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Game Dev Advice: The Game Developer's Podcast

50 Episodes

40 minutes | Jun 24, 2022
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
44 minutes | Apr 30, 2022
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
57 minutes | Mar 23, 2022
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
35 minutes | Feb 23, 2022
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
66 minutes | Jan 31, 2022
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
50 minutes | Dec 26, 2021
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
82 minutes | Nov 22, 2021
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
46 minutes | Oct 20, 2021
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
45 minutes | Sep 5, 2021
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
74 minutes | Jul 31, 2021
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
56 minutes | Jul 1, 2021
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
48 minutes | Jun 12, 2021
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
55 minutes | Apr 30, 2021
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
85 minutes | Feb 28, 2021
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
63 minutes | Jan 30, 2021
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
87 minutes | Jan 2, 2021
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
45 minutes | Dec 3, 2020
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
59 minutes | Nov 18, 2020
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
89 minutes | Oct 21, 2020
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
65 minutes | Sep 18, 2020
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
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