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Tom Rehn, Brenda Romero, Jade Robran, Vincent McAviney, Mylee Hogan, Sean Fewster, Chester Osborne, Valerie and your calls. Listen live on the FIVEAA Player. Follow us on Facebook, X and Instagram. See omnystudio.com/listener for privacy information.
Vergiss Datenbanken - Benutze mehr Files!Warum denkst du eigentlich, dass du eine Datenbank brauchst?Würde deine Applikationskomplexität nicht deutlich niedriger sein, wenn du alles in einer Datei abspeichern würdest? Hast du wirklich so dynamische Daten? Liest du deine Daten nicht deutlich öfter, als dass du diese schreibst? Und macht die Datenbank deine Applikation nicht langsamer?Mit dieser steilen These kommt Wolfgang um die Ecke. Obwohl dies gegen alles geht, was wir sonst normalerweise so lernen und beigebracht bekommen. Und das von jemandem, der in dem Bereich Datenbanken studiert hat. Darum geht es in dieser Episode.Bonus: 1 Jahr Engineering Kiosk Alps Meetup.**** Diese Episode wird gesponsert von WeAreDevelopers World Congress Nimm am WeAreDevelopers World Congress teil, der weltweit führenden Veranstaltung für Entwickler*innen vom 17. bis 19. Juli 2024 in Berlin. WeAreDevelopers begrüßt 15.000+ Entwickler*innen und 500+ Speaker zu einem unvergesslichen Event in diesem Sommer. Nutze unseren exklusiven Rabattcode "WWC_EngineeringKiosk15" für 15% Rabatt.Zu den Speakern gehören: Scott Hanselman, Scott Farquhar, Douglas Crockford, Thomas Dohmke, Demetris Cheatham, John & Brenda Romero, Prashanth Chandrasekar, Madona Wambua, Jonas Andrulis, Denis Yarats, Scott Chacon und viele mehr!Sichern Sie sich Ihren Platz unter https://worldcongress.dev/ Hier geht es zum Gewinnspiel: https://www.linkedin.com/feed/update/urn:li:share:7211263176640729088/****Das schnelle Feedback zur Episode:
Brenda Romero's breakthrough game Wizardry is legendary, and she's made and contributed to more than 50 titles since.Now, with her own company in Ireland, what does she think is the key to a great game? And in a vulnerable time for the industry, what does she think its future holds?(Picture: Brenda Romero. Credit: John Press photos)Presenter: Steffan Powell Producer: Izzy Greenfield
Welcome to Dev Game Club, where this week we begin a new series on 2003's Beyond Good and Evil. We talk a little bit about this kind of game, these story-based games that don't have a ton of focus but do have a lot of charm. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through first dungeon Issues covered: UbiSoft's best year, revisiting the game, setting the game in its time, just making ends make, appreciating Nintendo as a business model, the prequel still in development, enemy design and the 2D plane, getting straight into combat, tutorializing in the game, the connection with the weird alien, the vibe, lots of custom implementation, the very many things you do in the first half hour or hour, a time capsule of mixing adventure into everything, a one-use engine, hardware convergence post PS3, the broader experience games to tell ranging stories, competing with the movies, multiple types of cameras, the quirky snail, making you find everything, unique characters and special, time to build content, the precambrian explosion, what is the sequel/prequel, focus vs many games in one, being okay with the jank, using procedural solutions, personal taste, specific sequences for the one use, more games with jank, the voice acting being quite good, the modern examples, looking forward to lots of pearls, the wild world of randomizers. Games, people, and influences mentioned or discussed: Nietzsche, Prince of Persia: Sands of Time, Michel Ancel, Rayman (series), Xbox, GameCube, PlayStation, Okami, Knights of the Old Republic, Call of Duty, Simpsons Hit and Run, GTA, Freedom Fighters, WarioWare: Mega Microgames, Ikaruga, Jak 2, Ratchet & Clank: Going Commando, Mario Kart: Double Dash, XIII, Manhunt, Final Fantasy X-2, Tony Hawk's Underground, Silent Hill 3, Legacy of Kain: Defiance, LotR: The Return of the King, Max Payne 2, Far Cry, Assassin's Creed, Rabbids (series), Nintendo, Jerry Lewis, Rainbow Six, Tom Clancy, Sonic the Hedgehog, Kingdom Hearts, Final Fantasy IX, Anachronox, Valiant Hearts: The Great War, Breath of the Wild, Shenmue, GoldenEye, Jack Mathews, Metroid Prime, Galleon, Sly Cooper, Wolfenstein, DOOM (1993), Quake, Wil Wright, Nightfire, Everything or Nothing, No Man's Sky, Valhaim, Lethal Company, Half-Life (series), Mr Mosquito, Dragon's Dogma (series), Jodi Forrest, David Gasman, Dark Souls, Remnant: From the Ashes, Dr McEvilly, Archipelago, John and Brenda Romero, Calamity Nolan, mysterydip, Johnny Pockets, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More of this game! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @devgameclub Discord DevGameClub@gmail.com
In this episode of The Dublin Review Podcast, Aingeala Flannery talks to Brenda Romero about her essay 722 Montgomery Street, Ogdensburg, NY, which was published in The Dublin Review NUMBER 87 | SUMMER 2022.
This podcast is a commentary and does not contain any copyrighted material of the reference source. We strongly recommend accessing/buying the reference source at the same time. ■Reference Source https://www.ted.com/talks/brenda_romero_gaming_for_understanding ■Post on this topic (You can get FREE learning materials!) https://englist.me/80-academic-words-reference-from-brenda-romero-gaming-for-understanding-ted-talk/ ■Youtube Video https://youtu.be/6be0ui3Nvsw (All Words) https://youtu.be/SrRd0d11tkg (Advanced Words) https://youtu.be/dSGWf9OR_9Y (Quick Look) ■Top Page for Further Materials https://englist.me/ ■SNS (Please follow!)
In questo episodio speciale, faccio un recap dei talk che ho seguito al WeAreDevelopers di Berlino, luglio 2023. Ci troverete Tim Berners-Lee, John Romero, Erick Wendel, Matt Butcher, Lorenzo Pieri, Anuradha Kumari, Brenda Romero, Stefan Baumgartner, Giorgio Boa e Dan Abramov. È molto più lungo dei normali buongiornissimi, non contiene tech news, è un formato nuovo che sperimento, fatemi sapere se piace! #wearedevs #opensource #conference #developers === Podcast Anchor - https://anchor.fm/edodusi Spotify - https://open.spotify.com/show/4B2I1RTHTS5YkbCYfLCveU Apple Podcasts - https://podcasts.apple.com/us/podcast/buongiorno-da-edo/id1641061765 Google Podcasts - https://podcasts.google.com/feed/aHR0cHM6Ly9hbmNob3IuZm0vcy9iMWJmNDhhMC9wb2RjYXN0L3Jzcw Amazon Music - https://music.amazon.it/podcasts/5f724c1e-f318-4c40-9c1b-34abfe2c9911/buongiorno-da-edo = RSS - https://anchor.fm/s/b1bf48a0/podcast/rss --- Send in a voice message: https://podcasters.spotify.com/pod/show/edodusi/message
Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games"--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities. John Sharp is Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology
Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games"--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities. John Sharp is Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society
Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games"--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities. John Sharp is Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/communications
Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games"--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities. John Sharp is Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/art
Welcome to Dev Game Club, where this week we catch up on our mail bag and tackle a ton of different topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: catching up on the mail bag, kind words, jumping down onto back of a Chardalyn Dragon, the most important bowling bowl in the universe, frames for playing games, when are you playing the game, going deep on a game and joining its community, moments of discovery, reflections on the 'cast, how we approach our play, what you miss when you play and what you look up later, communities around game, responsive move sets, where you put your investment in development, learning the move sets, invading and being invaded, having a manager, getting way deeper into the game, the stress levels of the game, adventure mode, the Very Pouty Bard, the stress levels of this game, sunk cost fallacy, the weight of continuing a game, expecting not to get too deep in the game. Games, people, and influences mentioned or discussed: Dwarf Fortress, Kodie Martin, Super Mario 64, John Romero, Vampire: The Masquerade, Brian Mitsoda, Collin "The Shots" James Tiberius Tsougas, Diablo, EverQuest, PlayStation, David Brevik, Dungeons & Dragons, Troy Mashburn, 343 Industries, Brian Taylor, Alien, Final Fantasy IX, Nier: Automata, OliverUV, Jason Grinblat, Freehold Games, Boatmurdered, Dark Souls, Kruggsmash, Tarn and Zach Adams, Eve Online, Frog Fractions, Brenda Romero, Train (board game), Sea of Thieves, Valheim, Roll20, Johnny "Pockets" Grattan, Minecraft, Legend of Zelda, Jeff Cannata, World of Warcraft, The Dungeon Run, LucasArts, Game Theory Group, Harley Baldwin White-Wiedow, The Walking Dead, Videogame Atlas: Mapping Interactive Worlds, Assassin's Creed, Luke Caspar Pearson, Sandra Youkhana, Keza MacDonald, Jason Killingsworth, YOU DIED, Michael Justice, FROM Software, Namco Bandai, Skyrim, Jeffool, Artimage, X-COM, Pong, Kingdom Hearts, Demons's Souls, Civilization, Magic: The Gathering, Flight of the Conchords, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: New game series! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
Listen in as Dr. Brenda Romero, a World Languages and Literatures professor at Sacramento State talks with Chicanx author Ana Castillo about her life, writing, and commitment to empowerment and social justice.
Brenda Romero is an award-winning game director, entrepreneur, and Fulbright award recipient who entered the video game industry in 1981 and is presently CEO and co-founder of Romero Games. As a game developer, she has worked on 50 games and contributed to many seminal titles, including Wizardry, Ghost Recon, and Dungeons & Dragons.Brenda has been designing and inventing games her whole life and she's become one of the world's best at it. So, what's the connection between designing a game and designing for physical space? In today's episode, Brenda helps us discover it just might be the challenge of designing for the interactive, complex, and emotional experience of being human.Click here to get your FREE copy of the Imagine a Place journalFollow Imagine a Place on Instagram: @imagineaplaceFollow Imagine a Place on LinkedInLeave Doug a question or comment on SpeakPipe
We are very proud to have Brenda Romero in our new episode. She is not only an award-winning game designer, but also an amazingly dedicated creative spirit since 1981. And a metal music lover too! As a game director, she has worked on over 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons and Def Jam franchises. This episode is packed with interesting stories...enjoy! The interview starts 7 minutes into the podcast
Velkommen til den første episode af IDSU-Pod!Denne gang snakker Mikkel Lodahl fra IDSU.dk og Allan Kirkeby fra Game Hub Denmark om, hvilke faser og opgaver, der egentlig er i at udvikle computerspilMikkel nævner en podcast med Brenda Romero, den er her: https://www.gamesindustry.biz/articles/2021-04-13-the-five-games-of-brenda-romero-podcast
The Five Games Of is a special series of The GamesIndustry.biz Podcast that explores the evolution of the video games business through the career of prominent developers, executives and more. This time, we explore five games from the career of Brenda Romero, one of longest-running developers in the industry. With a career spanning almost 40 years, we look at how Brenda found her start working on the Wizardy RPG series at the age of 15 and followed its evolution as the games industry matured around it. The discussion that follows encompasses social games, modding, the long-awaited fifth episode of Doom, the Prohibition Era as inspiration, and supporting a budding young game designer in the family as they achieved their first hit. Title music by Juilan Villareal. As always, you can get more news, insight and analysis at www.gamesindustry.biz.
Brenda Romero website: http://brenda.games/Please visit our amazing sponsors and help to support the show:Bitmap Books Game Boy: The Box Art Collection: https://bit.ly/2IRJfr9Get 3 months of ExpressVPN for FREE: https://expressvpn.com/retroWe need your help to ensure the future of the podcast, if you'd like to help us with running costs, equipment and hosting, please consider supporting us on Patreon:https://theretrohour.com/support/https://www.patreon.com/retrohourGet your Retro Hour merchandise: https://bit.ly/33OWBKdThanks to our amazing donators this week: Ole Johnny Devik, Bryce L. Tomlinson, Alan Purdom, Gary Broadhead, Scott byrne-fraserJoin our Discord channel: https://discord.gg/GQw8qp8Website: http://theretrohour.comFacebook: https://www.facebook.com/theretrohour/Twitter: https://twitter.com/retrohourukInstagram: https://www.instagram.com/retrohouruk/Show notes: GamesMaster is coming back: https://bit.ly/2LHtS6g Nintendo gigaleak helps fans restore Super Mario World soundtrack: https://bit.ly/3cXbvWd Stubbs The Zombie is back: https://bit.ly/3aVtSIi Buffy 68k accelerator: https://www.buffee.ca/ New Donkey Kong 64 cheat: https://bit.ly/3jK3LIn
Game development has obviously evolved over the past 30 years with the advancement of tech and an abundance of innovative tools and platforms. Despite these clear changes - the core fundamentals of play as a human need/pastime have remained largely constant. As a highly successful and respected leader in game development, Brenda Romero offers a unique perspective on how game development has evolved, but also how many core pillars have stayed the same. How do you see game design evolving going forward? Will the way people interact with their games drastically change, and do you always see games existing in the same way we play now? See acast.com/privacy for privacy and opt-out information.
In this episode, Tom Fell, Head of Journalism and Communication at NUI Galway talks to some of NUI Galway's alumni and staff on some of their views on the lessons learnt and business resilience in response to Covid-19. Featuring Adrian Jones, Managing Director of Merchant Banking at Goldman Sachs, Brenda Romero, CEO, Romero Games, Brian Hanly, Chief Customer Officer, Emergn, Dorothy Creaven, Managing Director, Rent the Runway, Prof Alma McCarthy, Head of NUI Galway's School of Business and Economics and Danny McCoy, CEO, IBEC
In this week's episode of The Game Informer Show, we discuss a handful of the games we've been playing recently, including: Yakuza: Like A Dragon, Watch Dogs: Legion, and Visage. At the end of the show, we run an interview with Brenda Romero and her team at Romero Games who is working on the prohibition-era strategy game Empire of Sin. Brenda talks a bit about her family history with prohibition and what its like making games in Scotland. Of course, the show also includes another fantastic round of community emails. So please join Dan Tack, Jeff Cork, Alex Van Aken, and myself for another wild and ever-entertaining episode! Thanks for listening! Please make sure to leave feedback below, share the episode if you enjoyed it, and follow me @benjaminreeves to let me know what you think. You can watch the video above, subscribe and listen to the audio on iTunes or Google Play, listen on SoundCloud, stream it on Spotify, or download the MP3 at the bottom of the page. Also, be sure to send your questions to podcast@gameinformer.com for a chance to have them answered on the show. Our thanks to The Rapture Twins for The Game Informer Show's intro song. You can hear more of their music at their website. To jump to a particular point in the discussion, check out the time stamps below. Intro: 00:00:00 Yakuza: Like a Dragon: 00:02:38 Watch Dogs: Legion: 00:13:55 World of Warcraft: 00:17:16 Visage: 00:19:07 Genshin Impact: 00:27:00 Dread X Collection 3: 00:29:07 Community Emails: 00:30:22 Character Rankings: 00:51:39 Empire of Sin Interview: 01:10:00
In Season 2, Episode 2, Kaili hosts the incredible, badass game designer and developer Brenda Romero. In 2017, Brenda won both The Develop Conference's Development Legend Award and a BAFTA special award. In 2015, she won the Game Developers Choice Awards coveted Ambassador Award. She's a 2014 Fulbright Scholar and is the recipient of the 2013 Women in Games Lifetime Achievement Award by Microsoft. With design credits in 49 games, her portfolio includes the Wizardry series and her highly anticipated new game, Empire of Sin. But it's her critically acclaimed and deeply meaningful analog game series called The Message Is The Mechanic that fueled much of the discussion in this episode. Empire of Sin releases on December 1, 2020 for PC, Mac, Switch, PS4 and Xbox One. Follow Brenda on Twitter at @br. Check out the Romero Games website at: romerogames.ie. For bonus material from this episode and to learn more about the*gameHERs, check out the*gameHERs website.Check out a transcript of this episode here.
This month we're looking at some "train" games, with a real emphasis on introducing new gamers to Ticket to Ride. We also go deeper and discuss Freedom: The Underground Railroad and wrestle with inequality. Roll Player Ticket to Ride Little Wars TV and Little Wars TV on YouTube New Rating Categories: Production Game Play Theming Accessibility Ticket to Ride Europe Ticket to Ride New York Ticket to Ride London According to starwars.Fandom.Com a Parsec - It is defined as 360×60×60/2π astronomical units (AU), which is equivalent to about 19.17 trillion miles, or about 3.262 light-years. The Star Wars parsec appears to be equivalent to the real-world measurement: The Essential Atlas says a parsec is 3.26 light-years. Ticket to Ride: First Journey Catch2222 on YouTube Ticket to Ride Scoring: Adam - 222 Rob - 222 Kyle - 222 Freedom: The Underground Railroad Pandemic Train - Warning! Train and other games by Brenda Romero deal with heavy and mature themes. Follow us on Twitter and Instagram: @catch2222gaming Hosts: Adam, Kyle, Rob
For the final episode of Season 1 of Branching Narratives, Jeff welcomes Brenda Romero, a pioneering developer in the games industry with a long resume that includes Jagged Alliance, a BAFTA award, and the upcoming Empire of Sin. Jeff talks to Brenda about all these accomplishments, how she got her start in the games industry in the 1980s, and much more as the first season of the pod comes to a close.
Emma and Gil invite award-winning game designer, teacher, and not-scholar Sharang Biswas to the show to discuss verbs in games. What actions do we actually perform when we play a game, what actions do they represent, and how does that impact the game experience? You can find Sharang on Twitter or on the web. Here is his itch.io store. CONTENT WARNING: This episode contains references to sex and sexuality. Show Notes 2h31m: Sharang teaches at The International Center of Photography (Bard College), and at Fordham University. 3m05s: We had Dr. Mary Flanagan on the show for Ludology 226 - Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo 3m26s: Playcrafting is an organization that holds game design events, mainly for digital games, in New York City, San Francisco, and Boston. 5m04s: Anna Anthropy is an influential game designer, and current designer-in-residence at DePaul College in Chicago. 5m15s: Ian Bogost's Persuasive Games. 10m08s: Android: Netrunner 11m33s: We discussed ludonarrative dissonance, especially in board games, in Ludology 190 - Diabolus in Ludica. 12m05s: The uselessness of 1:1 scale maps came up in our conversation with Volko Ruhnke for Ludology 178 - COIN-Operated. 12m29s: If you haven't heard us discuss at length what a "game" is, check out Ludology 151 - High Definition. 12m35s: More information about the word autotelic, which is extremely useful when discussing games and play. 13m35s: Frank Lanz is a game designer and director of the NYU Game Center. 16m35s: Great Western Trail, Food Chain Magnate 17m10s: Ryan and Geoff discussed the magic circle with game designer and professor Eric Zimmerman in Ludology 79 - The Magic Circle. 17m29s: You can find more about Honey & Hot Wax, edited by Sharang and Lucian Kahn, here. 18m25s: The phrase "turtles all the way down" is one of Gil's favorites. 20m54s: Hungry Hungry Hippos, Mouse Trap, Pretty Pretty Princess, Electronic Dream Phone 21m30s: MegaCity Oceania 21m54s: Mountains of Madness 23m10s: Pandemic Legacy: Season One 24m11s: Sharang's game with Max Seidman, Mad Science Foundation 26m35s: The RPG Sign. 28m10s: More information about the larp Sarabande. 29m42s: Geoff and Gil discussed "soft incentives" in Ludology 185 - Soft Boiled. 30m38s: Jiangshi, an RPG about Chinese immigrants juggling running a haunted restaurant, by Banana Chan and Sen-Foong Lim. We had Banana on the show a few weeks ago, for Ludology 228 - The Roles We Play. 31m10s: Some of the discussion about "Press F To Pay Respects" in Call of Duty: Advanced Warfare. 31m31s: Untitled Goose Game 35m53s: Sharang compares Chaos in the Old World to Assault of the Giants. Chaos was designed by the incomparable Eric Lang, who we had on the show for Ludology 175 - Auld Lang Design. 37m13s: Sagrada 38m19s: DC Comics Deck-Building Game 40m00s: John Cage's 4'33", which instructs the performer to play no notes for the duration of the piece. 40m27s: Positive examples of ludonarrative dissonance: Typing of the Dead, Unspeakable Words 40m58s: Brenda Romero's well-known art game Train. 41m16s: Sharang's game Feast, inspired by Felix Gonzalez-Torres' original art piece Untitled (Portrait of Ross in L.A.). 41m45s: The RPG With Great Power… 42m31s: Team Fun's interview with Sharang, featuring the phrase "Jump, Decapitate, Kill." 43m44s: Journalist, larp designer, and game writer Lizzie Stark. 45m00s: The 2001 video game Black & White. 45m17s: French literary critic Roland Barthes proposed the idea of the Death of the Author in a 1967 essay, suggesting that critics don't need to understand an author to contextualize their work. 45m24s: The Effing Foundation for Sex Positivity. 47m16s: Thumb Wars (or thumb wrestling) 51m45s: The games A Guide to Casting Phantoms In The Revolution, and Can You Hear Me? 52m34s: Sharang's game Several Miles from Heaven. 53m36s: The Jenga-implementing RPGs Dread and Star Crossed, and the apocalyptic RPG Ten Candles. 54m45s: Metatopia is a game designer convention based in the northeastern US that specializes in tests of board games, TTRPG, and larp. 56m41s: Sharang's solo food-based RPG Verdure. 57m52s: We had Jenn Sandercock on in Ludology 210 - The Way to a Gamer's Heart to discuss her edible games. 58m41s: The 200-word RPG Stardust. 1h00m00s: The bizarre Hellcouch (taking the idea of the "couch co-op to the next level), amd Mattie Brice's empathy machine. 1h00m45s: Marina Abramović's seminal performance art piece Rhythm 0, in which she allowed visitors to do whatever they wanted to her body for 6 hours. Visitors were gentle at first, but became more cruel as the piece went on, several times aiming a loaded gun in her head. The most powerful part of the performance emerged at the end; once the 6 hours ended, Abramović stood up and approached the audience, who promptly left, unable to face her as a person who had regained her bodily autonomy. 1h06m08s: Alex Roberts' Pop! is part of Sharang's project Honey and Hot Wax, co-edited by Lucian Kahn. 1h06m37s: Emma's degree is in Product Design. 1h08m45s: Sharang has written a couple of articles for Killscreen. 1h10m38s: Wingspan. We had the pleasure of chatting with designer Elizabeth Hargrave for Ludology 203 - Winging It. 1h12m15s: The Triangle Shirtwaist Factory Fire was a horrifying tragedy in which 146 sweatshop workers in New York City were killed by a fire. The workers were locked into their working space, so they could not exit on foot; many leapt to their deaths. The fire resulted in legislation that improved factory safety standards and strengthened union powers. 1h14m42s: Clio Yun-Su Davis' RPG Pass the Sugar Please was run by theater company Intramersive. 1h16m44s: Sharang is referencing Kat Jones' game Glitzy Nails. 1h17m43s: The RPG Flatpack 1h19m34s: The productivity games Habitica, SuperBetter, Chore Wars, and Zombies Run. 1h20m58s: Sharang's game A Shroud for the Seneschal.
In a #Throwback Edition of Ascend Sounds, listen in to Brenda Romero's insights on The Lost History of Women in Computing. The history of women in computing has largely been lost, like the histories of factory workers who built the first cars. Yet, women invented programming, were the original developers for the ENIAC, created assembly language and developed the first compiler (not to mention the term “compiler” and “bug”), and were instrumental to the development of many seminal programming languages. So, what happened? It's a drama that's equal parts of cultural excavation and celebration. In this talk, Brenda Romero digs up this fascinating history, explores what happened, and looks at how the artefacts of this legacy still affect computing and its growth today.
Die erste LGS-Live-Show war, wie man es seit jeher von LGS gewohnt ist: Ein perfekt durchchoreografiertes Medienereignis. Hier und da wackelte die Technik, hier und da klang Schiffer wie aus dem Klo, hier und da wurde eine Abstimmung versehentlich wieder geöffnet oder vergessen den Stream zu starten, aber abgesehen von solchen Kinkerlitzchen lief das Ganze so rund, wie ein gut geschmiertes Dreieck. Und das, obwohl Christian Alt zwischen mehrmals scheiterte: An Krabben, an M.U.L.E und am Buchstaben „D“.
Brenda Romero gegen Aya Kyogoku so lautet das nächste Duell in dieser Staffel von Last Game Standing, in der wir die „Beste Gamedesignerin“ suchen. Und was soll man sagen: Christian Alt hat sich selten in seinem Leben so sehr für etwas zerrissen. Ohne Rücksicht auf Verluste wirft er sich in dieser Folge für Aya Kyogoku in die Schlacht. Der Argumentationsberserker räumt alles und jeden bei Seite und das nur, um der zierlichen Japanerin zu ihrem Sieg zu verhelfen. Was Christian Schiffer dem entgegenzusetzten hat? Das hört ihr am Besten selbst, lol! Wir immer stimmt ihr bei uns im Forum ab, wer weiterkommt! https://forum.lastgamestanding.de/
Following on from our DGC series on 1993's DOOM, we've been lucky enough to get connected with John Romero to talk about his early career and how id and DOOM came to be. We hear all sorts of stories about those early days, and we hope you enjoy it. Podcast breakdown: 0:42 Interview segment 1:40:30 Break 1:41:00 Next time Issues covered: a brief history of John Romero, playing games at the arcade and on a mainframe, programming without being able to save them, living with hyperthymesia, learning BASIC and 6502, hand-assembling without a computer, bailing from college, selling games to a bartender, meeting a fellow programmer for the first time, zeroing in on Origin Systems, co-opting a demo PC, Origin in New Hampshire, overlapping between John and Brett, being up against other Commodore programmers, killing the interviews, making every life change at once, making your own hardware and writing your own protocol, getting your first raise, the death of 8 bit, learning PC and moving house, missing out on your chance to make a great 8-bit game, wanting to make games all day, hiring an artist based on musical taste, knowing a coder from the game, Carmack renting a PC to port his own RPGs, getting your own room and making your own games, two games in a month, becoming the game everyone in Pakistan and India played, dividing up the work, vertical scrolling vs smooth horizontal scrolling, getting stuff done in a night, knowing when it's time to move on, pitching a game to Nintendo, mistaking fan mail, making deals through the mail, making bank and cutting a deal to avoid a lawsuit, nearly selling the company, shareware just taking off, moving into the black cube, writing a... strong press release, riding the rocket, being fluent in code and creativity at the same time, multi-user editing, breaking out of a rectilinear world, getting out of the intellectual model, no room could have been made in the prior game, having to solve unknown problems, coding everything into the editor and coming up with the needs, programming all sorts of wild secrets, goals for SIGIL, coming up with new ideas that are reasonable extensions, someone stealing your thunder, flipping switches to get from multiplayer to single player, loving designing stuff, the Empire RPG, dream game with the dream team, spending time with John Romero, working on 90 games, working solo, the history of games in one man's head, June calls out, we talk our next game, SWotH. Games, people, and influences mentioned or discussed: Sigil, Origin Systems, Softdisk, John Carmack, Adrian Carmack, Tom Hall, id Software, Commander Keen, Wolfenstein 3D, Quake, ION Storm, Daikatana, Deus Ex, Anachronox, Monkeystone Games, Midway, Slipgate Ironworks, Gazillion, Loot Drop, Brenda Romero, Romero Games, Empire of Sin, Poison Cookie, Hunt the Wumpus, Nim, Adventure, Robert Lavelock, Will Wright, Dr. Cat (David Shapiro), David Crane, Capital Ideas Software, Apple ][, Nibble Magazine, Scout Search, InCider Magazine, AppleFest 1987, UpTime, Jay Wilbur, Cocktail, Epic Software, Lane Roathe, Ultima I, ManPower, John Fachini, Denis Loubet, Robert Garriott, Ultima Underworld, Mapping the Commodore 64, Inside Out Software, Might & Magic 2, Tower Toppler/Nebulous, Epyx, Lynx, Crush Crumble Chomp, Temple of Apshai, Alien, Dark Castle, Ideas from the Deep, Al Vekovius, Karateka, LodeRunner, Choplifter, PlayStation 2, LucasArts, Gamer's Edge, Sub Stalker, Tennis, Mark Crowe, Paul Lutus, GraFORTH, Catacomb, SuperNES, Mario, Zelda, Dangerous Dave, Solitaire, Minesweeper, Slordax, Michael Abrash, Captain Cosmic, Nintendo, Scott Miller, Kingdom of Kroz, Commander Keen, Aliens Ate My Babysitter, FormGen, Sierra, Ken and Roberta Williams, Wolfenstein 3D, Spear of Destiny, Kevin Cloud, NextSTEP, Wizardry, REKKR, Civilization, Paradox, The Irishman, Martin Scorcese, Francis Ford Coppola, Skyrim, World of Warcraft Classic. Next time: World of Warcraft Classic (up to level 5) Links: Making of SIGIL https://twitch.tv/brettdouville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Brenda Romero proves that from QA to Creative Direction, the simplest route is the bestest.
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Game Brain: A Board Game Podcast with Matthew Robinson and his Gaming Group
0:00:00 - Introduction0:01:38 - Elder's Origin StoryDungeon! (0:05:26)Hero Quest (0:08:51)D&D without rules (0:09:15) Star Frontiers (0:10:16)Judge Dredd, Gamma World, Marvel Superheroes (0:12:39)Puerto Rico (0:13:33)Altiplano (0:14:34)God of War, Twisted Metal (0:20:49)California Extreme (0:25:20)0:26:20 - Last Week's Debate Results0:26:53 - Our YouTube Channel0:27:14 - Dora and the Lost City of Gold0:27:54 - This Week's Game NightArchitects of the West KingdomThunderstone Quest Tokyo Metro0:29:09 - This Week's NewsJust One (0:29:42)Wingspan (0:30:24)Horrified (0:31:04)Trudvang Legends (0:33:42)Import/Export Definitive Edition (0:34:08)Smartphone Inc. (0:34:47)Single Card Game (0:35:48)0:36:55 Games on the BrainWatergate and Ragusa (0:37:22)Too Many Bones (0:38:20)0:39:12 - Review of Architects of the West KingdomPaladins of the West Kingdom (0:39:52)Raiders of the North Sea (0:50:15)0:56:57 - Debate of the Week: Whitewashboarding HistoryPuerto Rico - Slave Meeples (0:57:38)Scramble for Africa (1:00:30)Mombasa (1:17:49)Five Tribes (1:18:47)Train and more by Brenda Romero (1:21:49)1:26:50 - Game SommelierWhat to expect at a gaming convention (1:27:33)Sagrada (1:31:03)City of Gears (1:31:34)Pinball Tournaments: Team Pinball (1:32:40)Dominion set-ups and combos (1:33:40)Thunderstone Quest (1:35:53)1:36:43 - Sign Off
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com Siguenos en nuestras redes sociales: Facebook - Michael Cruz Homes Facebook - Y Tu Casa Pa Cuando Podcast Instagram @michaelcruzhomes YouTube - MichaelCruzHomes Website: www.ytucasapacuando.tv
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com Email: michaelcruzhomes@gmail.com Siguenos en nuestras redes sociales: Facebook - Michael Cruz Homes Facebook - Y Tu Casa Pa Cuando Podcast Instagram @michaelcruzhomes YouTube - MichaelCruzHomes Website: www.ytucasapacuando.tv
Nuestros anfritriones Michael Cruz, Brenda Romero en nuestro show Y Tú Casa Pa' Cuando? Podcast te orientan sobre temas relacionados a las Bienes Raíces. Si quieres comprar o vender tu propiedad en la Florida Central, contacta a Michael Cruz al 407-530-7620. Visita www.michaelcruzhomes.com Siguenos en nuestras redes sociales: Facebook - Michael Cruz Homes Facebook - Y Tu Casa Pa Cuando Podcast Instagram @michaelcruzhomes YouTube - MichaelCruzHomes Website: www.ytucasapacuando.tv
Just a normal episode! :) SHOW NOTES: •••[00:00:31] Games of Interest►►► Age of Dirt, Xi'an Presitge, A Fistful of Meeples, Coralia, Fast Sloths, Pact, Ecos: First Continent, Endeavor: Age of Expansion, Marquesas, Search for Planet X, Unlock! Timeless Adventures, Clinic Deluxe Edition •••[00:15:15] Top 10 Revisits►►► 2018, Game Artists •••[00:41:20] Gaming Q&A►►► Colonialism theme in boardgaming? Retheme challenge! Unplayed games from Malta? Where are the euros? Games to play post-RRT? BGG subscriptions? Games named after places? Pubs more or less likely to send review copies in the States? Why keep games we can never play? Fave games by continent? Best Agricola expansions? Jen's dream Tolkien boardgame? Jen's design for a glass making game? Boardgame dirty laundry? Train by Brenda Romero? Rahdo interns? Coimbra vs Notre Dame? Tabletop Day? Dixit? Networks? Anything need to disappear from boardgaming? What generates most excitement for a new game? The art of Ania Kryczkowska? •••[01:46:44] Personal Q&A►►► Do Jen and I watch shows together? What new shows have both Jen and I enjoyed? Care bear player enjoying violence in other media? How can I actually like Glengarry Glen Ross? Other real life superheroes besides Stan Lee? Malta vacation tips? Details about our 20th anniversary catamaran trip? Black Sails? Murano tips? Limoncello? Retirement in Malta? Fave spots in Italy? Maltese fish markets? Sustainability in boardgaming? How to prioritize media? Jen's monthly words of wisdom? •••Help Rahdo run @ https://patreon.com/rahdo •••Send your questions to questions@rahdo.com
Discuss this episode on our forums: https://pdxint.at/2PpwHoW -On this episode of The Business of Video Games Daniel and Shams talk about the recent announcements of Vampire: The Masquerade - Bloodlines 2 and that Paradox is working on a brand new strategy game with John and Brenda Romero.The Paradox Podcast is a podcast about the business of video games, brought to you by Paradox Interactive. Daniel Goldberg (Marketing & Communications) and Shams Jorjani (Business Development and Acquisitions) tries to shed a light on a part of the industry which is seldomly spoken of. Spotify: https://pdxint.at/2HFshtu Soundcloud: http://pdxint.at/2EYDl15 iTunes: http://pdxint.at/2BnBWBo Player.fm: http://pdxint.at/2EWTCnl Poddtoppen: http://pdxint.at/2CiqXGw Acast: http://pdxint.at/2ExBD9lSupport the show
Round and round game news goes, can we do it in 30? Nobody knows. Dale and Jeremy came back again this week to share with you the most important happenings in the world of video games. This week, Anthem gets a teardown by Kotaku. Labo brings VR to the switch. Valve gets Indexed. Foot-based motion controls will come to PSVR. Epic is all about them exclusives again, but Octopath Traveler may come to PC, while John and Brenda Romero strike up a strategy deal with Paradox. We cover new releases and some good sales, including one on, ew, books. We then take some time to recollect the most important game-related news articles that impacted us. Intro: "Can't Hold Me Down" - Griz, Borderlands 3 Outro: "America Theme - Atomic Age - Hard Times Come Again No More" - Civilization 6, by Geoff Knorr Check out our Discord community at https://discord.gg/ZTzKH8y
On International Women's Day, we joined the 15th annual #IWD Accenture Ireland breakfast at the Convention Centre in Dublin. In front of a crowd of 1,700 (gulp!) in the main auditorium, Kathy hosted a panel on technology, Changing the Game in Tomorrow’s World, examining the future for inclusion and equality, and how the technologies we live and work with can set us up for success in tomorrow’s world. Joining her on stage were Brenda Romero, Bafta award-winning game designer; Zahra Bahrololoumi, Accenture’s UKI technology lead; and Gavin Kelly, chief executive, Retail Ireland, Bank of Ireland. The panel spoke about inclusivity, the historical absence of the female lens in design, machine learning, the importance of ensuring there’s a lack of bias in data, and lots more. Plus: Brenda Romero gave an entertaining and inspiring speech on the importance of getting more women into the tech industry at all levels. Thanks to Accenture Ireland for a great event.
La semana pasada fueron los The Game Awards, unos premios en los que todas las papeletas apuntaban a Red Dead Redemption II como mejor juego del año pero que, al final, Cory Barlog y su equipo se alzaron con el galardón más importante de la noche con God of War. De eso y de todos los demás premiados hablamos en este Podcast Pirata episodio 11. Del desastre de gala, también. Por otro lado, hemos estado en Fun & Serious Game Festival, uno de los festivales de videojuegos más importantes de Europa y que se celebra cada año en Bilbao. Aunque hemos escrito una crónica larga y detallada del evento, también teníamos que hablar de ella en el podcast porque, al contrario que los Game Awards, este si nos gustó. Bien organizado y con ponentes importantísimos como Brenda Romero, Jade Raymond, Rihanna Pratchett o Fumito Ueda, entre otros. En este podcast participan Kenneth Barranco, Joaquín Nieto y presenta Álex Pazos.
The full panel from DDC 2018 in Dublin, Ireland with John & Brenda Romero of Romero Games Ltd. Some topics include: - Ion Storm - The Daikatana saga - Music for Doom & Quake Follow us : @Nerd2Know925 Review us on iTunes: itunes.apple.com/ie/podcast/nerd2…d1435737263?mt=2 Live Twitch Streams : www.twitch.tv/duximperator
Review of the Marvel's Spider-man for the PS4, a look back at the best Spidey games and a review of The Nun. Also, as a podcast bonus: The full Doom panel from DCC 2018 with John and Brenda Romero.
Welcome to Dev Game Club, where we are beginning our series on 2005's God of War. We set the game in its time, an interesting time at the end of a console lifecycle as new machines loomed on the horizon, and then turn to the game itself before hitting feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the desert / through Athens Podcast breakdown: 0:44 Segment 1: God of War 50:35 Break 51:06 Segment 2: Feedback Issues covered: the console lifecycle, PS2 install base, the new console generation, learning the hardware over the lifecycle, exclusives, squeezing the hardware over the series, optimizing instructions, iterating on a franchise, juvenile tone, the influence of the underlying mythology, being edgy or over the top, Greek tragedy and the fatal flaw, opening with a bang, narrative device of setting up how the character got to the big moment, setting up mysteries of character and fate, tension between player and character, pacing and balancing on a beam, perfecting the quick time event, the first level as a microcosm of the whole game, the influences of this game, skimming the top of a bunch of genres, adventure games drawing from every verb, explicit vs implicit tutorialization, great mythological moments, a series of yeses. Games, people, and influences mentioned or discussed: Broderbund Software, Red Storm Entertainment, Red Orb Entertainment, Riven, Prince of Persia 3D, The Journeyman Project, Santa Monica Studio, Shadow of the Colossus, Dragon Quest VIII, Resident Evil 4, F.E.A.R., Republic Commando, Metal Gear Solid 2, Sly Cooper 3, Guitar Hero, GTA: San Andreas, Japan Studio, Starfighter/Jedi Starfighter, Devil May Cry 3, Gran Turismo 4, Splinter Cell: Chaos Theory, Lego Star Wars, Horizon: Zero Dawn, Jak and Daxter, Ratchet and Clank, Tomb Raider (2013), Clash of the Titans, Hellblade: Senua's Sacrifice, Richard Wagner, Uncharted 2, Shenmue, Crystal Dynamics, Soul Reaver, Castlevania, Maximo: Ghosts and Goblins, MediEvil, Legend of Zelda: Ocarina of Time, System Shock 2, Sid Meier, Half-Life, Dario Casali, Sierra Games, Sebastian Pellegrino, Tim Schafer, LucasArts, Telltale Games, Amanita Design, Wadjet Eye, Daedelic, Edna and Harvey, Deponia saga, The Dark Eye, The Whispered World, Hal Barwood, Bill Tiller, Curse of Monkey Island, Duke Grabowski: Mighty Swashbuckler, A Vampyre's Tale, Indiana Jones and the Infernal Machine, The Dig, Kyle Vermaes, Fallout, Planescape: Torment, Link to the Past, Manhunter (series), Rules of Play, Eric Zimmerman, Katie Salen, Raph Koster, A Theory of Fun for Game Design, The Design of Everyday Things, Don Norman, GamaSutra, Brenda Romero, Challenges for Game Designers, Will Wright, The Sims, SimCity, A Pattern Language, Christopher Alexander, RadiatorYang, Ryan, Jason Schreier, Kirk Hamilton, Kotaku Splitscreen, Giant Bomb, Giant Beastcast, DLC, Jeff Cannata, Christian Spicer, RebelFM, Waypoint Radio, Patrick Klepek, Danielle Riendeau, Austin Walker, Steve Gaynor, Tone Control, Gone Home, Tacoma, Idle Thumbs, Important If True, Shall We Play A Game, Chris Suellentrop, JJ Sutherland, Slate Culture Gabfest, Filmspotting, Filmspotting: SVU, The Next Picture Show, Maximum Fun, April Wolfe, Switchblade Sisters. Next time: Up through the Three Challenges @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
This week, James Batchelor is joined by the games industry's power couple: John and Brenda Romero. In a year where both development veterans are picking up multiple awards - including a BAFTA for Brenda – we discuss whether the duo faces the perception that their careers have peaked, and what they intend to do about it. We also discuss how Donovan Brathwaite-Romero is coping with the success of Gunman Taco Truck, how the other Romero children are expressing their creativity, and the highlights and lowlights of both John and Brenda's respective careers. As always you can find more news, analysis and insight at www.gamesindustry.biz. Learn more about your ad choices. Visit megaphone.fm/adchoices
Welcome back to Ugly Talk! This episode, we know things about our experiences with This Is The Police. In playing this game, we learned a bit about Noir storytelling and Gameplay / Story balancing, as well as the meaning of impactful storytelling, the illusion of choice, and dissonant characters. Important Links: Neo Noir Reading List Patreon for Al Dente Rigamortis The Works of Brenda Romero
The Animated Journey: Interviews with Animation Professionals
Michael Tucker is no stranger to hard work and dedication. As a student at San Jose State University he worked on a number of animation and video game projects. Later he interned with famed game developers John and Brenda Romero. He then worked at Pixar Animation Studios as a production … Continue reading
Mirrored by Brenda Romero in the Sunday Business Post.
Tim's in the house to tell us more about the development of Indiana Stone, we chat a bit (or a lot) about the latest Brenda Romero sensationalism, and then we talk to Tim some more about GDC and freemium models.
Tim's in the house to tell us more about the development of Indiana Stone, we chat a bit (or a lot) about the latest Brenda Romero sensationalism, and then we talk to Tim some more about GDC and freemium models.