills, especially self-reflection and empathy, along with her favorite project, Potions: A Curious Tale. Hear about the cultural revolution going on in the industry, thoughts on the Metaverse, and an inspiring story. Hear opinions on AR & VR, a surprising audience for her game project, and a wonderful story about her game’s impact. We wrap up talking about the importance of newer developers sharing and helping others, finding her online, and being kind to yourself during times like these. Bio: Renee Gittins is the Executive Director of the IGDA, and a multi-disciplinary leader with expertise in software engineering and creative direction. She is a passionate advocate and connector for developers and diversity in the game industry, with a background that spans across engineering, design, and production. She is outspoken about initiatives to increase diversity both within the game industry and gaming overall to help the game industry grow and improve for everyone. Show Links: * IGDA website * IGDA Discord * Creativity, Inc. book * Crucial Conversations book * Potions: A Curious Tale Steam * Guide For Game Companies whitepaper * Geek Girl Con website * Dauntless website * Dishonored wikipedia Connect Links: * Renee Gittins Twitter * Renee Gittins LinkedIn Game Dev Advice Links: * Game Dev Advice Patreon - please help support the show if you find it useful * Game Dev Advice Twitter * Game Dev Advice email: info@gamedevadvice.com * Game Dev Advice website * Level Ex Careers page - we’re hiring for tons of roles * Game Dev Advice Hotline: (224) 484-7733 * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Wed, 23 Feb 2022 14:30:00 -0000
Work with Meaning, Unity, Treating PTSD, Magic Leap, AI, Healthcare Heroes, GDC, and the Future with Skip Rizzo from the USC Institute for Creative Technologies
I welcome Albert “Skip” Rizzo, a clinical psychologist and 25 year veteran of gaming technology and VR for clinical uses. Learn how a patient playing Tetris sparked his interest in gaming, and years later he joined USC to use VR to help kids with ADHD. Hear the critical importance of building content that engages and motivates patients, along with the differences between games and film. We then dive into the Bravemind program to help vets suffering from PTSD, how he's rebuilt their technology, added new locations, and created a pre-deployment program for soldiers. Learn how he expanded into helping with sexual trama around a civilian context and working on different types of civilian PTSD, along with teenagers who’ve grown up with abuse and difficult living conditions. Learn Skip’s mission is to get the content into the hands of people who can benefit with ADHD, stroke rehab, pain management, and other areas. We then discuss the importance of mutual respect, a shared purpose, and curiosity. Hear about the need for meaning in one’s work, the heroes who work in healthcare, and the enormous stress they’re under in this COVID world. He then shares a new project for helping healthcare professionals dealing with stress using questions and dialogue. Hear about his favorite projects around work for autism, ADHD, disadvantaged youth, resilience training for pre-deployment, the importance of narrative, and one of my favorite games I worked on. We then talk about technology, the future, metaverse concerns, and companies investing in VR. Learn how Brainlab is using AR to help neurosurgeons prepare for difficult surgeries and the value of the Magic Leap. We wrap up with him sharing how he and others worked with a young Palmer Lucky, how he’s getting back into moderate gaming through VR, the challenges he’s had to overcome to gain acceptance in the traditional clinical psychology field, how AI is the next big frontier, and where to find him online. Bio: Albert “Skip” Rizzo is a clinical psychologist and Director of Medical Virtual Reality at the USC Institute for Creative Technologies. He is also a Research Professor with the USC Dept. of Psychiatry and at the USC Davis School of Gerontology. His career began as a clinician providing rehabilitative services for persons with traumatic brain injuries and stroke. Over the last 25 years, Skip has conducted research on the design, development and evaluation of VR targeting the areas of clinical assessment, treatment and rehabilitation across the domains of psychological, cognitive and motor functioning in both healthy and clinical populations. This work has focused on PTSD, TBI, Autism, ADHD, Alzheimer’s disease, stroke and other clinical conditions. Some of his recent work has involved the creation of artificially intelligent virtual human (VH) patients that novice clinicians can use to practice skills required for challenging diagnostic interviews and for creating online virtual human healthcare guides, and clinical interviewers with automated sensing of facial, gestural, and vocal behaviors useful for inferring the state of the user interacting with these virtual human entities. Show Links: * How Video Games Are Saving Those Who Served article * Full Spectrum Warrior Wikipedia * My You’re Not Getting Any Younger; Learn How To Ride a Motorcycle article * Level Ex website * Brainlab website Connect Links: * Skip Rizzo YouTube * Skip Rizzo Twitter * Skip Rizzo website * Skip Rizzo email - rizzo@ict.usc.edu Game Dev Advice Links: * Game Dev Advice Patreon - please help support the show if you find it entertaining/useful * Game Dev Advice Twitter * Game Dev Advice email (info@gamedevadvice.com) * Game Dev Advice website * Level Ex Careers page - we’re hiring for tons of roles! * Game Dev Advice Hotline: (224) 484-7733 * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Mon, 31 Jan 2022 14:00:00 -0000
Game Dev People, Starting a Studio, Discord’s Power, Send the Resume, Steam’s Dead for Indies, and Dota 2 with Dan Nikolaides from Studio369
I welcome Dan Nikolaides, CEO of Symmetric Games and the CTO of Studio369 on this episode. We begin discussing his current role leading development efforts on their game MetalCore, along with the studio’s first game, Rune II. Learn about the concepts in MetalCore, how they found investors, and how he started in the industry. We then dive into switching over to game teams, having projects canceled, and leaving to join Phosphor. Hear about shipping a bunch of games, then starting his studio in 2016. Learn about not being intimidated by hard problems along with the importance of a growth mindset. We then talk about the importance of new engineers knowing a game engine, the preferred language behind it, and having a strong engineering foundation. Learn Dan’s advice for current engineers who want to grow and have more responsibilities, along with the kind of work most working leads actually do. Hear about the importance of being a good listener, rubber ducking, and what kills a person’s morale. We then discuss some of his favorite old projects, blockchain gaming, NFTs, and the Metaverse, and how different companies are approaching this space. Hear about the industry’s challenge around content overload, Steam being dead for indies, and why it’s better to partner with a console. We then pivot into VR, their VR game in development, and how it’s a few years away from being a breakout platform. Towards the end we discuss working from home, game industry people, Dota 2, the struggles of starting a studio, how to contact Dan, and why now is the best time ever to be looking for a new job. Bio: Dan Nikolaides graduated from the University of Illinois in Computer Science, and has been in the gaming industry for over 15 years. He’s well known for being an Unreal Engine guru, and has worked for companies like - Midway Games, Warner Brothers, Day 1 Studios, Phosphor Studios, and Symmetric Games. His game credits include - Mortal Kombat, Stranglehold, Man of Steel, Gears of War, NBC’s Heroes, World War Z, WWE Immortals, Nether, Outpost Zero, and more. Dan’s currently the CEO of Symmetric Games and the CTO of Studio369 where he’s leading the technical and design direction of the studio’s game production for MetalCore, their upcoming release. Show Links: * Rune II Steam * PlanetSide 2 Steam * BattleTech Centers wikipedia * Phosphor Studios website * Unreal Engine website * Simon Sinek YouTube Connect Links: * Dan Nikolaides Twitter * MetalCore website * MetalCore Discord * MetalCore Trailer YouTube Game Dev Advice Links: * Game Dev Advice Patreon - please help support the show if you find it entertaining/useful * Game Dev Advice Twitter * Game Dev Advice email (info@gamedevadvice.com) * Game Dev Advice website * Level Ex Careers page - we’re hiring for tons of roles! * Game Dev Advice Hotline: (224) 484-7733 * Subscribe and go to the website for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sun, 26 Dec 2021 17:00:00 -0000
Working on Uncharted, 4-Day Work Week, Crunch, XTC, Psychology in Design, Sustainable Game Development, and the USC Games Program with Richard Lemarchand
I welcome Richard Lemarchand from the USC Games program tonight. We begin by discussing his Associate Professor role in the USC School of Cinematic Arts and the recent release of his book, A Playful Production Process, for Game Designers (and Everyone). Hear about how he got his first job at MicroProse, the importance of psychology in game design, along with wishing he’d known how to manage projects better when starting. We discuss the effects of crunch, the importance of managing projects, and how his book is a textbook of his class covering intermediate level design and production. We then share stories of outdated GDDs, Mark Cerny’s Game Design Macro format, and moving over to Crystal Dynamics in the mid-90s to work on the Gex and Soul Reaver series. Hear about going over to Naughty Dog to work on Jax, the critically acclaimed Uncharted series, and how the game industry is really more like a dozen industries. Learn Rich’s advice for game designers to understand psychology, systems dynamics, along with having T-shaped skills. Hear how soft skills were taught back at Crystal Dynamics, cultivating empathy, and treating others with respect. We then discuss Uncharted 2, his favorite game to work on, how well the team worked together, and the quality of the storytelling and the cast. Hear about his interests in VR, immersive design, narrative design, and storytelling that doesn’t involve violence as a core mechanic. We then discuss how crunch is the biggest threat to the industry, how it’s getting better, and studios moving to the 4-day work week. Towards the end we get into a great story about promoting Uncharted 3, trivia about Jake’s journal, and his recommended games - Subnautica, Boyfriend Dungeon, Beast Breaker, Jett, and Ring Fit Adventure. At the end we discuss music, the band XTC, the importance of audio, his book, how to get in contact with him, along with his parting advice. Bio: Richard Lemarchand is an Associate Professor in the USC Games program at the University of Southern California, where he teaches game design, development, and production, and is working on a series of experimental virtual reality game design research projects as part of the USC Game Innovation Lab. Previously he was a lead game designer at Naughty Dog and led the design of all three PlayStation 3 games in the Uncharted series, including Uncharted 2: Among Thieves, winner of ten AIAS Interactive Achievement Awards, five Game Developers Choice Awards, four BAFTAs, and over 200 Game of the Year awards. He also worked on Jak 3 and Jak X: Combat Racing for Naughty Dog, and helped to create the game series Gex, Pandemonium, and Soul Reaver at Crystal Dynamics. He is also the author of a new book, A Playful Production Process, for Game Designers (and Everyone), published by the MIT Press in October 2021. Show Links: * A Playful Production Process, for Game Designers (and Everyone) MIT Press * USC Games program website * Jason VandenBerghe’s 2013 GDC Talk YouTube *Soul Reaver 2 wikipedia * Game Design Workshop Amazon * Mark Cerny wikipedia * Naughty Dog website * Jax X: Combat Racing wikipedia * Uncharted wikipedia * Thinking in Systems Amazon * T-Shaped Skills wikipedia * Young Horses website * The Well-Played Game Amazon * Subnautica website * Boyfriend Dungeon website * Beast Breaker Nintendo * Jett: The Far Shore website * Ring Fit Adventure Nintendo * XTC Spotify Connect Links: * Richard Lemarchand Twitter * Richard Lemarchand email * Richard Lemarchand website * Richard Lemarchand LinkedIn Game Dev Advice Links: * New: Game Dev Advice Patreon - help support the show if you find it entertaining or useful * Game Dev Advice Twitter * Game Dev Advice email (info@gamedevadvice.com) * Game Dev Advice website * Level Ex website - we’re hiring * Game Dev Advice Hotline: (224) 484-7733, give a call! * Subscribe and go to the website full show notes Learn more about your ad choices. Visit podcastchoices.com/adchoices
Mon, 22 Nov 2021 15:00:00 -0000
Marathon Not A Sprint, ArtStation Is Key, Seizing Opportunities, Virtual Boy, Paying It Forward, Working In Mexico, Personal Projects, and My Origin Story with Glenn De Leon Garza
I welcome Glenn De Leon Garza, a talented 3D artist on this episode. We begin by talking about the impact of COVID in Mexico, along with his responsibilities now as an art director. Then hear about his transition from being a 3D artist into an art director and management role, plus his thoughts on giving good direction. We then transition to getting his first job as a 3D artist, the challenges of working in the industry from Mexico, and differences in salaries with the U.S. Hear what his first years were like as a new artist and his secret for getting better. Learn what Glenn wishes he’d known when starting in the industry, advice he gives new artists, and needing to understand your weaknesses. Hear about the importance of finding a mentor and his secret to attracting people to his portfolio. We then discuss the importance of ArtStation, always having your portfolio ready, and advice on progressing through personal projects. Learn Glenn’s thoughts on managing others, his favorite two projects to work on, and excitement around this new generation of PlayStation and XBox hardware when it’s truly next gen. We then discuss concerns around too many sequels, thoughts around VR, plus Nintendo's failed Virtual Boy. Towards the end we examine the different communication styles with Eastern European developers, his current favorite game and the upcoming one he’s excited about. Then Glenn turns the table and interviews me about what I’m playing, working on Mortal Kombat, and how I got my start in the game industry. After being interviewed we wrap up with how to get in contact with him, along with his one piece of parting advice to others. Bio: Glenn De Leon Garza is a talented 3D artist heading up creative teams that have developed games including Star Wars: The Old Republic, Borderlands 3, Friday the Thirteenth: The Game and The Sims. He’s currently working from his home in Monterrey, Nuevo Leon, Mexico, and welcomes other artists to reach out since he’s passionate about helping others level up their skills and finding their way in the industry. Show Links: *Devoted Studios website *CGBot website *Star Citizen Wikipedia *ArtStation website *Nintendo Virtual Boy Wikipedia *Fire Emblem: Three Houses Nintendo *My TurboGrafx-16 Interview YouTube *GameShark Wikipedia Connect Links: *Glenn on ArtStation *Glenn on Instagram *Glenn’s LinkedIn Game Dev Advice Links: *New: Game Dev Advice Patreon - help support the show if you find it entertaining or useful *Game Dev Advice Twitter *Game Dev Advice email (info@gamedevadvice.com) *Game Dev Advice website *Level Ex website - we’re hiring *Game Dev Advice Hotline: (224) 484-7733, give a call! *Subscribe and go to the website full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Wed, 20 Oct 2021 12:30:00 -0000
Startup Principles, Working on StarCraft II and Fortnite, Burnout, Empathic Design, UI is Key, Tools Development, VC Ecosystem, Mental Health, and Crossplay with Matt Schembari
I welcome Matt Schembari, CEO of Lightforge Games. We begin by discussing his lifelong love of games and how he got his first job in the industry, followed by the other studios he’s worked at. Our discussion pivots into burnout and the effects it has on a person, along with a crisis of identity, and thoughts on mental health. We then discuss the industry turnover rate and constant loss of talent that’s happening, along with the key principles Lightforge Games has been founded on. Hear Matt’s thoughts on empathic design, targeting tool development as a career choice, the importance of UI, and ideas around focusing your career. We then discuss the need to be a team player, mentoring others, and developing as a leader. Listen to the most important skill he thinks people should have and the importance of learning and developing. We then pivot into his experience working on StarCraft II and FortNite, including the development of crossplay, along with the rise of Twitch players. Hear about threats to the industry around big companies needing to get their shit together, the rise of startup studios working together and sharing ideas collectively, and the VC ecosystem. Listen to his excitement around AR and a funny story about a trip to Korea to promote StarCraft II. Towards the end we discuss thoughts about being all-remote, how the studio was founded on not asking people to move, and working asynchronously with employees in different parts of the world. We then wrap up talking about the importance of empathy and the belief in it creating better games. Bio: Matt Schembari has spent his career in the video games industry with a resume that spans both Blizzard Entertainment and Epic Games. He is currently the CEO of Lightforge Games. Show Links: *Lightforge Games website *StarCraft II Wikipedia *FarSide Cartoon JPG *Crossplay Fortnite The Gamer *StarCraft II expansion pack Korean news *Miro website *Notion website *Tangle website Connect Links: *Lightforge Games Twitter *Lightforge Games website *Matt Schembari LinkedIn *Matt Schembari Twitter Game Dev Advice Links: *New: Game Dev Advice Patreon - help support the show if you find it entertaining or useful *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Level Ex website - we’re hiring *Game Dev Advice Hotline: (224) 484-7733, give a call! *Subscribe and go to the website full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sun, 05 Sep 2021 18:42:04 -0000
Creativity is a Business, LotR’s Inspiration, Toxic Workplace Cultures, Using Agents, Defining Your Terms, Twitter For Connecting, Asking For Advice, and Creating Friendships with Marta Svetek
I welcome Marta Svetek, a London-based actor working in video games, film and TV. We begin by discussing the state of COVID-19 in London and how her roles of acting and other work are centered around creating digital characters. Learn about her passion of playing games from a young age, Lord of the Rings, and how she landed her first game VO role working for Creative Assembly. Hear about how her work has dramatically picked up over the last year, including as a lead character in the upcoming Battlefield 2042. We then discuss the actual process of doing VO in a recording studio, protecting your voice, along with what she’d wished she’d known when younger. We talk about a key mentor, the business of agents and talent representation, and working on her own terms. Learn the importance of asking advice, types of typical contracts, and how actors can work from anywhere now. We then get into the need of meeting people, why more work is moving to the UK because of buyouts, and sticking to your rate. Hear about the dicey world of talent agents, how to connect with people when networking, using Twitter as a resource, and how to connect with people. Towards the end we talk about the importance of understanding the gaming medium if auditioning, what to never say during the casting, and her favorite projects to work on. Learn about the importance of the collaboration process, her thoughts on indie development, and what it’s like doing “efforts” for games. Hear about our anger and frustration with the recent news, again, of toxic abuse in the industry, how crunch contributes to this, and a personal experience of hers. We then wrap up with the games she’s playing, how to connect online, parting advice on making friends, and the value of the Games Industry Gathering network. Bio: Marta Svetek is a London-based actor working in video games, film and TV. Specialising in Voice and Mocap work she has worked on a variety of popular titles, including lead roles in Total War: Warhammer 2 and the newly announced Battlefield 2042. She is represented globally by Audere Talent Management and The Mocap Agency. Show Links: *Will Tidman interview *Total War: Warhammer *Aranessa Saltspite character *Battlefield 2042 *Beavis & Butt-Head’s Weiner Takes All *Tom Keegan *Audere Talent *The VoiceOver Network *Rokoko Mocap Suits *Activision Blizzard on GamesRadar *Valheim *Raft by Redbeet Interactive *Outriders *Mordhau *Games Industry Gathering *The Mess on Soundcloud (drums) Connect Links: *Marta Svetek on Twitter *Marta Svetek website *Marta Svetek on YouTube *Marta Svetek voice reels on Soundcloud Game Dev Advice: *New: Game Dev Advice Patreon - help support the show if you find it entertaining or useful *Game Dev Advice Twitter *info@gamedevadvice.com *Game Dev Advice website *Game Dev Advice Hotline: (224) 484-7733, give a call! *Level Ex website - we’re hiring, check it out *Subscribe and go to the website full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sat, 31 Jul 2021 19:27:14 -0000
Battlefield Mobile, Gratitude, Getting Sh*t Done, Marvel XP, Bad Interview, Pareto Principle, Game Dev Identity, and Surviving a Layoff with Justin Fischer of Industrial Toys/EA
I welcome Justin Fischer, Lead Development Director at Industrial Toys of EA. We begin by discussing the state of COVID-19 in LA and how his scrappiness landed him an internship at Chicago’s Wideload Games. Learn about how he cut his teeth at Wideload Games and Disney Interactive working on projects with tight budgets, like Hail to the Chimp, Guilty Party and Marvel XP. Hear about the challenges and life lessons of tieing too much of your identity into being a game developer, going through a layoff, and the hidden value shown over time. We then pivot into advice for aspiring designers, artists, engineers and producers, along with how to advance in production, and what it means to view it as a service role. Learn about the value of seeking to understand before being understood, validating someone’s viewpoint, and his excitement around working on Battlefield Mobile. Hear about the other favorite game he's worked on, the industry’s challenge of so few mid-tier publishers, along with thoughts on AR. Towards the end we talk about the power of the mobile and tablet platforms, a challenging interview story, and the current games he's playing. We then wrap up sharing how to connect with Justin online, along with parting advice on working with others. Bio: Justin Fischer has worked in one form of production or another for almost 20 years - in music, television, software development and, primarily, games. He is currently the Lead Development Director for Industrial Toys, an EA studio in Pasadena currently working on Battlefield Mobile. He also holds an MBA from Northwestern University. Show Links: *Wideload Games *Marvel XP *Guilty Party *Stubbs the Zombie *Disney Interactive Layoff *Pareto Principle *Atlassian Jira *Metroid 3DS *Industrial Toys *Battlefield Mobile Connect Links: *Justin Fischer Twitter *Breaking The Wheel website *Better Development Through Science: How Aliens, Odysseus, and Toyota Can Help Improve Production GDC Talk on YouTube Game Dev Advice: *New: Game Dev Advice Patreon - help support the show if you find it entertaining or useful *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Level Ex website - we’re hiring *Game Dev Advice Hotline: (224) 484-7733, give a call! *Subscribe and go to the website full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Thu, 01 Jul 2021 13:00:00 -0000
Horror Games, Career Strategies, What Publishers Want, Capital Is King, Poland and Israel’s Game Dev Scenes, and Finding Your Own Way with Scott Millard of Feardemic
I welcome Scott Millard, Managing Director at Feardemic. We begin discussing his Krakow, Poland location, and the country’s forward-thinking and vibrant game development industry. We then shift to COVID-19’s impact, plus his current role as a Managing Director at Feardemic working on horror games. Listen to his origin story starting at Sega’s Oziesoft followed by lots of acquisitions, a controversial perspective on big companies, and his advice to finding your own way when starting out. Hear his idea on the most important skill to learn, what publishers are looking for in developers, and helping distribute classic games like DOOM II, Tomb Raider, and Command & Conquer. We then talk about game classification ratings, a time-intensive mistake, and what’s happening with Stadia and Xbox in the console wars. Hear about Game Pass, niche markets, the music industry’s approach to streaming, plus the chip shortage. Towards the end we talk about the challenges around AR/VR, an AK-47 meeting room, current games he’s excited about, Israel’s game dev scene, where to find online, and the importance of being thankful. Bio: Mr. Millard is Managing Director of FEARDEMIC sp. z o.o, a wholly owned subsidiary of BLOOBER TEAM S.A, a publisher of computer games and their related entertainment products. Previously Mr. Millard had held various positions in the games industry. Most notably the Asian distribution of Bethesda games including the Award winning Elder Scrolls Skyrim and Asia versions of The Elder Scrolls Online. Previously Mr. Millard served as Managing Director of Namco Bandai Partners Singapore Pte Ltd and Namco Bandai Partners Korea Ltd, a post he held for near 7 years that saw him oversee the releases of dozens of triple A titles. Mr. Millard was co-founder of a Korean Games Association that represents the interests of foreign and local publishers operating in the packaged games sector in the Korean domestic market. In 2005 Mr. Millard held the post of Vice President, Intellectual Property Rights (IPR) Committee, European Union Chamber of Commerce Korea. He consults for several games industry organisations and companies, and is a regular blogger and producer of opinion pieces for various publications. Show Links: Feardemic Games Bloober Team Unfold Games Dark Fracture DOOM II In Sound Mind Grim Deadhouse Sonata Connect Links: Feardemic website Feardemic Twitter Game Dev Advice: *New: Game Dev Advice Patreon - please help support if you find this useful *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Level Ex website - we’re hiring *Game Dev Advice Hotline: (224) 484-7733, give a call! *Subscribe and go to the website full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sat, 12 Jun 2021 03:30:55 -0000
Self-Taught Coding, Importance of Tools, Crunch, NLP, Snow Crash, Ageism, GitHub, Toastmasters, and Quake’s Elegance with Norman Morse of Perforce Software
I welcome Norman Morse, Triage Engineer at Perforce Software. We begin by discussing COVID-19’s impact, and his current role helping game developers. Hear thoughts on the importance of git and Perforce, how a previous job led to his current one, and the challenge of layoffs. Listen to his origin story around doing kernel development, building a team, and getting absorbed into EA. Learn his theory for success, going door-to-door for a job, teaching himself languages, and the importance of Linux and enthusiasm. We then talk about the importance of GDC and social skills, Toastmasters, studying NLP, along with learning technical skills. Hear about working in Unity back in 2008, supporting P4, and how GitHub is an engineer’s resume. Learn about favorite games he worked on, thoughts on the future, concerns about how studios fill roles, ageism, sharing a game engine, and crunching. We then wrap up talking about triple-A dev concerns, missing co-workers during COVID-19, commuting, a bad air conditioner, connecting with people, engineering tips, and how the industry is finally evolving. Bio: Norman Morse is an Engineer and 25+ year veteran of the game industry who’s worked both within game studios and tool companies. EA, Sega, Crystal Dynamics, and Stormfront Studios are some of the bigger game companies he’s been at along with many others, plus ten years as a Triage Engineer at Perforce Software. He’s also a life-long learner and self-taught engineer, Master Practitioner in Neurolinguistic Programming, Toastmasters advocate, and personal coach. Show Links: Perforce Swarm git WorldsAway Stormfront Studios Quake GitHub No Man’s Sky Surviving Mars Perforce Software JetBrains Connect Links: Norman on Twitter Game Dev Advice: *New: Game Dev Advice Patreon - please help support if you find this useful *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Level Ex website - we’re hiring *Game Dev Advice Hotline: (224) 484-7733, give a call! *Subscribe and go to the website full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Fri, 30 Apr 2021 20:14:03 -0000
Halo 2, Steve Ballmer, IGDA, Gamergate, Star Wars, Diversity and Inclusion, Networking, Going Solo, Cloudpunk, and Developer Leverage with Kate Edwards of Geogrify and the Global Game Jam
I welcome Kate Edwards, game industry pioneer at Geogrify and Executive Director of the Global Game Jam. We start by discussing COVID-19 totally changing everything for her speaking and traveling work along with the Global Game Jam (recorded before the event). We then talk about her culturalization consulting and public speaking projects keeping her even busier now. Listen to her origin story about arcades, wanting to be an astronaut, Star Wars, going into Industrial Design, and grad school at the HITLab in Seattle. Hear how being a Cartographer started her career at Microsoft and translated into a new role as a Geopolitical Specialist. We then talk about consulting for Google, joining then leading the IGDA, Gamergate threats, 50 over 50 list, and mental health advocacy. We reflect on lessons learned over time, marketing yourself, imposter syndrome, networking, finding a mentor strategy, and future meetups. Listen to ideas for those working now, parallel career paths, autonomy, bad managers, and her love for Halo. Hear about working on Age of Empires, BioWare projects, the long road left with Diversity and Inclusion, and developer leverage against being exploited. We then explore games as human narrative, VR’s challenges, democratized dev tools, Tehran game dev, and the global game community. We then wrap up with a challenging situation back on Halo 2, games she’s playing now, how to find online, Mark Twain, not always comparing yourself to others, mentors, and having that creative drive to always get better. Bio: Kate Edwards is a 27+ year veteran and an outspoken, award-winning advocate of the game industry and the Executive Director of the Global Game Jam, as well as the former Executive Director of the International Game Developers Association (IGDA). She is also a professional geographer and corporate strategist who pioneered and specializes in content culturalization. Following 13 years at Microsoft, she has consulted on many game and non-game projects for BioWare, Ubisoft, LEGO, Google, Amazon, Facebook, and other companies. She was also profiled in the December 2018 publication Women in Gaming: 100 Professionals of Play, and was most recently honored with the Ambassador Award at the Game Developers Choice Awards at GDC 2020 Show Links: Global Game Jam IGDA Thomas Furness interview Cartography Encarta Steve Baller “Developers!” Gamergate ‘50 Over 50’ Take This Safe In Our World Age of Empires Google’s Union Tehran Game Event Halo 2 Whirling Dervish Cloudpunk Connect Links: Kate on Twitter Kate on LinkedIn Geogrify website Game Dev Advice: *New: Game Dev Advice Patreon *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Level Ex website - we’re hiring *Game Dev Advice Hotline: (224) 484-7733, give a call! *Subscribe and go to the website full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sun, 28 Feb 2021 14:37:18 -0000
Stack the Job Deck, Canada, Iron Galaxy, PSX Conference, Recruiter Horror Stories, Dot-com Bubble, LT, and Wisdom From Perspective with Adam Boyes of Iron Galaxy Studios
I welcome Adam Boyes, game industry veteran and Co-CEO of Iron Galaxy Studios. We start by discussing COVID-19 and thoughts on staying mentally healthy along with his current position. Adam then shares his passion for games and journey for getting in through QA. Learn how Canada’s grown their game industry through tax incentives, plus Adam’s perspective and advice on building a career. We then discuss him leaving the industry for entrepreneurial pursuits, moving overseas, coming back to Vancouver for Next Level Games, then going to Midway Games. Learn about his inspiration from an EVE Online event to create the PlayStation Experience, plus working on Blitz: The League. Adam shares about working with linebacker Lawrence Taylor, what he’s excited about, and the value of games for kids. Learn how mobile games have grown the industry and his inspiration for the infamous Red Shirt Gang. Learn what he’s playing right now and tips to help your odds for getting in the industry. We then wrap up with recruiter horror stories, how to connect with Adam, and parting thoughts about how to treat others - be present and pleasant. Bio: As Co-CEO of Iron Galaxy Studios, Adam Boyes is responsible for the Company’s finances, strategic development, partnerships and alliances. Most recently, Boyes was Vice President of Third Party Relations & Developer Technology Group at Sony Interactive Entertainment America where he oversaw Publisher & Developer Relations, Portfolio Strategy, Financial Strategy, Partner Alliance, Technical Account Management, Developer Technology Group and the 3rd Party Production team - driving them to record revenue and profitability numbers consistently year over year. Previously, Boyes was Executive Producer and Director of Product Development at Midway Games and Capcom respectively. Timeline: [02:05] Discussion about COVID-19’s impact [04:10] Hear how Adam got started in the industry [07:15] Learn the tax advantages for Canadian game dev [08:15] Thoughts on getting started in the industry then leaving [15:25] Hear about going to Next Level Games then Midway Games [20:40] Learn about EVE Online inspiring PSX conference [25:00] Hear about working on Blitz: The League and Lawrence Taylor [32:00] Discussion about new games, tech, and the value of play [40:15] Shares a favorite industry inspired story, the Red Shirt Gang [46:30] Learn about some of his favorite games right now [48:20] Hear tips for getting a first job and stacking the deck in your favor [52:45] Cold solicitors and recruiter horror stories [55:00] Learn how to find him online and final thoughts on how to treat people Show Links To Check Out: EA Vancouver Dot-com Bubble Next Level Games PlayStation Experience Blitz: The League Lawrence Taylor Sahara Level Ex Castaways Chicago Grackle HQ Connect With: Adam on Twitter https://twitter.com/amboyes Iron Galaxy on Twitter https://twitter.com/IronGalaxy Game Dev Advice: *New: Game Dev Advice Patreon *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Level Ex website - we’re hiring *Game Dev Advice Hotline: (224) 484-7733, give a call! *Subscribe and go to the website full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sat, 30 Jan 2021 15:30:00 -0000
Interviewing Tips, Global Teams, NY Comic Con, Running LiveOps, Crunching, Mentors, Mass Effect, Austin Game Dev, QA Life, and Relationships Matter with Patrick Moran of Kongregate
I welcome Patrick Moran, game industry veteran and GM at Kongregate’s Tonic division on this episode. We start by discussing COVID-19 and his current role. Learn how his team’s spread over the globe, plus the unique business model he’s leading around LiveOps and buying games. Patrick then shares what it was like trying to break into the industry and the method used for getting his first job. Hear about life crunching in QA on Deus Ex, making mobile and DS games as a Designer, and the importance of patience. Learn what people to reach out to and how to get your first job, along with the importance of mentorship. Hear the culture challenge he faced at Wideload as it was coming to terms with being owned by Disney and later getting laid off. Hear thoughts on how Design is always changing and what to do for advancing your career. Patrick then shares about being resourceful, knowing your audience, working at Amazon, at BioWare, and the importance of boundaries. Hear thoughts on the advantages of working remotely, how it’s been accelerated, and forced some people to change. Hear about LiveOps, metaverses and communities, how Garena grew into a massive company in SE Asia, plus growth markets like Latin America and Africa. Learn his opinion about the industry’s lack of mentorship being the root cause of crunch, sexism, burnout, and other huge issues. Patrick then shares about meeting an executive coach and learning how they help people in leadership roles, along with concerns around VR and excitement around AR. Hear a hilarious story about New York Comic Con, Deadpool, Stan Lee, and drinking. Thoughts on RimWorld, deep interest in A.I., and amazement for MS Flight Simulator. We then wrap up with more thoughts around mentorship, final advice, and how to find online. Bio: Patrick Moran is an award-winning video game business leader and entrepreneur, with developer and publisher experience across mobile, console, and PC platforms during his almost 20 years in the industry. He’s currently the General Manager of Kongregate’s Tonic division, and has held various roles at BioWare, Ion Storm Austin, Amazon Games, Disney Interactive, MobilityWare, and other studios. Timeline: [02:00] Discussion about COVID-19’s impact [03:30] Talk about his GM role at Kongregate and how they’re evolving [05:37] Patrick shares about his distributed global team and their business model [08:20] Hear about the game industry in 2000 and the unusual way he got his first job [15:40] Patrick shares about his first role as a Designer after working in QA [20:35] Learn his advice around patience and ambition [25:25] Who you should reach out to for getting a first job [31:35] How your career will evolve based on your network of peers [37:50] Learn about his favorite games worked on and the importance of your audience [41:00] How his career trajectory changed after working on Mass Effect [44:30] The advantages of working remotely and how games can have massive growth [47:50] LiveOps, metaverses, and markets like SE Asia, Latin America, and Africa [55:40] Belief a lack of mentorship is the root cause of many ongoing industry issues [1:05:30] Hear concerns around VR and interest around AR [1:08:10] Funny story about New York Comic Con, Deadpool, and Stan Lee [1:18:25] Hear about Rimworld and Flight Simulator [1:21:50] Learn how to find him online and final thoughts Show Links: Wideload Games Wikipedia New World website Surviv.io website Garena Wikipedia Avengers Initiative YouTube Total MK Interview YouTube RimWorld website MS Flight Simulator Steam Connect: Patrick Moran Twitter Game Dev Advice: *New: Game Dev Advice Patreon *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Level Ex website - we’re hiring *Game Dev Advice Hotline: (224) 484-7733 – give a call! *Subscribe and go to the website for full show notes and more links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sat, 02 Jan 2021 01:33:00 -0000
SXSW, Keys to Kickstarter, Smash TV, Editing Challenges, Ready Player One, Games Are Harder Than Film, Persistence, Magic Leap, HoloLens, and Film Festivals with Joshua Tsui of Insert Coin
On this episode, I welcome Joshua Tsui, game industry veteran and creator of the new documentary, Insert Coin. We start by discussing his current role in experiential design at Edge Experiential, then dive into his journey in developing Insert Coin, detailing his inspiration behind it, the research and interview process, and the many challenges he encountered along the way. Joshua describes working with Kenny Fedesna and others from Midway Games on the documentary, plus shares candid thoughts on whether or not he’s going to make a sequel of Insert Coin or even continue making films. Hear how much harder it is to make a game than a movie, SXSW, and Covid-19’s impact on film festivals. Learn how Midway Games changed in the 2000s and thoughts on the Oculus Quest, Nintendo Switch, Magic Leap, and the HoloLens platforms. Joshua then shares about how to connect with him and the movie through social media, and then I wrap up with a recommendation – go stream this movie. Bio: Joshua Tsui spent over two decades working in video game development as a director on key franchises such as Mortal Kombat, Fight Night, and Tony Hawk. Having studied film in college, he accidentally got into games development and put his Filmmaking career on hold to join Midway Games. His new documentary, Insert Coin, brings him back to his roots with a subject he holds dear. It was released on November 25th and is available for streaming and viewing at selected theaters right now. Timeline: [00:59] Introducing Joshua Tsui [02:23] About his role in Experiential Design [03:38] The inspiration behind Insert Coin [06:14] Joshua’s experience with Kickstarter [08:36] How he did the research for Insert Coin along with lessons learned creating a documentary [10:36] Working with Kenny from Midway on the documentary [15:10] Challenges Joshua had to overcome while making his film -- including his struggles with editing [20:51] How interviewing went easier than expected [23:09] A funny story about interviewing Ernest Cline, Author of Ready Player One [26:47] Discussions of a movie sequel and what’s easier -- making a game or a film? [29:45] The impact of Covid-19 on film distribution and film festivals [31:20] Joshua’s candid thoughts on continuing to make films [33:01] Rumors of Midway in the 2000s along with the weirdness of game development then [35:23] The most used gaming devices in his household, plus thoughts on AR and VR [40:08] How to connect with Joshua and stream Insert Coin [43:06] Outro Links: Insert Coin Edge Experiential Midway Games Polygon article Kickstarter WrestleMania Ready Player One SXSW Virtual Cinema at Alamo Drafthouse Viacom New Media Oculus Pokémon GO HoloLens 2 Connect: Insert Coin Twitter Insert Coin Instagram Insert Coin Facebook Joshua’s Twitter Joshua’s Instagram Game Dev Advice: *New: Game Dev Advice Patreon – check it out *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Level Ex website - we’re hiring for all kinds of roles *Game Dev Advice Hotline: (224) 484-7733 – give me a call with a question! *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links. Learn more about your ad choices. Visit podcastchoices.com/adchoices
Thu, 03 Dec 2020 14:36:11 -0000
Artist Turned Indie Filmmaker, Layoff Transition, New Artist Tools, Actor Types, E3 Stories, Key Skills For Getting Hired, and LA Traffic, with Mehran Torgoley of Cult Cinema
On this episode I welcome Mehran Torgoley, Director & Writer at Cult Cinema, LLC. We start by discussing a few projects he’s currently working on and how he began at a small game studio outside of Chicago. While sharing what he wishes he’d known when starting out in the industry, Mehran emphasizes the significance of commitment, pushing through hesitation, and passion. We reminisce on our days at Midway Games before diving into useful advice for people going into game development or film, as well as people looking to advance their careers. He touches on the importance of networking, having a great portfolio, being prepared, and keeping your skills current. Mehran speaks on the weirdness of auditions and why he doesn’t want to work on games he’d love to play, then shares how Unreal Engine’s being used in film and TV. He shares thoughts on the relevant threats to the game and film industries, such as massive game updates, COVID-19’s impact on theaters, thoughts on TV series, and the power shift in film. We conclude with some funny game and film industry stories, along with details on Mehran’s experience transitioning from an artist to a writer and filmmaker. Bio: Mehran Torgoley is a Director & Writer, originally from Chicago, IL. After over a decade working on AAA titles at Midway Games, Shiny Entertainment and Double Helix, Mehran transitioned to directing. His work includes feature films, music videos and commercial projects, including the award winning short film, Committed. He has contributed to projects for clients such as Justin Bieber, Fox Studios, and Image8nineteen. In 2019, he co-founded Cult Cinema, LLC. Curse of Aurore is Mehran’s feature film directorial debut, and is currently enjoying a successful theatrical release in Canada. Timeline: [1:00] Introducing Mehran Torgoley [2:04] How COVID-19 is impacting him [2:41] Mehran’s current role and projects plus pivoting from a game artist to film [4:43] How he got started in game development [9:16] What he wishes he’d known when starting out in the industry [13:02] Reminiscing on his times at Midway and making lifelong friends [14:48] Advice for someone looking to get a first job in game development or film [16:49] How he hires people for his films plus the challenges around auditions [21:27] Advice for someone looking to advance their career in game development or film [24:45] Using game engines to create hit TV series and how film and TV is now catching up with games [27:30] Mehran’s favorite games and movies [30:46] Thoughts on the success of Nintendo, the new consoles, and love for Ori and the Will of the Wisps [32:45] E3 and missing the “exhales” of the game industry [35:25] Frustration around massive game updates, COVID-19’s impact on theaters, thoughts on TV series, and power shift change [40:36] Mehran’s candid thoughts on AR, MR, and VR [41:26] A water bottle prank at Midway [43:00] One degree of separation from Bruce Willis meeting [45:05] Working on a mockumentary and a fun dinner with Rooster McConaughey [47:42] Star Wars, Quentin Tarantino’s influence, and his transition from an artist to a writer [56:07] How to connect with Mehran [56:35] Cut to outro Links: Terraglyph Interactive Studios MLB Slugfest Hash Animation:Master Softimage Curse of Aurore Unreal Engine Star Wars: The Mandalorian Metroid Psi-Ops Ori and the Will of the Wisps E3 Expo Prop Culture on Disney+ Water Sort Puzzle Room Enough Blender Connect: Curse of Aurore Twitter Instagram YouTube Game Dev Advice: *New: Game Dev Advice Patreon – check it out *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Level Ex website - we’re hiring for all kinds of roles *Game Dev Advice Hotline: (224) 484-7733 – give me a call with a question! *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Wed, 18 Nov 2020 01:19:01 -0000
Creative Directors, Diversity and Inclusion, Level Ex, Your Mutant Ability, Van Halen, Making For Honor, Mythic Quest, Player Motivation, and Hades with Jason VandenBerghe of Level Ex
On this episode we welcome Jason VandenBerghe, VP Studio Creative Director at Level Ex. We start by discussing COVID-19, his excitement about making games for doctors, and thoughts about the future of game design. He shares his story of breaking into the industry with The X-Files Game and his transition from programmer to producer to creative director at EA. Jason then offers specific advice for people in the industry and those looking to break in while telling about the fastest hire ever made at Ubisoft. He shares intriguing stories on his favorite games so far, including the development of For Honor at Ubisoft and working with Van Halen on Guitar Hero. He speaks about his excitement for this golden age of design experimentation right now, along with threats that include a backlash to diversity and inclusion, engaging with players, and the dangers of self-defeating beliefs amongst developers. Before telling a few more hilarious industry stories Jason shares candid thoughts on AR & VR, and his love for Beat Saber. We wrap things up talking about his two current favorite games that include his must-play “Game of the Year”, along with parting advice to game designers. Jason VandenBerghe has led creative teams for over two decades, developing triple-A games for Ubisoft (For Honor), Activision (Call of Duty), and Electronic Arts (James Bond 007). At Level Ex, he employs game design methodologies, honed through extensive experience in the consumer games industry, to capture the greatest challenges of medical and surgical procedures as video game mechanics. Discussion Details: [01:10] Introducing Jason VandenBerghe [02:00] Thoughts about pandemic life [03:40] His passion around game design [09:51] The challenges and excitement of working at Level Ex [13:39] What it’s like to work with medical professionals [15:37] How he started in the industry on The X-Files Game [22:00] Going from Programming into Production then Creative Director at EA [24:49] When his annual reviews changed, he knew he was in the right path [26:21] What he wishes he’d known when starting out [28:38] Quality vs. Sales - his NPD discovery [32:14] Key advice for getting your first job and the fastest hire ever made [37:46] How to advice your current career [44:29] Favorite projects so far – For Honor and Guitar Hero: Van Halen [54:51] Excitement around Diversity and Inclusion, which is long overdue in the industry [1:00:36] Threats including the backlash about Diversity and Inclusion, triple-A player engagement, and self-defeating beliefs [1:05:20] Thoughts on AR & VR and love for Beat Saber [1:07:55] Funny stories about Mythic Quest roots and Red Steel 2 [1:16:57] Playing the game of spotting Creative Directors at GDC [1:18:36] His love for Spelunky 2 and obsession with Hades [1:21:18] Player psychology and motivation [1:23:19] Why he wanted to be a filmmaker [1:24:12] How to connect [1:24:49] Parting piece of advice – tear down the walls [1:26:28] Cut to outro Show Links: Noah Falstein Wikipedia Level Ex website Level Ex SIGGRAPH 2019 YouTube The X-Files Game Wikipedia James Bond 007: Everything or Nothing Wikipedia For Honor Wikipedia Playing Hard IMDb (on Steam) Guitar Hero: Van Halen IMDb Unity website Beat Saber website Red Steel 2 IGN Mythic Quest: Raven’s Banquet IMDb Spelunky 2 Steam Hades Steam GDC Engines of Play: Talk 3 YouTube Thoughts on Games for Change YouTube Connect with Jason: The_DarkLorde Twitter The_DarkLorde website Jason VandenBerghe Designing the Future at Level Ex Jason VandenBerghe YouTube videos Game Dev Advice: *New: Game Dev Advice Patreon *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Level Ex website - we’re hiring for all kinds of roles *Game Dev Advice Hotline: (224) 484-7733 – give a call and ask a question *www.gamedevadvice.com for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Wed, 21 Oct 2020 13:22:00 -0000
Successful Original IP, Design Challenges, Global Teams, Portfolio Matters, Industry Parties, Retro Consoles, GDC Indie Games, and Online Privacy Laws with Clark Stacey of WildWorks
On this episode we welcome guest Clark Stacey, CEO of WildWorks. We start by discussing the impacts of Coronavirus on his studio, how WildWorks came to be, and then rewind to discuss his journey into the game development industry. He gives powerful advice for people trying to get started along with those trying to advance their career, emphasizing the value of identifying and solving problems. Clark talks about some of his favorite games he’s worked on and what he’s curious about right now, including VR and his candid thoughts on Facebook’s gaming world. He shares his thoughts on MR and seeing the future in Asia. Clark speaks on potential threats in the gaming industry, like regulations and rapacious business models, as well as what he’s most excited about, especially the opportunity to create high-quality games for kids under 13 and the potential for use as educational tools. We reminisce on some of the outrageous industry parties, like Alex St. John’s surreal DirectX launch event. Then, Clark mentions some games he’s playing right now and shares the story of the (pretty hilarious) crisis WildWorks encountered after launching Animal Jam. Clark Stacey is the co-founder and CEO of WildWorks, and has over 25 years of experience in video game development. His company’s online playground Animal Jam blends social gameplay with STEAM-focused educational content and offline environmental conservation activities. Animal Jam has grown to become the largest MMO game for kids in the world, connecting over 130 million young players worldwide. WildWorks is headquartered in Salt Lake City employs over 100 developers and support staff worldwide. Discussion Details: [01:06] Introducing Clark Stacey [01:53] How COVID-19 has impacted production and prototyping [05:29] Clark’s current role as CEO and how WildWorks started [09:42] How Clark got his start in the industry [12:46] What he wishes he’d known when starting out [15:31] Advice for someone trying to break into the game development industry [20:57] Advice for someone trying to advance their career [24:29] Indie Game Jams [25:42] Clark’s favorite games he’s worked on [28:42] What he’s curious about right now and Facebook concerns [33:45] Challenges for platforms when publishers aren’t supporting it [34:44] Rebirth of Intellivision and classic consoles [36:51] Clark’s thoughts on MR [38:15] Pokemon and Taiwan arcades [40:19] Potential threats to the gaming industry [42:30] What he’s most excited about now [46:02] Privacy, COPPA & GDPR [47:29] The wild Alex St. John’s DirectX launch party [50:17] E3 party wars [52:41] Games he’s catching up on now [54:54] The essence of WildWorks and a crisis they faced after launching Animal Jam [56:59] Where to find Clark on social media [57:34] Clark’s last piece of advice for people in the game development industry [1:01:39] Outro Show Links: *Follow Clark on Twitter *Follow Clark on Instagram *Fer.al *WildWorks *Animal Jam *Unity *Redline *Pokémon Tretta *COPPA *GDPR *E3 Shrinks After Excess *Control *Borderlands 3 *DirectX Launch Party *The Last of Us Part II *Pokémon GO Game Dev Advice: *New: Game Dev Advice Patreon *Game Dev Advice Twitter *Game Dev Advice Email *Game Dev Advice Website *Level Ex Website - we’re hiring for all kinds of roles *Game Dev Advice Hotline: (224) 484-7733 – give a call and ask a question *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Fri, 18 Sep 2020 18:15:57 -0000
Travis Scott, Activision Pitches, Good Vs. Bad Producers, EQ, Social Networks, MicroProse, Steve Jobs, Taking the High Road with Chris Hewish
On this episode, we welcome guest Chris Hewish, President of Xsolla. We start by discussing Chris’s take on the effects of coronavirus, his new role at Xsolla, and how he got started in the game industry, offering insight into what he wishes he had known at the beginning. He then shares valuable advice for people entering the industry and for people trying to advance their careers in Design or Production – hint: bootstrapping your way in and learning emotional intelligence can help. Chris divulges a few of his favorite games he’s worked on and what he’s excited about, including the evolution of cross-platform play and games becoming their own social platforms. We discuss some potential threats to the game industry and share candid thoughts on AR/VR/MR technology. Some funny stories are shared, a few including odd pets, and Chris talks about his current game of choice keeping him up. The episode wraps up with an overview of Xsolla’s platform, along with some more powerful advice for people currently working in the game industry. “I wish I had known that sometimes there’s more power, not power in a control sense, but there’s more power in being able to move things forward by listening than there is by telling.” - Chris Hewish Chris Hewish is a multifaceted leader who's worked in both the developer and publisher sides of the business; having been directly involved in designing or producing over 50 Console, PC, Mobile, and VR games. His unique skill-set combines the design and production skills of a developer, with the business and strategic acumen of a publisher; all supported by a servant leader mentality. He’s managed individual game teams, operated multi-game studios, and run worldwide interactive business units at companies like Activision, DreamWorks Animation, Survios, and Skydance Interactive. He loves creating concepts, building prototypes, establishing roadmaps, managing production, owning P&L’s, and being a strategic thinking vision holder who brings the best out of the teams he works with. Visit Chris’s website Follow him on Twitter Discussion Details: [01:02] Introducing Chris Hewish [01:30] Dealing with COVID-19 both personally and professionally [04:08] Chris’s new role as President at Xsolla [05:19] How he got started in the industry [11:15] What do you wish you had known when you started? [14:48] Advice for someone looking for their first job in the industry [18:41] Advice for someone trying to advance their career in Design or Production [26:02] Chris’s favorite games to work on [28:38] What Chris is excited about [34:18] Potential threats to the gaming industry [38:08] Thoughts on VR/AR/MR technology [41:13] Some funny stories including one with a pet spider [49:02] Games Chris plays now [50:14] Some details about Xsolla [54:45] Best piece of advice for people working in the industry right now [57:12] Outro Show Links: *Games Workshop *Sid Meier *Bruce Shelley *Vampire the Masquerade *Travis Scott in Fortnite *Creating in Roblox *EQ *MicroProse *Apex Legends *Xsolla Game Dev Advice: *New: Game Dev Advice Patreon *Game Dev Advice Twitter *Game Dev Advice Email *Game Dev Advice Website *Level Ex Website - we’re hiring for all kinds of roles *Game Dev Advice Hotline: (224) 484-7733 – give me a call and ask a question *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Wed, 12 Aug 2020 12:00:00 -0000
Making Warcraft II, Breaking Crunch, Disney Infinity, Pitching Investors, Diablo, Animal Talking, Industry Stories, and Parting Advice with Bill Roper
On this episode we welcome guest Bill Roper, Chief Creative Officer at AuthorDigital and Adept Games. We start by discussing the impacts of COVID-19 on work and personal life and rising to the challenge of digitalizing our lives in completely unusual circumstances. Bill emphasizes the importance of taking time for yourself, focusing on mental health and being “family first”. “Games are an amazing way for people to connect via distance, it’s what videogames were designed to do.” - Bill Roper Bill then talks about bringing his vision of empowering storytellers and giving them the ability to bring their craft into new digital spaces into a reality. He shares about his new role as co-founder of AuthorDigital and his work with Blizzard. He reflects on what he wishes he had known when he started his journey in the game developing industry, as well as advice for people who are in it right now. Bill happily divulges some of his favorite games to work on, aspects of the industry that he’s currently curious about, and even threats he sees. He then shares thoughts on AR and VR, games he’s excited about, and tells a few hilarious stories that he’s collected over the years. “There is no greater return on your entertainment dollar, than a videogame.” - Bill Roper Bill Roper has been a well-known figure in the global gaming industry for 25 years. Since starting out at Blizzard Entertainment doing sound, music, and voice-over, he has basically done it all. From his nine years at Blizzard Entertainment dating back to 1994, to overseeing Design at Cryptic Studios, to the launch of Disney Infinity, he even co-founded multiple companies, including AuthorDigital. Bill is currently working on his passion of turning storytellers into game developers. Connect with him on LinkedIn Follow him on Twitter Discussion Details: [01:04] Introducing Bill Roper [02:19] Addressing COVID-19 and its impacts on work and personal life [05:35] Making the separation of work and personal life + taking time for yourself [08:13] Bill’s new role as co-founder of AuthorDigital [14:10] Work at Blizzard in the early days [20:04] Passion & Money [27:00] What do you wish you had known when you started? [33:29] Advice for people in the industry [38:58] Bill’s favorite games to work on [55:13] What are you curious about right now regarding the industry? [59:32] Threats to videogames [1:09:38] Thoughts on AR & VR [1:12:34] Games Bill is excited about [1:17:10] Funny and odd stories of working in the industry [1:27:20] Last piece of advice for people [1:28:30] Outro Show Links: *AuthorDigital *Adept Games *Blizzard Entertainment *Warcraft II *Diablo *Disney Infinity *Fantasia: Music Evolved *Animal Talking with Gary Whitta *Animal Crossing *Kards *Townscaper Game Dev Advice: *New: Game Dev Advice Patreon *Game Dev Advice Twitter *Game Dev Advice Email *Game Dev Advice Website *Level Ex Website - we’re hiring for all kinds of roles *Game Dev Advice Hotline: (224) 484-7733 – give me a call and ask a question *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Tue, 21 Jul 2020 13:30:00 -0000
Working at Epic Games, Avoiding Crunch, Tony Hawk, Better Health, Metallica, The Rookies, Montreal, and Midway Games Floods with Justin Mohlman
Justin Mohlman has many skills and projects. With over 17 years in the industry, he’s a seasoned game developer currently working as a Game Development Producer at Epic Games. Hear about his many positions ranging from art instructor, co-owner of a tattoo shop, to managing the social media of Metallica’s bassist. Learn how he got his start in the industry, his projects at Epic Games, Heavy Metal magazine, some advice for current 3D artists, and his favorite projects, like Tony Hawk and Mortal Kombat. Hosted by John ‘JP’ Podlasek (See gamedevadvice.com for in-depth show notes and links.) In This Episode We Discuss: [01:03] Introductions [01:13] Justin’s current projects at Epic Games [03:30] Artist career paths and Epic’s goal [05:46] Justin’s teaching roles [06:49] Code of conduct at the tattoo shop [07:14] Creative Director at The Rookies [11:46] Contributing Editor at Heavy Metal [12:59] Managing Robert Trujillo of Metallica’s social media [14:44] Finding a way to visually problem solve [15:28] Justin’s photography ventures [16:57] How Justin got started in game development [27:09] Advice for 3D Artists working in the field now [32:18] Justin’s favorite projects [36:03] What he’s curious in the game industry [39:40] Possible threats to the game industry [42:31] Funny game industry story [45:40] Games he’s excited about [47:27] Finding Justin online Resources: * Justin Mohlman Instagram * Justin Mohlman Twitter * Justin Mohlman LinkedIn Game Dev: *New: Game Dev Advice Patreon *Game Dev Advice Twitter *Game Dev Advice Email *Game Dev Advice Website *Level Ex Website - we’re hiring for all kinds of roles *Game Dev Advice Hotline: (224) 484-7733 – give a call and ask a question *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Thu, 25 Jun 2020 13:00:00 -0000
PR For Games, Influencers, Working With Nintendo, Metrics Vs. Impact, Value of Live Events, and Relationships Matter with Johner Riehl
Johner Riehl, Vice President and PR Lebowski at Wonacott Communications joins me on this episode. Johner has been in the industry for over 23 years and shares about the Public Relations side of videogames. Hear about his PR experience doing launches for the Neo Geo Pocket Color, GameCube, Game Boy Advance, Pokemon, Pikmin, working with Nintendo, Microsoft, and Midway, plus writing books and running a website. Learn how he got started in the industry, working at Wonacott, advice on getting PR for a game, working with influencers and streamers, and thoughts on future opportunities. Hosted by John ‘JP’ Podlasek (See gamedevadvice.com for in-depth show notes and links.) In This Episode We Discuss: [01:02] Introductions [01:10] Johner’s current role as Vice President and PR Lebowski [02:44] Working on PR for Polyarc [03:41] How to reach out for PR and spread the word on new games [05:31] Adjustments and challenges of work during COVID-19 [06:30] The impact of GDC, E3, and the PAXs cancelations on indie developers [07:11] Johner’s start in the industry and moving out west [11:25] What he wishes he’d known before getting in the industry [12:38] Advice for someone wanting game exposure and PR [14:37] The price of User Acquisition going through the roof [19:26] Working on console launches, Pokemon, Pikmin, and other games [23:12] What Johner is curious about right now in the industry [29:12] Opportunities around streamers and influencers [30:15] Positive effects of videogames during COVID-19 [31:51] Johner’s thoughts on VR and working on Moss [34:50] The importance of frame rate in games and VR [35:59] Funny stories from working in PR and live events [38:20] The games Johner is playing now [39:36] What it takes to make a podcast and run an editorial website [40:30] Supporting small game sites and treating people with respect [42:30] Finding Johner online and reaching out Resources: *Johner Riehl Twitter *Wonacott Communications Website *Wonacott Communications Email *Johner Riehl Hats *LA Times VR Article Mentioned Game Dev: *New: Game Dev Advice Patreon *Game Dev Advice Twitter *Game Dev Advice Email *Game Dev Advice Website *Game Dev Advice Hotline: (224) 484-7733 – give a call! *Level Ex Website - hiring for all kinds of roles *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Mon, 25 May 2020 13:00:00 -0000
Going Indie, Changing Crunch, Mocap SWAT, Bungie, Wild West Days, Management Lessons, and VR with Richard Lico
Game industry veteran Richard Lico joins me on this episode to discuss his career. Hear how he got started in the industry going from SCAD’s 3D Computer Art program to now being the Studio Animation Director at Polyarc 20 years later. Richard talks about working on Triple-A games like Halo, Destiny, and more recently, the indie VR hit, Moss. Learn about working at Bungie, advice to fellow animators and artists, his excitement around VR, a few wild stories, and his online animation school. Hosted by John ‘JP’ Podlasek (See gamedevadvice.com for in-depth show notes and links.) In This Episode We Discuss: [01:07] Introductions [02:19] Richard’s current role as the Studio Animation Director [03:41] How Polyarc started and evolved [04:12] His story getting into the industry [07:47] What he wishes he’d known before getting started [10:47] Advice for someone looking to get a first job [14:42] Career advice for fellow animators on how to bring characters to life [18:11] Richard’s favorite project so far [19:16] What Richard’s curious about right now in the industry [19:44] Concerns around the industry and crunch culture [25:59] Thoughts on opportunities for the game industry [29:40] Glimpse into the VR creation process [32:34] Wild West game development and SWAT teams [37:38] Discussion about Final Fantasy 7, and the nostalgia that follows [38:16] The secret weapon of AR and VR, including Half-Life [40:40] Finding Richard online, including Animation Sherpa Full Bio: Annie and D.I.C.E nominated animation director at Polyarc with 20 years of experience making games. Previously animation lead at Bungie and Monolith Productions. Richard's latest adventures have been in VR, animating Moss. As well as opening an animation school, "Animation Sherpa". Resources: *Richard Lico Twitter *Richard Lico Vimeo portfolio *Animation Sherpa website *Polyarc website *Polyarc Twitter Game Dev: *New: Game Dev Advice Patreon *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Level Ex website - we’re hiring for all kinds of roles *Game Dev Advice Hotline: (224) 484-7733 - give me a call and ask a question for the show *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Thu, 07 May 2020 12:00:00 -0000
Triple-A to Indie, Lessons From Blizzard, Growing Remote Teams, Future Game Trends, Animal Crossing, and Magehunter with Richard Khoo
Richard Khoo, Co-Founder and Game Director of indie studio Khookey joins me on this episode. He shares how he went from a Modder to Designer to Co-Founder working at places like Blizzard, Riot Games, Wargaming, and Pocket Gems. We talk about being recruited by Blizzard in 2004, advice for getting into the industry, furthering your career after you’re in, favorite projects, a few funny stories, growing remote teams, COVID-19 and mental health, along with his upcoming game, Magehunter. Hosted by John ‘JP’ Podlasek (See gamedevadvice.com for in-depth show notes and links.) In This Episode We Discuss: [01:11] Introductions [02:11] Richard’s current role as Co-Founder and Game Director [03:47] Advantages of developing in Unity [04:30] Getting started in the industry [08:35] What he wishes he’d known before getting in the industry [10:44] Advice for someone looking to get a first job [13:34] The three tracks for advancing your current career [19:28] Richard’s favorite project so far [21:56] Thoughts on nostalgia and the game industry [23:54] Advantages around building remote teams [27:31] Concerns around the Free-to-play model and what can replace it [29:42] Thoughts on opportunities in the market [33:56] Working on Heroes of the Storm at Blizzard [39:35] Discussion about Animal Crossing, especially during times like now [43:02] Streaming recommendations [46:00] Mental health and personal development during COVID-19 [50:43] Finding Richard online Resources: *Khookey website *Magehunter website *Richard Khoo LinkedIn *Magehunter Twitter *Magehunter Discord Game Dev: *New: Game Dev Advice Patreon *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Level Ex website - we’re hiring for all kinds of roles *Game Dev Advice Hotline: (224) 484-7733 *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Tue, 21 Apr 2020 12:00:00 -0000
COVID-19, VR Meditation, Rubber Duck Debugging, Judas Priest, and Breaking into the Game Industry with Andreja Djokovic
GDA24 Timestamps: [01:11] Introductions [01:20] COVID-19 [02:50] What Are Your Current Roles in the Game Industry? [04:30] Pursuing VR [06:25] Immersive Meditation Experience Through VR [07:40] Babaroga [09:18] How Did You Get Started? [11:30] Video Game QA in the 90s [14:34] What Would You Have Liked to Have Known When You Started? [16:20] Imposter Syndrome as a Newbie Engineer [18:20] What Advice Would You Give to Someone Looking to Get Their First Job? [19:00] Rubber Duck Debugging [19:40] Any Advice for Someone Furthering Their Career? [21:36] Gaming Industry Always on The Edge of Innovation [22:48] What Has Been Your Favorite Project to Work On? [24:00] Working with Judas Priest [26:42] What Are You Curious About Right Now? [27:30] Concerns About the Industry [30:03] Any Funny Stories? [31:38] What Games Are You Playing Right Now? [32:05] Anything That I Should Have Asked You About That I Didn’t? [36:18] Where Can People Find You? [37:15] Meditation As a Tool For Stress [45:08] Closing Thoughts Description: Founder & CEO of Andreja Djokovic speaks on the recent events happening and the impacts it has on the gaming industry. Andreja talks about his current roles as the founder of Babaroga, and his newest project, Third Eye Center. Starting in QA, Andreja has worked his way through the industry and has shown his success with countless collaborations and whole project developments as well as running his company, Babaroga for over 18 years. Hear how Andreja believes that VR is worth pursuing. Even though VR has not seen the adaptation that was expected, he feels that it’s just a matter of time that a tremendous shift will be seen. With Third Eye Center, Andreja has brought meditation to VR. Third Eye Center is a live feed, VR experience that is described as being transformative and immersive. Learn how Andreja was able to get his start in the video game industry. From a witty newspaper ad starting out as a QA and what his first interview question was. You get a peek into what QA in the 90s looked like and learn something that Andreja would tell his younger self. With resilience and persistence, you have the first characteristics needed to succeed in the industry. Hear how even a successful name in the game, had beginnings that started with insecurity and a life lesson he learned that changed how he approached problems. Andreja gives his own advice to those who are looking to get their first job and those who are already in the industry who are wanting to further advance their career. Mentions of the Rubber Duck Debugging Method are explained and how the constant shift in innovation of the industry can excite you. Hear some of Andreja’s favorite games and projects, including working with the band Judas Priest. Talks of what he’s curious about and what concerns he has about the industry is discussed. See how working in the game industry has changed Andreja’s perspective on gaming over the years and his favorite interview question for potential candidates. Lastly, the discussion turns back to the importance of meditation as a tool to allow yourself to process situations and build a space between the stimulus and response in a challenging world. Resources: Guest: *Andreja Djokovic Babaroga website *Andreja Djokovic Twitter *Andreja Djokovic LinkedIn *Third Eye Center Website Game Dev: *New: Game Dev Advice Patreon *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Level Ex website - we’re hiring! *Game Dev Advice Hotline: (224) 484-7733 In the News: *The Many Ways the Video Game Community is Helping Coronavirus Relief Efforts GamesRadar+ *Gaming Companies Launch ‘Play Apart Together’ to Push WHO Messaging Insider *COVID-19 Global Case Map Johns Hopkins *XR Association Releases Results of Fourth Augmented and Virtual Reality Survey MarTech Series Book/Stories: *The Pragmatic Programmer Andrew Hunt & David Thomas *How an On-Air Panic Attack Improved My Life ABC News Dan Harris Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sun, 05 Apr 2020 19:32:08 -0000
Indie and Mid-Level Narrative Design, Post-Apocalyptic Worlds, Toxic Gamer Culture, AR/VR, and Online Testing with Edwin McRae
Edwin McRae talks about his role as a narrative designer and the various projects he’s working on. Hear how housesitting in New Zealand allows him to move around and work remotely with clients in the U.S., Poland, Denmark, Germany, and locally. Learn how he was a writer for the #1 soap opera in New Zealand and how he made the jump into game development. Hear what he’d wished he’d know when starting in the industry and what it was like working on hugely popular Diablo II-style Path of Exile game. Learn how being a narrative designer is very different than writing for TV or film along with advice for someone trying to get into games. Learn about procedural generation and the with favorite projects he's worked on. Hear his thoughts on interactive fiction including some of his favorite games like A Dark Room, plus discussion on game engines and a book he’s written. Hear concerns about the ongoing toxic gamer culture and the potential backlash to shady engagement tactics. Learn a controversial opinion on AR, along with accolades for VR. Hear how designers are obsessed with post-apocalyptic storylines and sometimes break the 4th wall of design with continuity issues. Learn now quality TV shows are an inspiration for his narrative design work and what games he’s playing now that influence him. Hear how user experience is one of the most important aspects of narrative design, the importance of online beta play testing, and what happens in focus tests. Learn where to find Edwin online, thoughts on being in the industry now, along with how SIGGRAPH-winning Level Ex is excelling in a unique genre. Resources: *New: Game Dev Advice Patreon *Edwin McRae website *Narrative Design For Indies website *Books website *Facebook site *Game Writer Discord *Path of Exile website *Tencent Wikipedia *80 Days website *Guardian Maia YouTube *Ink Script from Inkle Studios *Project Haven Steam *Drugwars Wikipedia *A Dark Room Wikipedia *Lara Croft and the Guardian of Light Wikipedia *Mad Max Wikipedia *Level Ex website *Top 15 Game Design Podcasts You Must Follow in 2019 website picked Game Dev Advice at no. 8! *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Game Dev Advice Hotline: (224) 484-7733 *And thanks to Charles Dike Production podcast editing *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links About My Guest Edwin McRae has been working as a writer and narrative designer in the games industry for ten years. He helps indie and mid-level developers create in-game narratives that work in harmony with game mechanics. More recently, Edwin has written three GameLit novels and a couple of non-fiction books on Narrative Design, the latest of which is coming out in March of 2020. Learn more about your ad choices. Visit podcastchoices.com/adchoices
Fri, 13 Mar 2020 11:00:00 -0000
Console Wars, Oculus, SXSW, Palmer Luckey, Sonic the Hedgehog, and Facebook Concerns with Blake J. Harris
Bestselling author Blake J. Harris talks about the Console Wars documentary premiering at SXSW after 7 long years in the making, along with it being adapted into an upcoming TV series. Hear how all the key people from that era of the SEGA vs Nintendo battle is part of the documentary to capture what it was really like. Learn my perspective from working for the TurbGrafx-16 and going head-to-head with the SEGA Genesis, along with how surprising it was when they started beating Nintendo after losing the 8-bit battle. Hear how Console Wars changed his life after working as a commodities broker through his 20s while also writing the book until getting picked up by a publisher. Learn how he met the former CEO of SEGA and his unorthodox way of recruiting Tom Kalinske to the company. Learn how CBS All Access will release the documentary along with working on the TV series. Learn how unusual it was writing The History of the Future and the meteoric rise of the Palmer Luckey and the Oculus VR platform. How the controversy around Luckey caused his firing at Facebook after the Oculus buyout, along with our concerns about Facebook. Hear how he spent 3.5 years writing the book and had access to 25,000 emails to verify people’s stories. Learn how his opinion of VR is tainted, hopes for Nintendo and Apple in the mixed reality space, and the privacy risks around VR. Hear how he unwinds with the Nintendo Switch and thoughts about the Sonic the Hedgehog movie listening to fan feedback. Learn thoughts on breaking the stereotype around videogame based movies and books’ not being commercially successful and plans to be on a panel at SXSW along with another anticipated documentary, Josh Tsui’s Insert Coin. Resources: *Blake J. Harris website *Blake J. Harris Twitter *Tom Kalinske Twitter *Al Nilsen Twitter *Hayao Nakayama (former CEO of SEGA) Wikipedia *Jordan Vogt-Roberts IMDb *Mike Rosolio IMDb *Palmer Luckey Wikipedia *Third Eye Center website *Industry Review Boards are Needed to Protect VR User Privacy World Economic Forum *Sonic the Hedgehog Movie Design To Be Changed Following Criticism Kotaku *Nintendo vs SEGA Console Wars Movie Premieres in March Game Rant *Insert Coin trailer SXSW *Top 15 Game Design Podcasts You Must Follow in 2019 website picked Game Dev Advice at no. 8! *Level Ex website - we’re hiring for all kinds of roles *New: Game Dev Advice Patreon *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Game Dev Advice Hotline: (224) 484-7733 *And thanks to Charles Dike Production podcast editing *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links About My Guest Blake J. Harris is the bestselling author of Console Wars: SEGA, Nintendo and the Battle that Defined a Generation, which is currently being adapted for television by Legendary Entertainment, and producers Seth Rogen & Evan Goldberg and Scott Rudin. Harris has written for ESPN, IGN, Fast Company, /Film and The AV Club and appears regularly on Paul Scheer’s How Did This Get Made? podcast (where he interviews the biggest names responsible for the worst movies ever made). His latest book The History of the Future: Oculus, Facebook and the Revolution that swept Virtual Reality was published by HarperCollins in 2019. Learn more about your ad choices. Visit podcastchoices.com/adchoices
Wed, 19 Feb 2020 13:00:00 -0000
Indie Dev Challenges, AI, Spatial Computing, Fortnite, New Platforms, and Predator VR with David Turkiewicz
Lead Game Designer David Turkiewicz talks about his current role at Phosphor Games, starting in QA, immigrating from Poland as a kid, and how the NES changed his life. Learn how his love for gaming, comics and animation steered him to The American Academy of Art in Chicago. Hear about his lack of confidence held him back from a UI job and decided to start in QA instead. Learn the advice he’d give himself in hindsight with 15 years of experience, along with the initiative he took in QA to use Midway Games’s wiki to learn about game development. His thoughts on the importance of learning and developing games, even if they’re small, and about having passion. Hear advice for mid or senior-level designers, why you need to challenge yourself, and the power of YouTube. Hear about his first designer project on Stranglehold, his indie release SARCOPH, and the challenges of the game market. Learn why he loves the Switch, concerns about the industry, along with what he’s excited about. Learn from his experience in the AR/VR space and working on location-based games, like Predator VR. Hear how I gave him advice which helped him focus on being a designer, later working at a studio on a Facebook world builder that pivoted to social casinos. Learn what it was like during the shift from Facebook gaming to mobile, what games he’s playing now, and how he got his nickname. Hear their thoughts about the importance of creating content, putting it out for the world, getting feedback, and doing it again. Resources: *Turk Twitter *Phosphor Studios website *Alex Ross website *IGDA website *Mortal Kombat: Shaolin Monks Wikipedia *Midway Games Wikipedia *Unity3D website *Unreal Engine website *John Woo Presents Stranglehold Wikipedia *Psi-Ops: The Mindgate Conspiracy Eurogamer *SARCOPH App Store *GameSpy Wikipedia *Predator VR Steam preview *Spooky Cool Labs VentureBeat *Discord website *Slack website *Top 15 Game Design Podcasts You Must Follow in 2019 website picked Game Dev Advice at no. 8! *Level Ex website - we’re hiring for all kinds of roles *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Game Dev Advice Hotline: (224) 484-7733 *And thanks to Charles Dike Production podcast editing *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links About My Guest David Turkiewicz is a Game Designer living in Chicago. He started as a QA tester at Midway Games, working on games like Mortal Kombat, NBA Ballers, and Blitz the League. He’s now a Lead Game Designer at Phosphor Studios helping other Designers, Programmers, and Artists work together to bring awesome game worlds to life. Over his career he’s contributed to a diverse list of game including: Predator VR (LBE), Damaged Core (Oculus Rift), Heroes Reborn: Gemini (PS4, XBOX One), Wizard of Oz (Facebook), The Dark Meadow (iOS), Tony Hawk Shred (PS3, XBOX 360), and John Woo Presents Stranglehold (XBOX 360, PS3, PC). Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sun, 26 Jan 2020 22:43:00 -0000
Mid-Tier Indie Vs. Triple-A Dev, Game Engines, Star Wars AR, VR Challenges, Going Viral, and Gender Diversity with Chip Sineni
Game Director Chip Sineni talks about the project he’s working on that dates back 20 years and how he got into the industry back in 1994 starting in QA. Learn about odd arrangement of the Beavis and Butt-Head console games each done by different developers. Hear his thoughts about the industry now with tools like Unity3D and Unreal Engine letting developers explore game ideas without publishers, along with challenges to get market attention. Learn thoughts on Twitter’s evolution, how to get into the industry now, and the differences around the type of work and mindsets in Triple-A vs Indie development. Hear a deeper dive on the game engine differences, pros and cons, between Unreal and Unity. Learn about some parallels between his game Corpse of Discovery and Death Stranding. Hear about key lessons he learned working with industry legends like George Gomez, Mark Turmell, Sal Divita, and Ed Boon at Midway Games, including the importance of 60FPS. Learn about the Japanese RPG-inspired game Septerra Core that never found an audience, thoughts about streaming services, and how the industry market leaders and genres are always changing. Learn the challenges of big publishers to figure out what the next breakout game will be, and how ones like Ubisoft have been hammered recently in the marketplace. Hear thoughts on the interesting state of VR, his AR projects, along with difficulties on the platforms. Learn about his A-ha video that went viral, and the Star Wars AR video he created that got covered by the press and upset ILM. Hear thoughts about the slow pace of gender diversity in the industry, his love for Untitled Goose Game, and how genres get resurrected. Resources: *Chip Sineni Twitter *Chip Sineni LinkedIn *Phosphor Studios website *Trixi Studios website *Beavis and Butt-Head Wikipedia *Unity3D website *Unreal Engine website *Corpse of Discovery Kill Screen *Septerra Core Wikipedia *Viacom New Media MobyGames *Grand Theft Auto Online website *Death Stranding Wikipedia *Ubisoft Entertainment Bloomberg *Fragments Asobo Studio website *A-ha AR video Verge *Star Wars AR Mashable *Untitled Goose Game Wikipedia *Goat Simulator website *Top 15 Game Design Podcasts You Must Follow in 2019 website picked Game Dev Advice at no. 8! *Level Ex website - we’re hiring for all kinds of roles *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Game Dev Advice Hotline: (224) 484-7733 *And thanks to Charles Dike Production podcast editing *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links About My Guest Chip Sineni has been professionally making games for over 25 years in Console, PC, Mobile, VR, and AR. Midway and Viacom alumni, currently co-founder of two development studios; PHOSPHOR STUDIOS and TRIXI STUDIOS. Notable titles he’s had significant roles in: Corpse of Discovery, HORN, The Dark Meadow, NETHER, Kinect Adventures, The Brookhaven Experiment, NBC Heroes, Psi-Ops, NFL Blitz, NBA Ballers, MLB Slugfest, Beavis and Butt-Head Virtual Stupidity, and Septerra Core. Learn more about your ad choices. Visit podcastchoices.com/adchoices
Mon, 09 Dec 2019 04:55:00 -0000
When Coin-Op was King, NBA Jam, the ‘90s, Pakistan, Sega, Shaq, and Book Publishing with Reyan Ali
NBA Jam writer Reyan Ali talks about being born in the U.S., moving to Pakistan when he was young, and how the NES and Sega Mega Drive II video games influenced him. How the release of NBA Jam got him interested in the NBA, along with getting into Mortal Kombat and working on website in Pakistan. Learn how he wrote a FAQ for the team’s arcade classic The Grid without having actually having played the game by emailing the dev team member John Vogel. Hear how he decided to write a book about NBA Jam after being a longtime freelance journalist writing and interviewing for Rolling Stone, Wired, Spin and other publications. Learn how his extensive pitch to Boss Fight Books helped him land the book deal before having talked to anyone who’d actually worked on the game. Hear about the interview process researching the book, including the CEO of Acclaim, Shaq, John Romero, Nolan Buschnell, musician George Clinton and many others. Learn how the book evolved from just NBA Jam into being a more detailed account of Midway Games, and the fall of arcade games from their peak. Hear how the process created strong relationships with key developers, like Mark Turmell and others. Learn about the surreal process of tracking down and interviewing Shaq. Hear about how much money NBA Jam earned and later ended up being owned by Acclaim. Learn his dream about arcades and companies like Two Bit Circus working to bring them back. Hear what Reyan’s doing now, favorite current games, and plans for the future. Hear him ask me about the challenges at Midway Games during the transition from arcade games to console-only, the resurgence of Mortal Kombat, and thoughts on the company filing for bankruptcy. Resources: *Buy NBA Jam (the book) in print and digital at Boss Fight Books *Order NBA Jam (the book) on Amazon Kindle *Follow NBA Jam (the book) on Twitter *DJ Jazzy Jeff and George Clinton Recall Becoming NBA Jam Hidden Characters Polygon *Sega Mega II (and Genesis) Wikipedia *The Grid Wikipedia *NBA Jam Wikipedia *Two Bit Circus website *RenderWare Wikipedia *Insert Coin YouTube trailer *Raw Thrills website *Level Ex website - we’re hiring for all kinds of roles *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Game Dev Advice Hotline: (224) 484-7733 *And thanks to Charles Dike Production podcast editing *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links About My Guest Reyan Ali is a writer from Columbus, Ohio. His work has been published by Wired, Spin, The Atlantic, The A.V. Club, and alt-weekly papers across the country. Born in Dallas, he grew up in Karachi, Pakistan, where he devoured '90s NBA action almost exclusively through trading cards, Beckett Basketball magazine, and NBA Jam: Tournament Edition on the Sega Mega Drive II. Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sat, 23 Nov 2019 20:29:00 -0000
Skywalker Ranch, Making Toys, Crunch Culture, Hong Kong Concerns, EA, Being an Expat in Bangkok with Chris Nicolella
28-year video game and toy industry veteran Chris Nicolella talks about moving from the U.S. to living in Bangkok as an expat that included some initial challenges. How he started in the video game industry working at NEC’s TurboGrafx-16, then transitioning to NuFX, which was later acquired by Electronic Arts turning into EA Chicago. Hear the challenges of game industry crunching and what it was like in the early 2000s, along with breaking into making iPhone apps on the side. Learn how he transitioned into video game publishing to get his first job at Electronic Gaming Monthly that was like a frat house, then transitioning to the more professionally run GamePro magazine. Hear why he left the publishing business, worked briefly in Florida, plus how we worked together on projects back for Turbo Technologies Inc. and the TurboGrafx-16 consoles. Hear what he wished he’d done earlier in his career and how it might be useful advice for you. How Nintendo was very protective of their games out for reviews and a story about Lebron James and NBA Street Vol. 2. Learn about working on best-selling toys like Giga Pet and the late ‘90s cultural phenomenon that sold 40 million units, Furby. Hear about working on toys for Star Wars: Episode I, II, and III, that included flying out on Hasbro’s jet to Skywalker Ranch and the Halo movie that never came out but had content repurposed for another movie. Learn how in 2006 Marvel launched their own movie studio to create Iron Man film in 2008, which was controversial in some ways. Hear about traveling throughout SE Asia, sobering thoughts on the Hong Kong crisis, advice for breaking into the toy or game development industry, and how to get in touch with him, hosted by John ‘JP’ Podlasek. (See gamedevadvice.com for show links and details.) Resources: *@Ultimatetoy Twitter *chris@set-to-stun.com email *chris-nicolella: Skype *Chris Nicolella LinkedIn *TurboGrafx-16 Wikipedia *NuFX Wikipedia *Electronic Gaming Monthly Wikipedia *GamePro Wikipedia *n-Space Wikipedia *Turbo Technologies Inc. Giant Bomb *Donkey Kong Country Wikipedia *NBA Street Vol 2 Wikipedia *Giga Pet Wikipedia *The History of Furby, the Electronic Pet That Took the Late ‘90s by Storm Bustle *Furby a Threat to National Security? CNN *Why the Halo Movie Failed to Launch WIRED *Iron Man (2008 film) Wikipedia *A Troubled Actor’s Rude Awakening L.A. Times *Giga Pets Amazon *Hong Kong’s Troubles Are Just Beginning Forbes *Expat Guide to Living in Bangkok, Thailand Expatolife *Level Ex website - we’re hiring for all kind of roles! *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Game Dev Advice Hotline: (224) 484-7733 *And thanks to Charles Dike Production podcast editing *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sun, 20 Oct 2019 17:50:00 -0000
The World’s Biggest Arcade and More with Doc Mack of Galloping Ghost
25-year industry entrepreneur and designer Doc Mack of Galloping Ghost Productions talks about his game production company and working on his arcade fighting game, “Dark Presence”. How the company has mushroomed into creating the biggest arcade in the world (731 games and counting!), a reproductions company, gym and martial arts studio, automotive repair shop, and a pinball arcade. Learn about his desire to work in video games growing up and a chance encounter with a game industry legend spurred him to start the company, plus how the Galloping Ghost arcade opened in 2010 after frustration while researching the arcade market. Hear about what he wishes he’d known when he started, along with how they’ve helped open 29 arcades. Learn how 80,000 people a year go through the arcade and how their passion for arcade records lead them to purchase the scoring house, Aurcade. Learn how he’s able to get rare games that were never commercially released, some current arcade and indie companies, and the resurgence of pinball. Learn thoughts on the current state of arcades and how open play has changed things. Hear about outdated laws he had to overcome and ignorant perceptions proven wrong about violence and video games from examples like the Mortal Kombat “Kombat Kon” 25th anniversary event. Hear how arcades can help people with anxiety or struggling with personal challenges, plus bond as families. Hear about the challenges for opening an arcade the right way, how location isn’t critical, along with the satisfaction of sharing player excitement for classic games with the original designers. Learn thoughts on mobile and VR games going into arcades, why arcades died off, and what game caused a couple to hitchhike from Oregon. Hear about his passion for shining a spotlight on industry people giving them credit like movies and other forms of media and how to get in touch with him, hosted by John ‘JP’ Podlasek. (See gamedevadvice.com for all the details.) Resources: *Galloping Ghost Productions website *Galloping Ghost Arcade website *Galloping Ghost Arcade Facebook *Galloping Ghost Arcade Twitter *Dark Presence website *Aurcade website *King of Kong Wikipedia *The Spectre Files: Deathstalker YouTube *Beavis & Butt-head Polygon *Raw Thrills website *Killer Queen website *Stern Pinball website *Kombat Kon YouTube *The Grid YouTube *Toru Iwatani Wikipedia *Level Ex website - we’re hiring *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Game Dev Advice Hotline (224) 484-7733*And thanks to Charles Dike Production podcast editing *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Thu, 19 Sep 2019 10:30:00 -0000
Headhunter To Designer, Layoffs, Self Publishing, and Scapegoating Games with John (JJ) Williams of NetherRealm Studios
+15-year industry veteran John (JJ) Williams of NetherRealm Studios talks about his current role as Advanced Designer at NetherRealm Studios and the challenges we had working on a Disney IP. Learn how he decided to get out of a career as a headhunter with a business degree and into game development. Hear about going back to school for an art degree and getting his first job as a freelance animator on WrestleMania 21. Learn about his first role at Studio Gigante, then Stainless Steel Studios, and missing a job email from Harmonix because of a spam filter. How he got a job at Midway in the QA dept and all the Mortal Kombat games he tested plus working on NBA Ballers 2. How he worked in Unreal Engine building levels showed him his true passion and calling in the industry. Hear how he got his first design role on Midway’s John Woo’s Stranglehold, then went to Vogster Entertainment, saw that close, and went to Disney Interactive’s Wideload Games. Hear about the projects he worked on at Disney including Kingdom Hearts Mobile, and another (well-handled) studio closure. Learn about him branching out to create his own game, Pirate Blitz, with some money from a motorcycle accident, then joined the mobile team at NetherRealm Studios 5 year ago. Hear what he wished he’d known when he started and advice he shares. About the importance of getting that first job and the value of getting into QA, plus stories of working together shipping games. Hear about him branching into narrative design enjoying it. Learn ideas around game design, where to get inspiration from, and the hidden value of GDC. Hear about his favorite projects, which include making his own indie game and the work he’s doing now at NetherRealm. Discussion about games being scapegoated for gun violence since an easy target for politicians. Learn about how the ESRB started and what it looked like from the inside. Hear funny stories about a game industry closures and them getting into an argument that broke out into laughter. Hear thoughts on VR games, the industry, and what’s lacking with AR right now. Learn what future game he’s excited about, plus the ones he’s playing now, along with how to follow him. Resources: *J.J. Williams Twitter *J.J. Williams website *Mortal Kombat: Armageddon Wikipedia *John Woo’s Stranglehold Wikipedia *Pirate Blitz Polygon *Call of Cthulhu Wikipedia *Pirate Blitz YouTube *Cyberpunk 2077 website *Oxygen Not Included Steam *Level Ex website - we’re hiring *Game Dev Advice Twitter *Game Dev Advice email *Game Dev Advice website *Game Dev Advice Hotline (224) 484-7733 - give a call *And thanks to Charles Dike Production podcast editing *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sun, 01 Sep 2019 00:30:00 -0000
Comics, Crazy Game Submissions, Careers, Industry Rant, and Production with Nick Laing of Amazon Games
Nick Laing talks about his new role as Senior Publishing Producer at Amazon Games and working before at Turn 10 Studios on the Forza series. Hear how his path diverted from following in his family’s footsteps to going to a specialized comic book artist school. Learn how in the late 90s iconic comic book companies went bankrupt or struggled to stay in business (it’s hard to believe now). Learn how he transitioned those skills to being hired as a Concept Artist and UX Designer for his first industry role. Hear how he then got into Game Design, Lead Art, then Production. Learn about moving to EA’s Orlando studio and working on MMA, NASCAR, their incubation group, and helping on Madden during a 10-year run. Hear how after a recruiter called he moved to Seattle to work on the Forza franchise at Turn 10 Studios for 5 years. Hear what he knows now that he didn’t know when getting into the industry, along with advice for breaking in. Learn what advice he has for others looking to further their career in Production, or any field in general. Hear about EA’s Subject Matter Expert track and how it gives a career path for high output, individual contributors. Learn why NFL Street was one of his favorite series to work on, plus MMA. Hear about work on great games that were commercial failures and how to rebound. Learn about the challenge of designing great game experiences versus using data to drive unhealthy compulsion loops. Hear about his biggest concern for our industry, along with thoughts on good and bad loot boxes. Learn the reasons why he’s bullish on the current state of VR. Hear war stories of submitting discs to console platforms and the crazy challenges of down-to-the-wire deadlines. Hear the games he’s most excited to be playing now online, along with an accurate rant about game industry titles, especially in Production. Learn best and worst Production practices, along with how to follow or get in touch with Nick. Resources:*Nick Laing’s Twitter*Nick Laing’s LinkedIn*Amazon Game Studios website*Lord of the Rings MMO announcement*The Kubert School website*NFL Street 3 Wikipedia*Forza Wikipedia*Beginner’s Mind Wikipedia*Buzz Monkey Software Wikipedia*EA Sports MMA Wikipedia*Level Ex website - and we’re hiring!*Game Dev Advice Twitter*Game Dev Advice email*Game Dev Advice website*Game Dev Advice Hotline (224) 484-7733 - give a call*And thanks to Charles Dike Production podcast editing *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sun, 11 Aug 2019 03:22:00 -0000
Triple-A Art, Roots of Mocap, SonyPlayStation, Being a Problem Solver with Dwayne Mason of NXA Studios
Dwayne Mason of NXA Studios talks about his current role in the company and his career and entrepreneurial aspirations going back to his teens. Hear about the computer revolution while studying to be a graphic designer. How PC Paint and Corel Draw changed his trajectory and focus toward the future. Learn about a chance encounter working as a valet being a big break. Hear how motion capture data was first used for sports analysis and working as a gofer. Learn how the hustling lead to a full-time job out in California and being the first mocap specialist ever at Biovision. How that lead to working for different sports broadcasts and visiting Industrial Light & Magic. Learn how the mocap business transitioned from sports analysis to video game platforms like the Sega Saturn. How he landed an opportunity to setup a motion capture studio for Sony Playstation San Diego in 1996. Learn how this grew into building out Sony’s central art services group over 11.5 years. Discover how setting up Domino's Pizza franchises was one of the most valuable learning experiences he’s had. Hear hard-learned advice for how to advance your career by being a problem solver. Learn what it’s like to create kontent on the Mortal Kombat series, along with Capcom games and the Assassin’s Creed games plus others. Hear how Battlefront II is his favorite game right now. How bigger games and DLC’s longtail has improved his business’s stability and growth. Learn Dwayne’s thoughts on the future of automation and tech. Hear how the company started in China, grew to three studios in the country, plus Argentina. Hear thoughts on VR and what needs to happen for it to be mainstream. Learn his advice for anyone thinking about a video game career. Resources:*NXA Studios website*NXA Studios Facebook*NXA Studios LinkedIn*NXA Studios Argentina Facebook*PCPaint Wikipedia*Corel DRAW website*Stargate Wikipedia*Georgia Tech website*Biovision’s BVH file format*Solaris Unix Wikipedia*Waffle House Wikipedia*Ion Storm PC Gamer*Mortal Kombat website*Speedtree website*Level Ex website - and we’re hiring!*Game Dev Advice Twitter*Game Dev Advice email*Game Dev Advice website*Game Dev Advice Hotline (224) 484-7733 - give a call*And thanks to Charles Dike Production podcast editing *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links Learn more about your ad choices. Visit podcastchoices.com/adchoices
Fri, 19 Jul 2019 04:05:00 -0000
Indie Game Dev, Rick and Morty, Double Fine and Being in the Game Press with Chris Johnson of the Player One Podcast
Chris Johnson from the Player One Podcast talks about producing games at Adult Swim for 11 years, and how he got hired. Hear what it was like working on Flash games, the transition to mobile and console, plus working with some well-known indie studios. How moderating the Adult Swim message board in 2002 lead to getting an offer. How in high school he was inspired to create a videogame fanzine, which leads to a magazine writer role at Electronic Gaming Monthly in 1994. How videogame magazines were the go-to source for gaming information in the ’90s. Hear ideas on getting in the industry nowadays. Hear about working on his two favorite games, “Robot Unicorn Attack” and “Headlander” with Double Fine Productions. How using build notes to reduce frustration and make Production run smoother. Hear thoughts about live service games and post-launch content. Learn opinions on the state of AR and VR, including the “Rick and Morty: Virtual Rick-ality” game. Hear about the importance of building relationships with others in the industry. Hear a discussion about the forgotten TurboGrafx-16, the announcement of their retro console, and the idea of having a 30th-anniversary episode. Learn about some of the challenges back when developing games on cartridges. Hear opinions on playing the games you love and not being part of all the negativity. Hear about CJ’s passion for Rare’s “Sea of Thieves” and how it evolved. Hear ideas about not having all games online so the experience can be more personal, along with a discussion about Nintendo. Learn about his podcast, the Player One Podcast, which has been going for an amazing 13 years. Resources:*Player One Podcast website*Player One Podcast iTunes*Player One Podcast YouTube*Player One Podcast Twitter*Chris (CJ) Johnson Twitter*Adult Swim website*Electronic Gaming Monthly Wikipedia*ScreenshotSaturday Twitter*Robot Unicorn Attack Wikipedia*Headlander Wikipedia*Rick and Morty: Virtual Rick-ality Wikipedia*Astro Bot Wikipedia*Andy Eddy Wikipedia*TurboGrafx-16 Wikipedia*Johnny Turbo Wikipedia*Sea of Thieves website*Utopia YouTube*Don Daglow Gamasutra*John Vignocchi Twitter*Level Ex Video Games for Doctors website - and we’re hiring!*Game Dev Advice Twitter*Game Dev Advice email*Game Dev Advice website*Game Dev Advice Hotline at (224) 484-7733 *And thanks to Charles Dike Production podcast editing *Don't forget to subscribe and go to www.gamedevadvice.com for full show notes with links! Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sat, 29 Jun 2019 02:04:00 -0000
Running An Indie Game Studio, Loot Boxes, AR, Markiplier, and Producers
Tom Eastman and Ben Perez discuss their seven years of running indie developer Trinket Studios, challenges they’ve overcome, lessons learned, advice for getting into the industry, favorite projects, new technologies, loot boxes, guerrilla marketing, YouTubers, funny stories, and thoughts on game production. (See gamedevadvice.com for in-depth show notes and other details.) Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sun, 12 May 2019 16:36:00 -0000
Crunch Culture and What You Can Do To Escape...Hint, It Ain't On Twitter
The industry’s dirty little secret is in the spotlight again (just Google “intense crunch”) and surprise, everyone’s shocked. Why? It’s been going on since games were on floppy discs. Everyone’s preaching unions. But they’re not going to be your savior, at least any time soon. So instead of waiting for the union tooth fairy, hear my advice for researching and applying to companies that take culture and work-life balance seriously. They exist. Take action and rise above the Twitter ranting. (See gamedevadvice.com for in-depth show notes and other details.) Learn more about your ad choices. Visit podcastchoices.com/adchoices
Thu, 25 Apr 2019 05:12:00 -0000
NBA Jam BOOMSHAKALAKA!!, Shaq, Dota, Rage 2, The Twilight Zone and Pins
Tim Kitzrow is a video game & pinball legend, having worked on dozens of games, including the arcade BOOMSHAKALAKA!! classic, NBA Jam. Hear how he got started in voice-over work, studied with famous comedians at The Second City, and took on EA with Mutant League Football. Learn about his work in the upcoming Rage 2 along with a special Dota Jam Announcer pack. How NBA Jam is cursed, Shaq would take an arcade cabinet on the road, and Stern Pinball is back and thriving. (See gamedevadvice.com for in-depth show notes and other details.) Learn more about your ad choices. Visit podcastchoices.com/adchoices
Fri, 19 Apr 2019 12:30:00 -0000
PUBG, Red Dead 2, Taking Risks, Freelancing, Game Dev, VR and a Lawsuit
James Brady started in 2015 and has already worked on games like Red Dead Redemption 2, PUBG, and other blockbusters. The risky decision to leave his job and pursue game dev, then later leave Rockstar. How his Silent Hill fan art went viral. The difference between U.S. & European studios. Why freelancing is safer than being an employee. What it was like experiencing PUBG’s success. Sound design’s importance, plus VR dev challenges.(See gamedevadvice.com for in-depth show notes and other details.) Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sun, 24 Mar 2019 19:00:00 -0000
Dave Mirra BMX, Coding, Nintendo, Tax Breaks, Tokyo, and Sucker Punch
Hear how CTO Dave Grace was hired as an audio engineer. What it was like working on Dave Mirra Freestyle BMX. How he formed his own company. Worked at Square Enix on Final Fantasy XV. Advice for getting in the industry plus what careers are always in demand. Learn the importance of reputation. Worked on Sly Cooper, Spyro 3, and other games. Challenges around unionization. Tax breaks for studios in Canadian and the U.S. Opinions on current game industry trends. (See gamedevadvice.com for in-depth show notes and other details.) Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sun, 17 Mar 2019 05:21:00 -0000
Getting Hired, Learning New Tools, VR, Layoffs, Unionizing, and Trends
Hear how 3D artist Humberto (Tito) Gamboa was hired. How schools often teach outdated tech. Working at a small game studio. Thoughts on online communities & industry events. Why you need to learn beyond school. The value of Twitter, Discord, ArtStation & 80 Level. Tips for applying to game studios. Ideas on learning different art tools. Discussion on unionization. Strategies on being prepared for a layoff. Thoughts on VR and great audio design. Opinions on past and current game industry trends. (See gamedevadvice.com for in-depth show notes and other details.) Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sun, 10 Mar 2019 19:45:00 -0000
AR, VR, Game Industry Trends, Unity, and Early Mobile Phone Game Dev
-Hear from developer & CEO Patrick Curry who talks about his company, FarBridge. -Learn about his early career in web dev and transitioning to game dev. -Learn about the early days of mobile phone game dev. -Hear ideas on how to improve as a designer. -Learn about working on games like Stranglehold & Guilty Party. -Hear how a previous company was acquired by Unity. -Hear a funny story about going to Shanghai. -Hear opinions on the current state of the industry, including AR, VR & streaming consoles. (See gamedevadvice.com for in-depth show notes and other details.) Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sat, 02 Mar 2019 19:21:00 -0000
Unpaid Intern, TNA Wrestling, Hard Knocks, and Freelancing Tips, Pt. 2
-Part 2 of 2 w/Mike Antonicelli who shares how to expand your skills as a freelancer -Learn how he works remotely from locations like Brazil and Chile -Hear freelancer work methodologies that can also be applied as a remote employee -Learn how to get an advantage when applying for jobs that most people don’t do -Hear what other developers look for when hiring freelance talent -Learn perspectives on the state of freelancing in today’s game industry -Ways to get in touch with Mike about his services. (See gamedevadvice.com for in-depth show notes and other details.) Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sat, 23 Feb 2019 20:11:00 -0000
Unpaid Intern, TNA Wrestling, Hard Knocks, and Freelancing Tips, Pt. 1
-Hear how he learned about the game industry as a career -How studying computer animation lead to an internship -Learn the type of work he did as an unpaid intern -Hear the risks he took moving to LA to be an intern, again -How he was mentored by industry legends -Learn about his bizarre 1st freelancing job -How persistence paid off and working with Disney Interactive -How it's critical to keep your skills up-to-date -Hear the importance of reputation -Heads up: this is part 1 of a 2-part episode. (See gamedevadvice.com for in-depth show notes and other details.) Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sat, 16 Feb 2019 17:30:00 -0000
James Bond, Ultima VII, 80's Game Dev, Writing, Volatility, and GWAR!
-Learn how he transitioned into the game industry -James Bond and Stephen King books that were made into games -Learn about the Austin game dev roots -Working with Richard Garriott and the evolution of Ultima -Listen to advice on working in game development -Learn when the graphics explosion started in games -How GWAR! played a Microsoft Doom haunted house party -Hear about writing James Bond -Discover his books based on Metal Gear Solid -Hear what crunch mode used to be like -His latest projects (See gamedevadvice.com for in-depth show notes and other details.) Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sat, 09 Feb 2019 17:30:00 -0000
SEGA, Midway, Interviewing Tips, Ringling, VR, and Immersion Therapy
-Hear about early game art programs, like Deluxe Paint. -What the working environment was like in SEGA and Midway Games. -Learn advice on how to land your first job. -3 things he looks for when hiring. -Thoughts on working in Hollywood. -Learn about what kind of art jobs are in high demand. -Who some of the largest employers of his students are. -Uses for VR outside of gaming, like immersion therapy. -Some funny industry stories. -Hear about Richard Rouse III's new game, "Church in the Darkness". (See gamedevadvice.com for in-depth show notes and other details.) Learn more about your ad choices. Visit podcastchoices.com/adchoices
Thu, 31 Jan 2019 04:26:00 -0000
Interviewing, teaching, triple-A vs indie, and fixing game dev crunch
-Guest Heinz Schuller talks about making the transition from IT into the game industry -2 things he wished he’d known when starting out -How to radically improve your odds in this highly competitive job market -Experience of working on small & medium size indie game projects -The importance of YouTube -Funny stories about the industry -Ideas around work output & fixing the crunch culture -Hard questions to ask when interviewing (See gamedevadvice.com for in-depth show notes and other details.) Learn more about your ad choices. Visit podcastchoices.com/adchoices
Sat, 19 Jan 2019 04:57:00 -0000
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