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Sean and Alon are joined by Adam Saltsman, co-founder of Finji, designer of Canabalt, and creator of Flixel.On today's episode, we're discussing Dust Bunny – Adam's 12.5th PICO-8 release since last October!Hopping off from Dust Bunny, we explore the immediacy of the PICO-8 development environment, designing by playing, and the intimate relationship between designers and players.Find Adam at:Bluesky: https://bsky.app/profile/adamatomic.bsky.socialitch.io: https://adamatomic.itch.io/Finji: https://finji.co/—TIMESTAMPS:00:00:00 - Intro00:01:06 - Describe PICO-8 and designing with PICO-800:10:15 - Adam's design process (for Dust Bunny specifically)00:18:40 - A curve of discovery and the designer player relationship00:34:00 - 12.5th PICO game (a quarter of the way to a full UFO50)00:40:04 - 90% bad ideas00:46:45 - What do you do to rest?00:50:05 - Outro and Adam's links—SHOW NOTESDust Bunny: https://adamatomic.itch.io/dust-bunnyPICO-8: https://www.lexaloffle.com/pico-8.phpCave of Cards: https://adamatomic.itch.io/caveofcardsCeleste: https://www.lexaloffle.com/bbs/?pid=11722Dark Souls: https://store.steampowered.com/app/570940/DARK_SOULS_REMASTERED/Desktop Dungeons: https://store.steampowered.com/app/226620/Desktop_Dungeons/Doom: https://archive.org/details/doom-playElden Ring: https://store.steampowered.com/app/1245620/ELDEN_RING/Mirror's Edge: https://store.steampowered.com/app/17410/Mirrors_Edge/Mole Mole: https://adamatomic.itch.io/mole-molePrince of Persia: https://archive.org/details/msdos_Prince_of_Persia_1990PuzzleScript: https://itch.io/games/made-with-puzzlescriptQuake: https://freebie.games/games/quake/play/Rat Dreams: https://adamatomic.itch.io/rat-dreamsSokoban: https://www.sokobanonline.com/Super Mario Maker: https://www.nintendo.com/us/store/products/super-mario-maker-2-switch/Tetris: https://play.tetris.com/UFO 50: https://store.steampowered.com/app/1147860/UFO_50/Wipeout: https://retroonline.net/DOS/WipeoutZachtronics: https://www.zachtronics.com/—WIDE FLANK LINKSJoin the Discord: https://discord.gg/ACbDjNhMpJSupport the show: https://www.patreon.com/wideflankThe rest: https://linktr.ee/wideflank
We're joined by guest hosts Adam Saltsman (Finji), Trent Kusters (League of Geeks), and Teddy Dief (We Are OFK) to discuss Vainger, the 29th game in the UFO 50 collection. “The Vainger returns to Io and finds itself betrayed. The enemy must be found and eradicated.” Next week: Rock On! Island Audio edited by Dylan Shumway. Discussed in this episode: Prince of Prussia https://adamatomic.itch.io/prince Deus Ex https://store.steampowered.com/app/6910/Deus_Ex_Game_of_the_Year_Edition/ The Swapper https://store.steampowered.com/app/231160/The_Swapper/ Transistor https://www.supergiantgames.com/games/transistor/ Uncle Slam's record Vainger speed run https://www.youtube.com/watch?v=q12oY8A5ekA Prince of Persia: The Lost Crown https://store.steampowered.com/app/2751000/Prince_of_Persia_The_Lost_Crown/ Bloodborne https://www.playstation.com/en-us/games/bloodborne/ Magic, Kevlar, and Conspiracies with Tactical Breach Wizards Dev Tom Francis https://interactive.libsyn.com/magic-kevlar-and-conspiracies-with-tactical-breach-wizards-dev-tom-francis Usual June https://store.steampowered.com/app/2702430/Usual_June/ Hyper Light Drifter https://store.steampowered.com/app/257850/Hyper_Light_Drifter/ We Are OFK (game) https://store.steampowered.com/app/1490340/We_Are_OFK/ We Are OFK (artist page) https://www.ofk.cool/ Teddy Dief's webpage https://www.teddydief.com/ Gaburi Chicken, LA https://gaburiusa.com/ A Year of UFO 50 – Warptank https://eggplant.show/ep-a-year-of-ufo-50-warptank A Year of UFO 50 – Camouflage https://eggplant.show/ep-a-year-of-ufo-50-camouflage Surviving Overland with Adam Saltsman https://eggplant.show/28-surviving-overland-with-adam-saltsman A Year of UFO 50 – Porgy https://eggplant.show/ep-a-year-of-ufo-50-porgy A Year of UFO 50 – Bushido Ball https://eggplant.show/ep-a-year-of-ufo-50-bushido-ball https://www.youtube.com/eggplantshow http://discord.gg/eggplant https://www.patreon.com/eggplantshow
We're joined by Madison Karrh, the solo dev behind Birth, a curious new adventure puzzle game about building a companion to quell your loneliness. We discuss the density and voyeurism of exploring city spaces, embracing the aesthetics of death, and making games that respect your time on earth. Show Notes: Madison Karrh IndieCade: Canabalt's Adam Saltsman's Pursuit of the Infinite Cole Imperi (Thanatologist) Double Fine's PsychOdyssey Everyone I Know Keeps Breaking Things A Chat With the Creator of Birth - Eurogamer Feral Earth Solar Protocol Weiwei Xu's Multiverse Library of Babel
Mike, Vince, and Alex have a special guest this episode! Brian Schmidt comes on the show along with his vast experience working on game, starting from pinball and arcade games in the mid-80s, through console hardware audio in the 2000s, and to the present day and his current station as founder and executive director of GameSoundCon. Along the way, the crew hits some great high points in game audio history and geeks out: entirely too much. Notable mentions include: Black Knight 2000 (pinball game, Williams) Tattoo Assassins (arcade fighting game, Data East) XACT (audio toolset and programming library, Microsoft) Defender (arcade shooting game, Williams) Destiny 2 (first-person shooter, Bungie) Deathloop (first-person shooter, Arkane Lyon) Ni no Kuni (role playing game, Level-5) Roel Funcken - https://roelfuncken.bandcamp.com/ (musician) Canabalt (web and mobile game, Adam Saltsman and Danny Baranowsky) GameSoundCon, October 25-26 in Los Angeles, CA (www.gamesoundcon.com) Featuring: Alex May, Michael Shapiro, Vincent Diamante, and special guest Brian Schmidt Recorded September 23, 2022
In this episode, Gabby speaks with Adam Saltsman of Finji Co. about their upcoming game Overland, permadeath design in video games, and what it means to survive the apocalypse.The music used in this episode comes from Overland and is written and composed by Overland sound designer Jocelyn Reyes. You can check out their work here and follow them on Twitter @jirisrey
In this special episode, Gabby speaks with all of Play Dead’s Season 2 guests about their most memorable video game deaths, including Daniel Rosen, Stephanie Harvey, Justin Kuiper, Adam Saltsman, Kim Koronya, Andrew Willans, and Niamh Schönherr (you can also catch up with Season 1’s memorable deaths over here).The music used in this episode was written and composed by Justine, and comes from their latest mix on Soundcloud, which you can check out at https://soundcloud.com/sintecta/sets/mishmash. You can also hear more of Justine’s music at https://sintecta.bandcamp.com/ and follow them on twitter @Sintecta.
Welcome to Dev Game Club, where this week we continue our Civilization III discussion with an interview with Soren Johnson, Civilization III designer and programmer and head of Mohawk Games. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:49 Interview 1:39:20 Break 1:39:54 Feedback Issues covered: surprises on the 200th episode, getting into games, mispronouncing a California city, computer science as a term, figuring out where to work, being into history, getting away from games in college, the troubled history of Civ III, preferring not to do sequels, bad choices at MicroProse, not thinking about walking away from IP, a rights battle, getting Sid Meier to make a Civ game, Brian Reynolds turning away from Civ games, brain drain, a golden opportunity, "the adults had disappeared," evolving into designer-programmer, the beginning of a franchise, switching away from adding proper nouns to the game, incorporating culture as a fountain to establish borders, design ideas that feel like they should have always been there, adding strategic and luxury resources, pushing trade and tension through resources, the advantages of particular historic civilizations and that not being a good fit for Civ, game play coming from map generation, lacking a single AI technique, starting the AI by starting at the beginning of the game, keeping hard-coded values out of the AI, making things data-driven, mod-ability, adapting the AI to changes and iteration in development, whether an AI is "cheating," being careful with how the AI interacts with the player, the intricacy of a naval invasion, how to choose a good city for your invasion and how players subvert that, making small decisions plausible, having no firewall between AI and game data, scaling for difficulty by bonuses and penalties, beating the opponent vs providing behaviors as a challenge, the inherent difficulty of diplomacy, AI as NPC, the negotiating table, AI career beginning when Civ III released, optimizing the fun out of the game, you don't give up anything to trade technologies, limiting what the AI is allowed to do, Civ is a game about math, giving up floating point math, balancing the numbers through Early Access now but patches in the past, being on the frontier of live games, holding the game together via time with the audience, discovering the perfect strategy for asymmetrical games via iteration, re-examining the 4X with his next game, automating as a poor solution, removing unnecessary vestigial stuff, taking away decision-free micromanagement, being afraid of changing mainstays, revisiting your prior design ideas, working like film and being out-of-order vs starting at the beginning, GDC postponement, Irene of Athens, Tim's love for Civ stories, manga and comics, the variety in the Japanese games market, the prevalence of handheld and mobile in the Japanese market, greater variety of games in smaller budgets, the value of common language, Tim's charity pledging. Games, people, and influences mentioned or discussed: Mark Sean Garcia, EA, Knockout Kings, Firaxis, Maxis, Spore, Dragon Age Legends, Mohawk Games, Offworld Trading Company, Adam Saltsman, Designer Notes, Idle Thumbs, Commodore 64, Amiga, Black Isle Entertainment, Avalon Hill, Sid Meier, MicroProse, Brian Reynolds, Spectrum Holobyte, Sid Meier's Gettysburg, Sid Meier's Alpha Centauri, Activision, Infogrammes, Hasbro Interactive, Sid Meier's Dinosaurs, Starcraft, Age of Empires: Age of Kings, Tim Train, Jason Coleman, David Inscore, Railroad Tycoon, Pirates, X-COM, Julian Gollop, Jake Solomon, Jeff Briggs, Bohnanza, Settlers of Catan, Guns Germs and Steel, Warcraft, Paradox Interactive, Crusader Kings, Europa Universalis, A Few Acres of Snow, Dominion, Ten Crowns, Empire, Beyond Earth, John Romero, SIGIL, DOOM (1993). Warren Linam-Church, Oedipus, Shakespeare, Johnny Grattan, Maus, PlayStation 2, Mr. Mosquito, Xbox (original), Prey (2017), Batman: Arkham Knight. Next time: Another interview?! Links: Playing to Lose, GDC 2008 Irene of Athens Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Scott Benson, one of the three developers behind Night in the Woods, says that the team has cut ties with co-creator Alec Holowka following yesterday's allegations of abuse and sexual assault. “We take such allegations seriously as a team. As a result and after some agonizing consideration, we are cutting ties with Alec,” Benson tweeted via the Night in the Woods twitter account. Canadian independent game developer Alec Holowka, whose credits include Night in the Woods, Aquaria, and others, has died. Holowka was a fixture in the independent game community, having co-founded Bit Blot with Spelunky creator Derek Yu, Infinite Ammo where he was working on an original project, and Night in the Woods studio Infinite Fall. Holowka was a multi-faceted game developer, versed in programming, sound, music, and game design. Bit Blot's Aquaria won the Seumas McNally Grand Prize at the 2007 Independent Games Festival, as did Infinite Fall's Night in the Woods at the 2018 IGF. News of Holowka's passing comes at the end of a tumultuous week in the game industry. Holowka was one of several game developers accused of sexual assault and abusive behavior. Following accusations of abuse by game developer and writer Zoe Quinn earlier this week, and additional allegations of emotional abuse of a recent colleague, developers behind Night in the Woods said they would be cutting ties with Holowka. His sister Eileen Holowka announced his passing on Twitter on Saturday (her account has since been locked). She wrote: "Alec Holowka, my brother and best friend, passed away this morning. Those who know me will know that I believe survivors and I have always done everything I can to support survivors, those suffering from mental illnesses, and those with chronic illnesses. Alec was a victim of abuse and he also spent a lifetime battling mood and personality disorders. I will not pretend that he was not also responsible for causing harm, but deep down he was a person who wanted only to offer people care and kindness. It took him a while to figure out how. "Over the last few years, with therapy and medication, Alec became a new person - the same person he had always been but without any of the darkness. He was calm and happy, positive and loving. Obviously, change is a slow process and it wasn't perfect but he was working towards rehabilitation and a better life. "In the last few days, he was supported by many Manitoba crisis services, and I want to thank everyone there for their support. I want to thank Adam Saltsman for staying up late talking with us and reminding Alec that there was a future. "My family has and always will be the most important thing to me. Please give us time to heal. We tried our best to support Alec, but in the end he had felt he had lost too much." In a later tweet she added: "And in case it's not already fucking obvious, Alec *specifically said* he wished the best for Zoe [Quinn] and everyone else, so don't use our grief as an excuse to harass people. Go outside, take care of someone, and work towards preventing these kinds of things in the first place." #gaminglife #like #apexlegends #gamingmemes #anime #nintendoswitch #fortnitememes #pcgamer #retrogaming #gameplay #battleroyale #pro #destiny #art #bhfyp #blackops #fortniteclips #callofduty #twitchstreamer #geek #youtuber #lol #rdr #gamingcommunity #minecraft #overwatch #sony #fun #instagram #online --- Support this podcast: https://anchor.fm/pixel-sultan/support
In this episode, Soren interviews game developer Adam Saltsman, who co-founded indie publisher Finji and is best known for his work on Gravity Hook, Canabalt, Hundreds, Capsule, and Overland. They discuss how Mario speed runs are the original infinite runners, why Canabalt is in 6 shades of grey, and when does Permadeath make sense for a game Games discussed: Canabalt, Captain Forever, Jetpack Joyride, Alone, Hundreds, Portico, Overland, 868-HACK, XCOM: Enemy Unknown, XCOM 2
In this episode, Soren interviews game developer Adam Saltsman, who co-founded indie publisher Finji and is best known for his work on Gravity Hook, Canabalt, Hundreds, Capsule, and Overland. They discuss how Cave Story showed him that he could make games on his own, why he thought he worked with the guy who invented Boggle, and his many failed attempts to join the video games industry.
Finji’s Adam Saltsman drops by for a deep dive on his new road trip survival game Overland. We discuss its surprisingly affecting narrative innovations, design epiphanies from its 6+ year development, and its understated influence from Legacy board games. Things we discussed: Overland New Spelunky duplication glitch Canabalt Finji Adam's blog X-COM: UFO Defense 868-HACK Weird Worlds: Return to Infinite Space Oasis Rebuild Underworld Play Dead Podcast with Adam
Both a developer and a publisher, Finji not only makes their own games but helps others to navigate a difficult industry. I got to chat with Community Manager Harris Foster and lead designer Adam Saltsman about the company's unique position and their in-progress title, Overland! Di Billick and I also talk about the games we played and dissect a a scene from Reign Over Me! Screenwatching: Reign Over Me (00:52) Interview: Finji (19:25) Games Played (53:26)
We’ve been working hard on restoring all the functionality of the app to the new web site, and have spent … Continue reading "The TouchArcade Show Rewind: A 2011 Interview with Adam Saltsman, the Creator of ‘Canabalt’"
Joining Liam this week to take on the deserted island challenge is Finji studio director and creator of the incredibly popular endless runner, Canabalt, Mr. Adam Saltsman. Adam joins Liam to talk about 8 incredible games with 2 brand new games that have yet to grace FG. Both get hardcore in-depth on game design and discussion of the creation of some of the game’s on Adam’s list. Please enjoy this bumper 3-hour episode of the show! Don't forget to follow on Soundcloud and leave a comment about what you thought of Adam's choices! We'd love to hear what you the listeners think of the guest's choices and let's have a lovely discussion :) You can also download this show on iTunes as well, just search for "Final Games". Please rate and review the show! apple.co/1QP0ciS Adam Saltsman: @ADAMATOMIC Please go check out Craig's excellent music on Soundcloud! Thank you to him for his excellent intro! @windmills-at-dawn @craigedycraig If you'd like to contact the show or Liam, or if you have any feedback please check out: @LiamBME @FinalGamesShow finalgamespodcast@gmail.com Final Games is hosted on Soundcloud at: @finalgamespodcast But is also available on iTunes, aCast and Stitcher!
Bekah & Adam Saltsman run collaborative game studio Finji and are responsible for publishing Night in the Woods, as well as designing games like Canabalt & Overland. We talk to them about the frantic launch of Night in the Woods and the curious case of the ghost bug.
How to design games with your wife and sell them! Wait no. How to develop a mega hit indie game like Canabalt and put your indie company on the map? No that's not it. The Indie game dev survival guide with Adam Saltsman! That sounds like a winner! http://finji.co/ http://www.nightinthewoods.com/ Road to Quixel 2018! https://www.youtube.com/watch?v=2UMjzjgcvbU Goto https://megascans.se/ and enter code GDU for 30% off for the first three months! Support us on Patreon: www.patreon.com/gamedevunchained Check us out on our website www.gamedevunchained.com/ Join our community on Discord discord.gg/sJtGmpV Give us a rating on iTunes: itunes.apple.com/us/podcast/game-…d1043547750?mt=
In this episode, Adam Saltsman interviews independent game developer Manveer Heir, best known for his work on the Mass Effect franchise. They discuss the sunken cost fallacy and game development, why Mass Effect 3 would be a bad first game for a new developer, and when a game designer is like a baseball player and when it’s like a trauma surgeon.
In this episode, Adam Saltsman interviews Margaret Robertson, Game Director at PlayDots. Margaret is known for her pioneering work at Hide & Seek and as editor-in-chief at EDGE magazine. They discuss how to make a game about death, whether a game should make you good at lying, and why making a game about dots can be rewarding.
For our first ever LIVE episode, we took the main stage at GlitchCon 2017 along with our guests Rebekah and Adam Saltsman, co-founders of Finji, publisher of "Night in the Woods" and developer of "Overland" and "Canabalt," to talk about talking about games! Plus your nice hosts and their guests each recount moments where they "leveled up" as game developers. Live at GLITCHcon Category Events IRL [0:01:45] Talking about your game to different audiences [0:32:35] Moments where you “leveled up” as a gamedev [0:45:56] Outro At the end of this episode, Stephen was able to guilt a whole room full of people to fill out our feedback form, but that doesn't mean you're off the hook. Hearing from you helps make our show better, so get on it! Guest Rebekah Saltsman is a game designer and co-founder of Fingi External link On Twitter @BexSaltsman Finji is on Twitter @finjico Finji has a website Guest External link Adam is on Twitter @ADAMATOMIC Finji is on Twitter @finjico Finji has a website Overland is on Twitter @OverlandGame
In this episode, Adam Saltsman interviews independent game developer Lucas Pope, best known for the immigration officer simulation Papers Please. They discuss how Naughty Dog taught him to mercilessly cut features, why it might be a good thing if Obra Dinn is bad, and how Adam has time to do these interviews.
In this episode, Adam Saltsman interviews independent game developer Liz Ryerson, known for experimental games like Problem Attic. They discuss whether we should ever make players uncomfortable, why horror games have more freedom to try unconventional design, and whether Twitter is a game.
Raconteur Games sits around a campfire with Adam Saltsman of Finji, known for his work on Canabalt as well as other games at his company Finji.
In this episode, Adam Saltsman interviews Tyriq Plummer, who is the artist, designer, and programmer behind the roguelike platformer Catacomb Kids. They discuss why a game should let you eat your severed arm, how items can be adjectives instead of verbs, and how to design a deep game when you don't see the bottom yet.
In this episode, Adam Saltsman interviews indie game developer Davey Wreden, who is best known for his work on The Stanley Parable and The Beginner's Guide. They discuss why he worked as a bartender while making The Stanley Parable, how they fit the "gnawing void" into the game, and why he is looking forward to getting old.
In this episode, Adam Saltsman interviews indie game developer Nina Freeman, who is best known for her personal vignette games How Do You Do It?, Freshman Year, and the upcoming Cibele. She is currently working at Fullbright as a level designer on the upcoming game Tacoma. They discuss why all VR games are about sitting in chairs, how a background in poetry influences her work, and how to write about your own personal flaws in a game.
In this episode, Adam Saltsman interviews independent game developer Daniel Benmergui, who is best known for experimental story games like Today I Die, I Wish I Were The Moon, and the IGF-winning Storyteller. He is currently working on the Indie Fund-backed puzzle game Ernesto. They discuss why games should not be designed backwards, how to recover from the burden of success, why players have difficulty committing a murder of jealousy in Storyteller, and whether Chris Hecker hates Ernesto.
In this episode, Adam Saltsman interviews Chelsea Howe, who is a Creative Director at EA Mobile. She is best known for her work at TinyCo, where she led the design of Family Guy: The Quest for Stuff, and for her community efforts organizing the Queerness and Games Conference, the Global Game Jam in San Francisco, student workshops, and more. They discuss how DAU's and LTV's compare to Quarterback Ratings, why F2P games end up as conservative as AAA games, why mobile devs have to pay people to play their games, and if a game is worthwhile if the player isn't learning something.
Adam Saltsman podcasts with Guy and Rene for 90 minutes before hitting a wall and tumbling to his death. Also, designing Canabalt and Hundreds, sketching in Flash and Flixel, and the power of swinging ropes. Show notes Canabalt Hundreds Hunger Games Old Spice Flixel Don't Starve Prison Architect Spy Party Guided Access Guests Adam Saltsman (@ADAMATOMIC) of Adam Atomic Hosts Guy English (@gte) of Kicking Bear Rene Ritchie (@reneritchie) of iMore.com Feedback Yell at us via the Twitter accounts above (or the same names on ADN). Loudly.
The Insert Credit Crew is joined by CANABALT creator Adam Saltsman to discuss the appeal of giant robots, to design a game for my old Nokia cell phone, and to play "Kill, Marry, Boff" Round 3.
The Insert Credit Crew is joined by CANABALT creator Adam Saltsman to discuss the appeal of giant robots, to design a game for my old Nokia cell phone, and to play "Kill, Marry, Boff" Round 3.Questions this week:What is your favorite depiction in a video game of Hell? (03:56)What is it about about giant robots that people find so appealing? (10:11)What can we expect from Grand Theft Auto 20? (15:39)John Romero, Jonathan Blow, CliffyB: KMF? (22:05)JASON YOUNG: Other than Final Fantasy VII, what other games might benefit from a de-make? (28:35)First we lost Nintendo Power, now G4 is going off the air. What's the next video game celebrity death? (36:50)What is your dream video game crossover? (42:55)Pitch me a mobile game for the Nokia cellphone I had in high school. (49:08)Which Valve headliner will have the greatest impact on video games: Greenlight, Steam TV, or Steam's VR headset? (55:26)If Valve is the Pixar of Video Games, then who's the Dreamworks of Video Games? (01:02:20)LIGHTNING ROUND: Who would you cast? (01:08:11) Edited by Andrew Toups.
With apologies to Cliffy B.
In this episode of Sup, Holmes?, Jonathan is joined by Adam Saltsman, celebrated developer of Canabalt, Gravity Hook and many more. Here he discusses his new game based on "The Hunger Games," and what it's like to developed licensed games. Plus, a discussion on the difference between "art" and "craft" and the perils of success.
On this week's bonus edition of The TouchArcade Show, a crew of three — count ‘em! — chat with indie … Continue reading "The TouchArcade Show – Bonus – Interview With Semi Secret Software’s Adam Saltsman"
Words: Snout, Sadistic, Strut Title: The Warren Your boss is an evil woman with the power to destroy morale faster than you can blink. It's time to fight back! Recruit your rag tag squad of officemates for an all out assault! As a class based, top down RPG, The Warren explores both sides of the equation. Choose to fight establishment by selecting meeting places, developing secret codes, and formulating & executing plans during office hours, all while keeping off the radar of the higher ups! Or join the (wo)man, by weeding out the uprising using techniques like blocking out email, calling last minute meetings, etc! Very special thanks to our guest Adam "Atomic" Saltsman , developer of Flixel , Canabalt , the upcoming Gravity Hook HD , and many many more!