I interview game creators and learn about the details of their work that day. Each episode is a brief discussion trying to get at what it's like to work in a particular field. We might break down the tools someone uses, or broader strokes of their company's structure, or if they even have a "typic…
Laura talks about her writing and editing work for Zam.com and various games, and some of the ideas behind finding the voice in a piece of writing.
Don talks about his new game Abandon Planet. He discusses customer interaction, the new responsibilities of being a publisher, and how he quantifies progress.
Tyriq talks about how crabs in his game, Catacomb Kids, are more like rocks than ogres.
Tim chats about joining a team after many years being the driving force on his own projects.
Theresa talks about the demands of working in VR gaming, and working with a custom game engine.
Dene speaks of his game about ritual. We discuss intentional games versus unexpected, systemic experiences.
Akira talks about working for a larger company and hints at new immersive mobile experiences for amusement parks.
Rich talks a bit about tinkering with his workspace, and then goes deep into meaning and music of Beasts of Balance.
Ian talks about refactoring and cleaning up code from a game that he's been experimenting with for the past month.
Dana explains the amount of time that goes into PR work, specifically the hours of communication required every day.
Pete discusses making a variety of walls for his castle simulator, and the satisfaction he gets from learning new skills like art and color.
Sean talks about the various experiences and some of the work that goes into maintaining a small game company.
Jim talks about what may or may not be work on Frog Fractions 2, and also the joy and challenge that comes with striking out on your own.
Justin discusses the challenge of juggling roles.
Julia talks about designing games for clients, and the work that goes into efficiently producing projects.
Benedict explains the careful balance of how robust code should be when programming a new system.
Loren Schmidt explains the details of save files
Jocelyn explains some of the process she goes through to design, record, and implement audio for an interactive art and audio installation she made with Charles
David talks about doing updates and fixes for Spider: Rite of the Shrouded Moon; and also his work on a solo game project.