show episodes
 
Our podcast breaks the mold of don't ask don't tell about the video game industry. We give everyone the real inside look at what its like to be a professional game developer, Every week we'll interview pro and indie developers, we'll talk jobs, studios, salaries and of course crunch horror stories. Tune in! Hosted by Brandon Pham
 
A monthly podcast featuring interviews with video game developers. Video game development is a complex undertaking, but behind all the products and processes are the people, whose thoughts, experiences, and perspectives inform the work that they do, and how they do it. This podcast aims to delve into what makes individual developers tick.
 
+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!
 
A top-rated game developer podcast for you to learn the tactics, tools, and routines from 100+ experts to succeed. You will learn how they got started, successful actions they took, mistakes you should avoid, and so much more. Get inspired today and learn how experts in your field found success so that you can model in their footsteps. Subscribe right now to the Game Dev Loadout podcast and get new episodes every Monday morning.
 
Andrew Pappas, founder of RenGen Marketing helps take indie devs and their games to a whole new level by discussing business best practices and sharing marketing strategies and tips to better navigate the world of indie game marketing. Regardless if you’re an indie dev starting out or a veteran small team, the topic discussions apply to anyone wanting to better understand the online environment and stand out in a saturated market. A marketer since 2011, Andrew has found a passion for applyin ...
 
Arcadology is a podcast focused on looking at the history of video games. The show explores the earliest days of the medium up to present day with examinations into how some of your favorite games and franchises got off the ground. The show will also feature interviews with game developers and designers, as well as journalists and other subject matter experts. New episodes will be posted every two weeks.
 
Beyond Beta Podcast is a behind-the-scenes look at video game culture. In the podcast, I explore the video game industry with publishers, coders, designers, professional gamers, voice actors, artists, writers, and more. Each episode dives into the guest's history within video games…exploring the ups and downs and everything in between.
 
Two hapless employees in a game studio are tasked by their boss to create a game based on a very vague concept every two weeks. They're given one hour to talk out different concepts, eventually deciding on something they can showcase to their boss at the end of the session.
 
Welcome to the Idiots Three RPG Podcast, the home of game discussion, slightly drunken banter, and the occasional bad accent. We've got "PITCH SLAP", the competitive TTRPG development show; and "Name of the Lore", the lying game of nerd nomenclature knowledge (or a lack thereof). New episodes each month! The Idiots Three are AJ (@i3rpg), Jack (@MedlandSlater) and Duncan (@dppacey). i3RPG is made by SillyGoose Content - follow us on Twitter for behind the scenes, bloopers and more (@SG_Content)!
 
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show series
 
Rob and Jason are joined by Nicole Mazzuca from Microsoft. They first talk about a differential equation library, and modules support in build2 and meson. Then they talk to Nicole from Microsoft's vcpkg team about some new features in vcpkg to enable teams to host their own libraries. News Solving Differential Equations with LLVM Complete C++20 Mod…
 
Helen Hindpere is the Award-Winning writer of the genre-defining Disco Elysium. In this episode, she talks about her techniques and the way she and her colleagues wrote Disco Elysium. Disco Elysium - The Final Cut is the definitive edition of the smash-hit RPG. New political vision quests, more characters, and full English voice-acting. Coming to P…
 
Mauro Frau is the co-founder and creative director at Treehouse Ninjas, an independent studio creating high-end environment art and lighting for movies and games. He has amazing insights in how entertainment industries are slowly merging together and saw what's happening now many years ago. Check out the show notes: https://wp.me/pcB0ew-MU Connect …
 
Rob and Jason are joined by Carl Cook from Optiver. They first talk discuss an announcement from Khronos that SYCL 2020 has been released, and a blog post from Microsoft on updates to the Visual Studio Code C++ extension. Then they talk to Carl Cook from Optiver about how they use C++ to power everything they do. News Khronos Releases SYCL 2020 for…
 
Just like the premonition set into play as soon as Stadia was announced, the first-part game development has been shut down! Did we see this coming? Yes, sorta, but what does mean for the future of streaming games? Find out in this episode. Check out the show notes: https://wp.me/pcB0ew-Mn Connect with Ray! ● https://twitter.com/Wadarass This episo…
 
In a previous episode, Mustapha and I shared our own insight into the importance of future planning but we wanted to dive further into this theme from the perspective of an established developer. So in future planning part two, Chevy Ray of Happy Ray Games, the developer of Ikenfelll shares what it’s like being a smaller dev, the importance of main…
 
Ted Price chats with Matt Nava about Giant Squid's work on ABZÛ and The Pathless, his inspirations as a youth that led him to the VFX industry and his first big break, understanding the difficulties of taking too much on when starting your own studio, establishing a studio culture and dealing with conflict, what being indie means now compared to a …
 
Joel Durham is a digital artist that has worked at highly coveted studios in both the game and visual effects companies. Gracing studios like Sledgehammer Games, Blur, MPC, and Digital Domain with his great work. In this week's episode, he introduces the thrill and the onset of a 3D revolution of VR sculpting! Check out the show notes: https://wp.m…
 
Rob and Jason are joined by Sebastian Theophil from Think-Cell. They first talk discuss a blog post on building a 1 billion LOC project with the Threadripper 3990X and a browser extension for easily searching for C++ reference help. Then they talk to Sebastian about his teams efforts to port their Windows C++ codebase onto MacOS and some of the cha…
 
Leo Gonzalez is the co-founder of GoDemics, an external development studio that works with top studios around the world delivering AAA experiences. In this episode, we dive into the background of my partner-in-crime and learn how GoDemics came to be. Check out the show notes: https://wp.me/pcB0ew-M5 Connect with Leo! ● https://www.linkedin.com/in/l…
 
Rob and Jason are joined by Victor Ciura. They first talk about different ways to filter a C++ container and a blog post on the Visual C++ blog from the Diablo 4 development team. They then talk to Victor about the Clang Power Tools plugin for Visual Studio which has recently been made free for both open source and commercial use. They also talk ab…
 
Dave Mervik is currently a Senior Narrative Designer for Little Nightmares II at Tarsier Studios. We dived deep into the current climate and limitations of being a creative, and what are the possible benefits for game developers are. Check out the show notes: https://wp.me/pcB0ew-LV Connect with Dave! ● https://tarsier.se/ ●https://tarsier.se/games…
 
We’ve finally made it to 2021 and I thought it would be fun to switch things up for this episode to share some resources and strategies we’ve used that have really helped us see things in a different light and help us with projects and all facets of life. The goal of this episode is to share some examples, experiences, and resources that can help m…
 
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 perspe…
 
Ted Price chats with Ubisoft's Clint Hocking about the societal commentary behind Watch Dogs: Legion; how the world around us is changing and how Legion reflects this; the inspiration behind Legion's feature that lets players take control of any character they meet in the game; and Clint's advice to aspiring creative directors. Clint Hocking is the…
 
Rob and Jason are joined by Klaus Iglberger. They first talk about changes to make the Win32 API more accessible, some C++20 coroutine examples and ISO news. Then they talk to Klaus Iglberger about the SOLID design principles, why they still matter and what C++ developers should know about them. News Making Win32 APIs More Accessible to More Langua…
 
Jay Wilson has been in the industry for decades and have lent his talents working at EA, Relic, and Blizzard. He is best known for being the game director on Diablo 3. He has since took a break from the industry for 4 years to publish his first novel, Deadman Detective (https://amzn.to/3iOEX1h). In this episode, I had the pleasure of talking to Jay…
 
Robin Hunicke chats with Derek Yu, creator of Spelunky 1 & 2. Together they discuss how Derek got started designing games in his youth, the difficulty of marketing small games, the joy of online creative communities, the finer points of game pricing, thinking about game development in physical terms, and the limitless potential of games. Yu is an A…
 
Rob and Jason are joined by Alessandro Pignotti. They first talk about a linker project, a better assert for constexpr code. Then they talk about Cheerp, LeaningTech's C++ WebAssembly compiler, how it differs from emscripten, Cheerp optimizations and some of LeaningTech's other Cheerp products. News mold: A Modern Linker C++ Jobs Q1 A slightly bett…
 
An interview with the writer of many great games such as Battlefield franchise, The Darkness and The Chronicles of Riddick series. We talk about Mikael Säker's background, behind the scene of many memorable games and some unannounced projects. Listen or watch to Wassup Conversations, wherever you're getting your podcasts: https://li.sten.to/HYq5GVZ…
 
The game industry had the most anti-remote work attitude for decades before the pandemic. However, a major paradigm shift for how me make games have occurred and we beg to ask the question: can we handle going fully remote? Check out the show notes: https://wp.me/pcB0ew-Lh Connect with Ray Graham on twitter: https://twitter.com/Wadarass Connect wit…
 
Hindsight is always 20/20, but knowing how to look at things and apply your learnings is more important than just acknowledging them, especially when it comes to crowdfunding campaigns. That’s why in today’s episode we meet again with Mikhail of Mythallica Incorporated in part 2 of episode 137 - How to Execute a “Killah” Crowdfunding Campaign to ge…
 
Robin Hunicke chats with Jesse Schell to discuss how Jesse’s work in game development helps keep him up to date as an educator, Schell Games’ exploration into VR, the illusion VR creates for the body; VR’s 10 million problem; and the importance of taking initiative and using all of the advantages afforded by 21st century technology to begin your ca…
 
Miklos Bencz is a artist from Hungary that is completely self-taught. His artwork speaks for itself for being original and has a final quality that really pushes the 3d medium. In this session, we go behind his working process and how he keeps listening to his internal artistry for the love the craft and choosing it over money. Check out the show n…
 
Rob and Jason are joined by Corentin Jabot. They first talk about a Visual Studio blog post on performance improvements in the 'inner build loop', and a ray tracer built into CMake. Then they talk to Corentin about his work in the C++ ISO committee on the Library Evolution Working Group and his thoughts on what could and should make it into C++23. …
 
Scott Lagrasta is currently a Programmer at Massive Entertainment, a Ubisoft Studio. Previously, before switching to programming he was a successful designer contributing to high-profile AAA games like Bioshock 2 and The Bureau: XCOM Declassified. He shares his experience in having a dual career within the game industry and we touched base on what …
 
Austin Wintory chats with composer Jack Wall about career trajectories and starting his career working with Treyarch Audio Director Brian Tuey; getting to collaborate with his wife on several projects; life lessons learned while bartending; his work on Mass Effect; and about the lasting impact the revered music agent Cheryl Tiano (who recently pass…
 
Gabriel Yeganyan is currently a Senior Concept Artist at Respawn and has worked with many top leading studios like Riot, Infinity Ward, and Sony Santa Monica Studios. He recently contributed to the Jedi: Fallen Order project and in this interivew he was able to share how his process to approaching architecture in concept art. He also gives his thou…
 
Rob and Jason are joined by Zach Lieberman, professor at MIT's Media Lab and co-founder of the School for Poetic Computation. They first talk about Herb Sutter's 2020 wrap up blog post and the ISO mailing from December 2020. Then Zach discusses Open Frameworks, a C++ toolkit he co-created 10 years ago for creative coding. News Firsts in 2020 Last 2…
 
Joe Walsh is the Lead game designer at Mediatonic and helped introduced the world to Fall Guys. Since it's debut, Fall Guys has broken many records. In this interview we do a deep dive behind the studios early prototype and learn about the meteoric rise of the biggest game of 2020. Check out the show notes here: https://wp.me/pcB0ew-Iy This episode…
 
Robin Hunicke chats with Philip Tibitoski from Young Horses Games about releasing a game during a global pandemic, how Young Horses has changed from their first release to now, learning to play to your strengths and the benefits of working with a small team, making sophisticated entertainment for audiences of all ages, and overcoming the pressure o…
 
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 an…
 
Wrapping up 2020 in the best way possible with some standout moments and lessons from fantastic people! Check out the show notes here: https://wp.me/pcB0ew-I1 SPONSERS: http://gameschoolonline.com/ Watch live 11 AM PST Tuesdays ● Join our Discord: https://discord.com/invite/sJtGmpV ● Website: http://gamedevunchained.com ● Twitter: https://twitter.c…
 
Daybreak Studios recently got acquired for $300 million dollars and I don't know why. In this special segment, I will dive into the history of the studio, investigate it's Glassdoor reviews, and learn more about who acquired them to try to understand what's going on. Check out the show notes for this episode: https://wp.me/pcB0ew-HI SPONSERS: http:…
 
Rob and Jason are joined by Patricia Aas from TurtleSec. They first talk about updates to a Web Assembly compiler Cheerp and an announcement for a new systems programming language conference. Then they talk to Patricia about her current project building a new web browser using modern C++, Qt 5 and the Chromium engine. They also discuss Patricia's c…
 
Mel Kirk is the COO of Zen Studios, specializing in creating pinball machines, and handles the business development for the studio. His studio is use to working with big partners: from Star Wars, Marvel and Ghostbusters to DOOM, Telltale’s The Walking Dead and Portal. Yet Zen Studios have remain indie to the core. In this episode, Mel offers a grea…
 
Not going to lie, it’s been a difficult year, but despite the turbulence and uncertainty that has impacted the industry, Mustapha and I can confidently say that Indie Games as a whole has taken this as an opportunity to shine brighter and be a beacon of hope in our creative medium. With that said, we wanted to celebrate this by putting together an …
 
Ted Price chats with Amir Rao and Greg Kasavin from Supergiant Games. Amir is Supergiant's Studio Director and Greg is the Creative Director and Narrative Designer behind their most recent release, Hades. Together they discuss creating Hades and how launching in early access helped during development, the difficult task of tuning the complex game s…
 
Rob and Jason are joined by Andreas Kling. They first talk about the Qt 6.0 Release as well as another new C++ podcast that has been announced. They then talk to Andreas Kling about SerenityOS, the C++ Operating System he is building along with others in the Open Source community. News Qt 6.0 Released How to Make an Operating System using C++ New C…
 
Jason Lee, who has been designing games at Relic Entertainment for over a decade. Some of the titles he has worked on includes: Age of Empires 4 and Company of Heroes. Currently, he is involved in the development of Infinite Fleet, a sci-fi- MMO title developed by Pixelmatic. Check out the show notes: https://wp.me/pcB0ew-GU https://pixelmatic.com/…
 
Austin chats with CD PROJEKT RED composer Marcin Przybyłowicz to discuss his work on the Witcher series and Cyberpunk 2077, the monumental task of scoring projects of this scope, growing up in a jazz family, his journey from sound designer to composer, finding the right compositional balance to emphasize both action packed and emotional moments, wo…
 
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