Podcast appearances and mentions of Chris Hecker

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Chris Hecker

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Best podcasts about Chris Hecker

Latest podcast episodes about Chris Hecker

GAMETHING
SpyParty (2018)

GAMETHING

Play Episode Listen Later Apr 15, 2025 32:31


In which we play SpyParty (2018), an asymmetric game of deception, precision, and the delicate art of not getting shot. ⌖

spy party chris hecker
Threshold
Inside the Wax Truck (with Chris Hecker)

Threshold

Play Episode Listen Later Dec 23, 2023 43:41


Chad digs in on the big shakeup on the World Cup this year: the flourocarbon ban... and how the US Ski Team is pulling away from the rest of the field when it comes to ski speed.  This episode is sponsored by AriensCo. Visit AriensNordic.com for details about their one of a kind nordic center - complete with a biathlon range - just South of Green Bay in Brillion, WI. With guest Chris Hecker Hosted by Chad Salmela Produced by Chris Parr

Filthy F*****g Casuals
Filthy F*****G Sports Network

Filthy F*****g Casuals

Play Episode Listen Later Nov 16, 2022 98:55


Since Damien is off enjoying legal crime in NYC after the election, our friend Chris Hecker of All Gas No Break Podcast is joining Ryan to discuss SPORTS! That's right the Jets are good and you're going to sit down for the ride with us. We also T A C K L E a fun discussion on the unique history between American Football and Professional Wrestling. Come hang!

The Middle Initial Pod
Middle Initial Podcast Episode 100

The Middle Initial Pod

Play Episode Listen Later Oct 24, 2022 85:19


Finally, we have arrived! The 100th Episode of The Middle Initial Podcast! We'd like to thank everyone who has supported us for 2 years and running, and here's to 100 more! We have special guests Chris Hecker from All Gas No Breaks Pod and Steve who are constant supporters of our MIPOD Spaces. Tune in and enjoy. Subscribe people

initial chris hecker
The Afterworlds Podcast
S2 E20: Locker Jockeys

The Afterworlds Podcast

Play Episode Listen Later May 29, 2021 44:58


Sigma said they were sending a drone to collect their money. And we took care of all of the sigma drones in the area. Feels good. One step ahead.This episode features Chris Hecker as Dr. Onẽ

Dev Game Club
DGC Ep 254: Prince of Persia: Sands of Time (part two)

Dev Game Club

Play Episode Listen Later Mar 31, 2021 76:05


Welcome to Dev Game Club, where this week we continue our series on Prince of Persia: The Sands of Time. We talk a bit about combat and especially the way the baths area expands the level design, despite a few visual language missteps. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through the Soldier's Mess Hall Issues covered: the physics of ponytails, trying to make the palace feel like a real place, deathtraps, major locations, a thin narrative, establishing a relationship between the Prince and Farah, who he's telling the story to, a charming rogue, differences with other similar heroes, the upcoming elevator scene, a companion character that is genuinely helpful, the scripting of Farah to be helpful, Farah as an element of the combat space, having different voice lines for small changes in order, the availability of further linearization, making your small choices make an experiential impact, not being forced to learn by trial and error, not refreshing mechanics for players, the cadence of mechanics to reinforce learning, level design and design jokes, the bath house room, going between two spaces, recontextualizing a space, environmental storytelling misleading the player, symmetry getting in the way, macro goals getting in the way of the level design, the possibility that these were solutions that needed further refinement, being able to rewatch the vision as a band-aid, loving the ability to climb up through swinging and jumping, having the heavy sword as a key, not cuing that the sword is going to go through the wall well, the rewind time mechanic, using the sands as a resource, the cooldown mechanic, an additional health bar for combat and not caring about your health as much, painless experimentation without reloading, learning combat by rewinding to the moment of pain, crowd combat and finding gaps to escape through, finding ways to make traversal less punishing in more modern games, not needing the sands to be a resource, needing to refill the bubbles by killing enemies, the grittier sequels, our lack of cussing, narrative reactivity, our streaming lives. Games, people, and influences mentioned or discussed: Mark Garcia, Tomb Raider (series), Chris Hecker, The Three Stooges, Mass Effect, Half-Life, Uncharted, Tangled, Firefly, Nathan Fillion, Aladdin, Republic Commando, Captain America, Mark of Kri, Rise of the Kasai, God of War (2018), Resident Evil 4, Ico, Dark Souls, Devil May Cry, Legend of Zelda: Breath of the Wild, JS Bach, the Crab Canon, Assassin's Creed, Super Meat Boy, Arkham (series), Jonathan Blow, Braid, Remi Lacoste, Frost Raven, John Romero, mysterydip, Finding Dory, Maximum Super Dip Land, Bastion, Supergiant, Logan Cunningham, The Crow, Arcanum: Of Steamworks and Magick Obscura, Baldur's Gate, Vampire: The Masquerade, Troika Entertainment, Icewind Dale, Hitman 3, Knives Out, Sherlock Holmes, Clue, Kirk Hamilton, Aaron Evers. Errata: The word for a story that is the story of its own making is poioumenon. We regret the error. Links: Tomb Raider: Cameras and Emotion Next time: A Bonus! Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 247: Baldur's Gate (part one)

Dev Game Club

Play Episode Listen Later Feb 3, 2021 88:05


Welcome to Dev Game Club, where this week we begin a new series about Baldur's Gate, the 1998 CRPG from BioWare that revitalized the genre. We situate the game in time, talk about BioWare as a company, and then turn to a lot of Dungeons & Dragons nerdery. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Chapter 1 Issues covered: explaining Brett's intro, flashbacks, 1998: a great year in games, the setting, 2nd edition AD&D, founding BioWare and "the doctors," different flavors of CRPGs, how the backgrounds hold up, feeling like your way through an explorable world, talking a little bit about methodical combat, hiding some of the complexity of combat scheduling, the varieties of turn-based combat, how they might have gotten to the combat, how we're using combat, scripted AI characters, the (new?) tutorial, THAC0 explained, table-driven combat and war-games, discussing the difficulty levels in this and the other games, having to reload, statistical difficulty vs statistical gentleness, player expectations in early D&D modules, leaning more towards role-playing, BioWare and dialogue/ethics systems, mixing in other genre elements, evolving towards loyalty quests, feeling like the tabletop, having all the text, party members not meshing, changing perspective, being banned from Candlekeep, classic characters, death of a dad figure, reinforcing the main quest, building up a party, multi-classing vs two classes, potential party members, kicking party members out for roleplaying reasons, letting characters die, characters not interacting well, including VO, VO and character, needing to gather a party before venturing forth, playing evil characters, the affect of game-making on mood, animating the deaths of children, abstraction and craft, having to deliver, project rhythms, sense of flow, playing "right" vs efficiently, incentivizing the player, intrinsic vs extrinsic rewards, achievements as a psychological motivator. Games, people, and influences mentioned or discussed: Planescape: Torment, Dungeons & Dragons, LoZ: Ocarina of Time, BioWare, Shattered Steel, Half-Life, Metal Gear Solid, Grim Fandango, Resident Evil 2, Starcraft, Unreal, Thief: The Dark Project, Tom Clancy's Rainbow Six, Xenogears, Tales from the Sword Coast, Icewind Dale (series), Forgotten Realms, Wizards of the Coast, TSR, Magic: the Gathering, Hasbro, Ray Muzyka, Greg Zeschuk, EA, Mass Effect (series), Dragon Age (series), Diablo, Blizzard, Fallout (series), Black Isle, Obsidian Entertainment, inXile Entertainment, David Brevik, Temple of Elemental Evil, GDC, GURPS, Shadowrun, Storyteller, Call of Cthulhu, Dark Souls, Cyberpunk 2077, "etcetera,etcetera," Sam, Lani Lum, Nintendo, Tomb Raider, Bethesda Game Studios, Pete Hines, Starfighter (series), Republic Commando, Soren Johnson, Michael, Halo, The Witness, Assassin's Creed: Origins, Chris Hecker, Christian Bale, Hitman, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Through Chapter 3 Errata: Apparently, Shattered Steel was *not* a Windows 95 title. We regret the error. Twitch: brettdouville/timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 239: Legend of Zelda Ocarina of Time (part four)

Dev Game Club

Play Episode Listen Later Dec 9, 2020 88:37


Welcome to Dev Game Club, where this week we continue our series on The Legend of Zelda: Ocarina of Time. We talk a lot about cluing direction, small keys, and the two dungeons we played. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the Fire Temple! Issues covered: what brings out the email, developing a relationship with Sheik, having trouble figuring out how to go back and forth in time, getting stuck in the Goron City, weird cluing, the lingering effects of a critical path mini-game, not knowing there's a verb in the graveyard, the inconsistency of the grab/pull verb, signalling critical path via text, the expanding set of verbs and the expanding amount of space they can be used in, "horse teeth," where your head goes when the puzzle logic is vague, stumbling upon a critical key and not knowing that's what it was, trying to figure out the what the key is from the shape of the lock, discussing where the bottles are, the multiplicative effective of verbs, wondering about whether the time change is critical path, world changes, psychological safety in world changes, big bang for buck, good camera trickery in the Forest Temple, making you believe more is going on than really is, "Object-Oriented Quests," quest status screen and the objects on it, abstract pegs on a board, strong work through theming, lack of copyright over game mechanics, making an RPG without a quest log, not usually being able to add UI elements indefinitely, keeping the same formula and iterating it and pushing it, feeling unsettled by small keys in the Forest Temple, wanting more clarity from key linearity, the interchangeability of the small keys, directing the player attention via a side goal, wanting specific keys, the fact that keys are not shared between dungeons, the impact of age, the Headless Horseman feel of the Phantom Ganondorf, timing and attacking/returning an attack, being misclued by Navi in combat, needing to worry about magic (or not), a serpent-style dragon, having a routine before attempting a boss, music in these two dungeons, revisiting the fishing game when Link is an adult, how different people bounce off different challenges, teaching players to throw the bomb, updating the contextual button text, overworld sparseness, the performance choices in 3D overworlds, the tiling rendering being the same as being in a level in 2D Zeldas, changing pace with Hyrule Field. Games, people, and influences mentioned or discussed: SNES, N64, Day of the Tentacle, Indiana Jones and the Infernal Machine (obliquely), Tomb Raider, Super Mario (series), DOOM (1993), Spelunky, Final Fantasy (series), Drew, Mark Garcia, Walker, Chris Hecker, Rubik's Cube, LucasArts, Kirk Hamilton, Aaron Evers. Next time: Two More Dungeons! Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 238: Legend of Zelda Ocarina of Time (part three)

Dev Game Club

Play Episode Listen Later Dec 2, 2020 87:39


Welcome to Dev Game Club, where this week we continue our series on Legend of Zelda: Ocarina of Time. We look at some of the snags around the Zora domain as well as its main dungeon, chat about mechanic literalization, and then Tim explodes a Lore Bomb. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Until becoming the Hero of Time Issues covered: the undercurrent of masculine tropiness, the canonical relationship between Ruta and Link, not loving the Zora section, ignoring the critical path minigame, solving a puzzle in different ways, running around for an hour because of presentation, experience with the series hampering you, the usability problem presented by longevity, Tim connects the dots for Brett, not wanting to enter the Lost Woods, looking for another way to get a fish, not having the Rumble Pack, showcasing the rumble add-on, an elaborate fishing mini-game, the Game Cast 'Cast, whether or not the message in the bottle is misplaced, resolution changes between N64 and GameCube versions, bottles on the critical path, being misleading, the multiple uses for bottles, telling a parent when you're asked not to, getting sucked into the giant fish, watching the king scooch over, circuitous routes to map locations, difficulty with cause and effect and timing, lack of clarity with affordances, not knowing the distance you can throw Ruta, introducing a new element, another level inside a body, the ability to do organic stuff in textures, the mini-boss room, an unnecessary difficulty spike, the easier multi-stage boss with tentacles, failing mini-games and not wanting to repeat them, literalizing mechanics, upgrading without experience points, korok seeds in Breath of the Wild as a similar literalized mechanic, using the primary verbs to collect, the cutscene with Zelda and Sheik and Ganondorf, getting the Ocarina of Time, the Lore Bomb about the origin story of Ganon, overexplaining the lore, supporting differently abled gamers, bringing Zelda mechanics into musou games. Games, people, and influences mentioned or discussed: Big, Dark Souls, GameCube/Wii, Chris Hecker, World of Warcraft, Nintendo 64, Tomb Raider, System Shock 2, Thief, Pinocchio, Kingdom Hearts, Breath of the Wild, Far Cry 2, Assassin's Creed (series), Homer, Star Wars, future_Tarzan, Edgar Rice Burroughs (obliquely), Death Stranding, Metal Gear Solid (series), Johnny Pockets, Left 4 Dead 2, Sony, Microsoft, Valve, Age of Calamity, irreverentQ/Nolan Filter, Dynasty Warriors, Kirk Hamilton, Aaron Evers. Next time: Next two dungeons! Links: Blind Gamer Beats Ocarina of Time Interview with that Gamer Another Blind Gamer who Beat OoT Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 213: Animal Crossing: New Horizons Bonus

Dev Game Club

Play Episode Listen Later May 27, 2020 102:43


Welcome to Dev Game Club, where this week we cap off our revisit of the unique series Animal Crossing with a bonus episode about it's latest installment, Animal Crossing: New Horizons. We talk about the feeling of the new game, the intersection of new mechanics and quality-of-life improvements and how they change the feel of the game, and we give the museum some love in addition to other topics and feedback. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: An hour or so a day! Podcast breakdown: 0:47 Animal Crossing: New Horizons 57:04 Break 57:37 Feedback & Next Game Issues covered: the vacation that's not a vacation, observations of humanity and how we use our phones, our own relationships with phones, similarities with Pocket Camp, seasonal events, the evolving mobile game and its influence into New Horizons, explicit vs implicit cooldowns (and being able to pay to remove them), analysis paralysis at the beginning, the things that Brett's not crazy about in the game/Nook Miles tracking, preferring the lack of incentives, worrying about achievements, intrinsic vs extrinsic rewards, stacking fruit, hacking and modding scene, losing the innocence, imagining a world in which the original game appears now, visibility into the indie space, blowing tranquility out of the water with Nook Miles, achievements, the influence of business models on the churn and turmoil of the industry, the changing approachability of games, being able to ask Tom Nook what to do, losing discovery and its accompanying delight, taking a positive lesson from trash, franchise challenges in terms of what you keep and what you discard, tracking multiple economies, revisiting EverQuest or Ultima and not knowing what to do, taking things academically for the 'cast, wanting to stay in the tent, not being engaged by the acquisition loops, losing characters in the original, animalizing changing your look, beauty as a feature, only doing the required crafting, overlap between classic AC/WoW and modern AC/WoW, the fantastic music, Tim captures a flea, the huge impact of the beauty of the museum, Brett's Book Recommendation, having a birthday intersecting with holidays in Animal Crossing, anticipating what will delight a player, being akin to a clicker, why play a game about chores, being rewarded by a chuckle, tend-and-befriend, Scandinavian comfort culture (hygge), ikagai and lagom, thinking about the next generation of hardware, load constraints, being interested in constraints, being curious about genuine innovation, what you can do with a really big hard drive, the expense of building for a new generation, high definition as a feature, pushing up against the constraints, we look forward to returning Geonosis, Brett's screed against YouTube. Games, people, and influences mentioned or discussed: Chris Hecker, Ultima IV, Ultima VII, Stardew Valley, Harvest Moon, Death Stranding, Quake, Michael Abbott/Brainy Gamer, World of Warcraft, EverQuest, Hitman 2, Elizabeth Strout, Olive Kitteredge, Tay if that is his real name, 30 Rock, Mike, Cookie Clicker, Universal Paperclips, Cow Clicker, Last of Us, Mike Baker, LucasArts, Sierra On-line, Edwin, Nintendo Switch, PS2/3, Xbox, Wii, Metal Gear Solid, Pokemon, Fallout 4, Mark Cerny, Star Wars: Republic Commando, Star Wars: Starfighter/Jedi Starfighter, Kotaku, John Williams, David Collins, Epic Mickey, Kirby's Epic Yarn, Kirk Hamilton, Aaron Evers. Links: Michael Abbott on older games Next time: Star Wars Republic Commando: The Geonosis missions Twitch: brettdouville, instagram:timlongojr, @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Kotaku Splitscreen
GDC 2018: Spy Party, with Chris Hecker

Kotaku Splitscreen

Play Episode Listen Later Mar 23, 2018 34:59


At the Game Developers Conference in San Francisco, Kirk and Jason sat down with the always energetic Chris Hecker to talk about his last decade+ working on the asymmetrical multiplayer game Spy Party, which will soon be on Steam Early Access. They also shared some stories of playing the game against one another the day prior.

Designer Notes
Designer Notes 37: Chris Hecker - Part 2

Designer Notes

Play Episode Listen Later Mar 12, 2018 116:18


In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss accessibility versus depth, when SpyParty suddenly became fun, and why Chris Hecker ruined Spore.

Designer Notes
Designer Notes 36: Chris Hecker - Part 1

Designer Notes

Play Episode Listen Later Feb 21, 2018 125:16


In this episode, Soren Johnson interviews independent game developer Chris Hecker, best known for his work on Spore and SpyParty. They discuss why game jams are no longer necessary, why the first triangle is always the hardest, and whether Powers of Ten was a good idea for a game.

Dev Game Club
DGC Ep 076: Super Mario World (part 4)

Dev Game Club

Play Episode Listen Later Aug 23, 2017 81:50


Welcome to Dev Game Club, where we currently playing 1991's Super Mario World. This week, we finish Super Mario World and talk about our takeaways, including some deep dives into modern design sensibilities and constraints. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: To End of Super Mario World! Podcast breakdown: 0:37    SMW Discussion 44:19  Break 44:57  Feedback/Next time Issues covered: Bowser's Castle, introducing mechanics in a critical path way, picking up the mecha-Koopas and tossing them onto Bowser's head, relentless pace of new stuff, player-motivated triggering of boss state, boss patterns, using Yoshi (or not), timer platforms, setting your own goals then and now, speedrunning origins, milking more out of levels by choices, keeping people interested via new level design tricks, expense limiting new gimmicks and reinforcing reuse, abandoning the lessons of the past, production realities, combinatorial depth, great base rule set where adding single elements extend in surprising ways, virtuous cycle of exploration and mechanical depth, RPG-ification of games, achievements, intrinsic vs extrinsic rewards, turning off notifications, notification and FOMO, achievements and the platform ecosystem, trading cards, Switch voip weirdness, focusing on the games, collecting every category in Breath of the Wild, tension-based enemy design, finding the rhythm in jumps, playing off up vs down, Eastern design sensibilities, yin/yang, opposition in Eastern design, subtractive vs additive design, punishing mechanics, save states against learning/mastery, apocalypse in Hyrule, lock/key vs player expression in Breath of the Wild, Mario as theater, variance among early Mario games, Luigi through the years, theater and games, comics, VHS of Legend of Zelda, cyclical nature of games, web of games, text adventures and scores. Games, people, and influences mentioned or discussed: Justin Timberlake, Sonic Mania, SEGA, Legend of Zelda (series), Shadow of the Colossus, Starcraft II, Half-Life, Warcraft, Mario (3D games), Giant Bomb, Breath of the Wild, Chris Hecker, Sony, Microsoft, Steam, Origin, UbiSoft, GOG, Switch, Ratchet and Clank, Pikmin, Shigeru Miyamoto, Jonathan DeLuca, Game Informer, Tacoma, Halo, Bjorn Johansson, Star Wars (obliquely), Inception, Mario RPGs, Mike Vogt, Super Mario All-Stars, Cameron Daxon, Sleep No More, True West, Sam Shepard, Who's Afraid of Virginia Woolf, The Real Thing, Tom Stoppard, Gone Home, The Scottish Play, Punch Drunk, The Antenna Theater, Kublai Khan, The Dark Knight Returns, Vertigo Comics, Wonder Woman, Nick Tapalansky, Skyrim, Ultima, Wizardry, Bard's Tale, Final Fantasy IX. BrettYK: 3 TimYK: 67 Interstitial Music from OCRemix.org, artist N4L4 Links: Peach-hime Kyushutsu Dai Sakusen! Next time: Ultima III, Wizardry III, Bard's Tale "Introductions" @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

The 3D Art Direct Podcast: 3D Digital Art | Artist Interviews | Digital Art Conferences | Sci-fi and Fantasy Genres
3DAD 036 : The Reality plugin for DAZ Studio and Poser - Interview with Paolo Ciccone

The 3D Art Direct Podcast: 3D Digital Art | Artist Interviews | Digital Art Conferences | Sci-fi and Fantasy Genres

Play Episode Listen Later Jan 8, 2016 57:04


Podcast Introduction This is session 36 of the 3D Art Direct podcast speaking to Paolo Ciccone, author of the Reality plugin for DAZ Studio and Poser, one of the most advanced Physics Based Rendering systems in the market, producing photorealistic results. Podcast Prologue Welcome to this session. I'm really pleased to talk to Paolo, who we've interviewed several times in the past and he's always a joy to speak to. He's done a lot of good work with his Reality plugin to make a real gem of a tool to help you the artist generate realism in your renders. We've had Paolo as a keynote speaker at our last Poser Expo live webinar conference and we'll no doubt see him again in some more of our events this year. Check out digitalartlive.com. It's now early January 2016 and we've got two events coming up this month including a Poser clinic where you can submit a problem or challenge and we'll try to resolve for you with Charles Taylor, probably the foremost expert on Poser and that's on Saturday January 23rd at 20:00 GMT. And we have Chris Hecker a respected sci-fi artist taking us through the making of one of his best illustrations created with Vue and Photoshop – that's on Saturday January 23rd also  at 8:00 pm. Join us if you can and you can get in touch on the contact page at digitalartlive.com.   Introduction Paolo Ciccone is the author of Reality, a plugin for Poser and DAZ Studio that introduced Physically Based Rendering (PBR) around 2010, when PBR was not that familiar for Poser and DAZ Studio artists. PBR provides more photorealistic or natural looking renders than previous render techniques. Reality takes advantage of the LuxRender rendering engine. So Reality gives a rendering solution that extends DAZ Studio and Poser and is described as providing the most advanced Physics-Based Rendering system in the market.

The 3D Art Direct Podcast: 3D Digital Art | Artist Interviews | Digital Art Conferences | Sci-fi and Fantasy Genres
3DAD 034 : Chris Hecker Creating Sci-Fi Cityscapes with 3DS Max, Vue and Photoshop

The 3D Art Direct Podcast: 3D Digital Art | Artist Interviews | Digital Art Conferences | Sci-fi and Fantasy Genres

Play Episode Listen Later Nov 17, 2015 46:43


My guest today is Chris Hecker. An excellent sci-fi digital artist using Vue, 3DS Max and Photoshop. There's a recurring theme through part of his portfolio of depicting futuristic large scale cities. And this is a natural response perhaps from growing up in the environment of the industrial landscape of East Germany as well being awed by the production paintings of the sci-fi movies that we all love. In this session we learn:- Which artists and movies inspired Chris the most as he started as a digital artist. How learning about concept art and matte paintings helped Chris gain some breakthroughs in his artwork. How recording workflow speeds up your improvement rate as an artist Creating cityscape scenes with Cinema 4D, Vue and Photoshop. Use of World Machine and Xenodream About being part of the Luminarium group of artists on Deviant Art The making of "Come a Little Closer", "Sky High" (shown above) and "Leaving the Fields of Steel". Resources Chris Hecker's (Tigaer) Deviant Art The Luminarium Deviant Art group E-on's Vue software World Machine 3DS Max  

Designer Notes
Designer Notes 8: Daniel Benmergui

Designer Notes

Play Episode Listen Later Jun 8, 2015 105:28


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.

development video games storytellers game development igf idle thumbs soren johnson mohawk games adam saltsman designer notes chris hecker indie fund
Up Up Down Down
27. A Tiny Game That You Can Play Forever

Up Up Down Down

Play Episode Listen Later Oct 3, 2014 74:26


Asher Vollmer, creator of Threes and Close Castles, joins us to talk puzzle games. We discuss the process of designing developing Threes, and what goes in to making a great little puzzle game. We then talk about the whimsical minimalism that works so well in indie games, and how to bring them to life. We talk about difficulty, complexity, and how to tune games. We touch on the effects of free to play on puzzle games, and how it makes us feel weird. Afterwards, we talk Wii U games, Divinity: Original Sin, trying to get our RPG fix, and Manwiches. Asher’s game Threes The development of Threes Greg Wohlwend, the artist that brought Threes to life Mike Bithell on Thomas Was Alone and ‘ugly games’ SpyParty’s Chris Hecker on doing depth first, and accessibility later Asher’s upcoming multiplayer game Close Castles Asher’s blog Divinity: Original Sin

Sports Palooza Radio Show
Sports Palooza Radio: Author, Author! Lars Anderson and Bob Andelman stop by!

Sports Palooza Radio Show

Play Episode Listen Later Sep 11, 2014 82:00


20-year Sports Illustrated writer Lars Anderson talks about his book "THE STORM AND THE TIDE: Tragedy, Hope and Triumph in Tuscaloosa" (Time Home Entertainment), which delves deep into the aftermath of the deadly tornadoes of April 27, 2011  to tell the story of a town struggling to rebuild, and of Nick Saban and the University of Alabama football team that saw an opportunity to do their part to help its community heal. So, why do men watch football??? Bob Andelman's book, "WHY MEN WATCH FOOTBALL: A Report from the Couch,”  identifies 20 distinct reasons why men devote so much time, energy and money to watching football. Andelman, a long-time resident of St. Petersburg, Florida, interviewed dozens of football fans, sportscasters, sports psychologists, psychiatrists and sociologists to get to the root of the question, why do men watch football? Among the reasons (or excuses)...well, tune in! Chris Hecker joins us too! He is the CEO of The Sports Bloggers (www.thesportsbloggers.com). As a former journalism student and an opinionated sports fan, it's been his dream to work for a company where he can report on sports news while also expressing his opinions. The Sports Bloggers is the manifestation of that dream. His goal is to learn and grow as much as he can while helping others do the same. Find out more on the show today.    

YOUmedia Podcast Network
LoG Podcast, Season 6, Episode 3: Ode to The Tall Guy

YOUmedia Podcast Network

Play Episode Listen Later Aug 6, 2012 63:06


In this podcast we say farewell to Aaron Eckart-Frank who is leaving Chicago and the podcast for Grinnell College. To commemorate his departure we let Aaron run every single segment. That includes a game preview of Spy Party from developer Chris Hecker. Then we talk about the impressive success of the Arma 2 mod Day Z. Finally we finish off the episode with an Olympic themed personal choice. We pick video game characters we would want to see compete in the Olympics. Enjoy!

The Experience Points Podcast
EXP Podcast #69: The Finish Line

The Experience Points Podcast

Play Episode Listen Later Mar 18, 2010 38:08


This past weekend concluded the 2010 San Francisco Game Developers Conference, which brought together developers from around the world to discuss all aspects of the games industry. Numerous talks were held covering a wide range of subject. One particularly interesting talk, embedded above, was by Chris Hecker, who called on designers to "finish" their games. Fittingly, we called on game developer Krystian Majewski, creator of the IGF Award nominated Trauma, to offer his professional wisdom. Join us this week while we discuss missing deadlines, game depth, charismatic marketers, and the importance of wacky ideas. Show notes:- Run time: 38 min 05 sec- "Please Finish Your Game," by Chris Hecker, via ChrisHecker.com- See Game Design Reviews for more information about Trauma and Krystian Mejewski- Music provided by Brad Sucks

Three Moves Ahead
Three Moves Ahead 56: Civ 5, Sid Meier and Farmville

Three Moves Ahead

Play Episode Listen Later Mar 16, 2010


We throw together a show on some of the strategy gaming news and ideas coming out of this year’s GDC. What do we know and not know about Civilization 5? Is Sid Meier coddling players in his psychological approach? And why is Julian on the side of evil in the Facebook wars? We announce the winner of the King Arthur steam code and begin planning for PAX East. Fear and Loathing in Farmville Gamasutra on Meier’s Keynote Julian’s article on Facebook games Chris Hecker on the rewarding boring activities A Theory of Fun for Game Design Pre-order Sid Meier’s Civilization V Rob Zacny on the bias against strategy games Match Defense: Toy Soldiers

Biota's Artificial Life Podcast
Biota Live #17: Artificial Life in Games: A How-To [May 9, 2008]

Biota's Artificial Life Podcast

Play Episode Listen Later May 10, 2008 52:43


Biota's Artificial Life Podcast
Biota Live #17: Artificial Life in Games: A How-To [May 9, 2008]

Biota's Artificial Life Podcast

Play Episode Listen Later May 9, 2008 52:43


Fast Karate for the Gentleman
03/21/07 - High Definition Boobies

Fast Karate for the Gentleman

Play Episode Listen Later Mar 21, 2007 38:40


Chris Hecker and the GDC (The Wii is a piece of "poop"?)

Gaming Steve
Gaming Steve Episode 45 – 03.23.2006

Gaming Steve

Play Episode Listen Later Mar 23, 2006 55:31


Today was “Spore Day” at GDC with four different talks concerning Spore, and I was at every single one of them. But just how much new information was revealed during these talks? And what new revelations did Satoru Iwata reveal about the Revolution? This and more on today’s show! Oh yes, and once again I share the mic, today with John Callaham from FiringSquad. Enjoy! Gaming Steve Episode 45 Program Game Developers Conference Day 4 Recap John and I discuss Spore talk number one: “Advanced Prototyping” with Chaim Gingold and Chris Hecker. We discuss the Nintendo keynote speech. Will Wright talks, but does he say anything? John gives us a rundown of the expo floor. A review of this year’s “Game Design Challenge” and why was Will Wright wearing a tiara? Spore talk number three: “Spore: PrePD Through Prototyping” by Eric Todd. And finally Spore talk number four: “Building Community Around Pollinated Content in Spore” by Caryl Shaw. A recap of last night’s Independent Game Festival & Awards and the Game Developers Choice Awards. Download the show (55 minutes): Gaming Steve Episode 45 (MP3). Subscribe to the Podcast directly in iTunes (MP3). Add the Gaming Steve Podcast feed to your RSS aggregator. Vote for Gaming Steve on Podcast Alley.

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