Podcast appearances and mentions of dan pinchbeck

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dan pinchbeck

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Best podcasts about dan pinchbeck

Latest podcast episodes about dan pinchbeck

Game Studies Study Buddies
71 – Pinchbeck – Doom: Scarydarkfast

Game Studies Study Buddies

Play Episode Listen Later Jul 1, 2024 86:32


We talk about Dan Pinchbeck’s Doom: Scarydarkfast. Buy the shirt! Support this show on Patreon! Buy books from our Bookshop.org page! Follow Ranged Touch on Twitter. Follow CMRN on Twitter. Follow Michael on Twitter. Chris Hunt created the theme song for this show.

Unity – Behind the Game
Little Orpheus

Unity – Behind the Game

Play Episode Listen Later Dec 2, 2020 57:19


Go behind the scenes with the studio that launched Little Orpheus, a beautiful 2.5D platforming game that IGN calls “one of the best things to come out of Apple Arcade so far.” Hosted by Mike Geig, this episode features The Chinese Room’s creative director and cofounder Dr. Dan Pinchbeck and technical director Nick Slaven.

Serbest Oyun İmalatı
Anytown #5.5 Oyunlar ve Mizansen

Serbest Oyun İmalatı

Play Episode Listen Later Oct 6, 2018 43:06


Anketimize katılarak podcastimizi iyileştirmemize yardımcı olabilirsiniz:https://goo.gl/forms/6Iuf3pAtyuZizjsG3Bu bölümde, çocukken oynadığımız ve tasarladığımız oyunları konuştuk. Oyunlar ve filmler üzerinden mizansen ve çevresel anlatı oluşturmaktan bahsettik.Hazırsanız başlıyoruz!Cue List:02 dk 36 sn: Hamdi ve Esen Mortan’ın Çocukluk Oyunları04 dk 20 sn: Kendi Oyunlarını Yaratan Çocuklar 05 dk 40 sn: Zeynep'in Uzay Gemisi06 dk 35 sn: Anytown'daki Hayali Kart Oyunu 07 dk 48 sn: Uzay, Mekan ve Çevre 10 dk 45 sn: Oyun ve Sinema'da Mizansen ve Çevre Anlatısı 15 dk 32 sn: Sadece Çevre Anlatısı Üzerine Kurulu Oyun Örnekleri16 dk 10 sn: Oyun Çalışmalarında Çevre Anlatısı (Don Carson, Jenkins, Smith and Worch) 17 dk 20 sn: Anlatı ve Kırık Halka18 dk 22 sn: FPS Oyunlarında Oynanış ve Çevre Tasarımı İlişkisi (Dan Pinchbeck)18 dk 40 sn: Walking Simulator Türü Oyunlar 20 dk 54 sn: Ekran Dışı Ses (Off Screen Sound)21 dk 55 sn: Dünya Yaratmak22 dk 29 sn: Children of Men Filmi ve Film Dünyasının Anlatısı24 dk 41 sn: Arka plan ve Ön plan Arasındaki Gri Bölge26 dk 05 sn: Theme Hospital ve Başarısızlığın Komedisi29 dk 50 sn: Bullfrog Oyun Stüdyosu ve Mekan ile Oynayan Oyunlar30 dk 09 sn: EA'in Yanmasını İsteyenler31 dk 18 sn: Telif Hakkı (IP), Transmedya ve Kendi Kendini Yiyen Yılan34 dk 03 sn: Oyun Parklarının Çevre Tasarımı ve Hayal Gücüne Bırakma35 dk 06 sn: Çocukluğumuzun Çakma Oyunları38 dk 15 sn: Anytown'da Çakma Oyunların Yeri40 dk 50 sn: Çocukluğumuzun Kıskançlıkları ve Gelecek BölümDIŞ BAĞLANTILAR:Down Under Şarkısı (Youtube): https://www.youtube.com/watch?v=XfR9iY5y94sImpeccable High Oyunu (Twitter): https://twitter.com/impeccablehighDon Carson - Environmental Storytelling: http://www.gamasutra.com/view/feature/131594/environmental_storytelling_.phpHenry Jenkins - Game Design as Narrative Architecture: http://blogs.bgsu.edu/honors1120/files/2013/08/Jenkins_Narrative_Architecture.pdfSmith and Worch - What Happened Here: http://www.worch.com/files/gdc/What_Happened_Here_Web_Notes.pdfDan Pinchbeck - Story as a function of gameplay in First Person Shooters: https://researchportal.port.ac.uk/portal/files/6033550/Dan_Pinchbeck_PhD_2009.pdfChildren of Men Trailer (Youtube):https://www.youtube.com/watch?v=2VT2apoX90oDesire to see EA burn: https://knowyourmeme.com/photos/1409969-electronic-arts-ea

Serbest Oyun İmalatı
Anytown #5.5 Oyunlar ve Mizansen

Serbest Oyun İmalatı

Play Episode Listen Later Oct 6, 2018 43:06


Anketimize katılarak podcastimizi iyileştirmemize yardımcı olabilirsiniz:https://goo.gl/forms/6Iuf3pAtyuZizjsG3Bu bölümde, çocukken oynadığımız ve tasarladığımız oyunları konuştuk. Oyunlar ve filmler üzerinden mizansen ve çevresel anlatı oluşturmaktan bahsettik.Hazırsanız başlıyoruz!Cue List:02 dk 36 sn: Hamdi ve Esen Mortan’ın Çocukluk Oyunları04 dk 20 sn: Kendi Oyunlarını Yaratan Çocuklar 05 dk 40 sn: Zeynep'in Uzay Gemisi06 dk 35 sn: Anytown'daki Hayali Kart Oyunu 07 dk 48 sn: Uzay, Mekan ve Çevre 10 dk 45 sn: Oyun ve Sinema'da Mizansen ve Çevre Anlatısı 15 dk 32 sn: Sadece Çevre Anlatısı Üzerine Kurulu Oyun Örnekleri16 dk 10 sn: Oyun Çalışmalarında Çevre Anlatısı (Don Carson, Jenkins, Smith and Worch) 17 dk 20 sn: Anlatı ve Kırık Halka18 dk 22 sn: FPS Oyunlarında Oynanış ve Çevre Tasarımı İlişkisi (Dan Pinchbeck)18 dk 40 sn: Walking Simulator Türü Oyunlar 20 dk 54 sn: Ekran Dışı Ses (Off Screen Sound)21 dk 55 sn: Dünya Yaratmak22 dk 29 sn: Children of Men Filmi ve Film Dünyasının Anlatısı24 dk 41 sn: Arka plan ve Ön plan Arasındaki Gri Bölge26 dk 05 sn: Theme Hospital ve Başarısızlığın Komedisi29 dk 50 sn: Bullfrog Oyun Stüdyosu ve Mekan ile Oynayan Oyunlar30 dk 09 sn: EA'in Yanmasını İsteyenler31 dk 18 sn: Telif Hakkı (IP), Transmedya ve Kendi Kendini Yiyen Yılan34 dk 03 sn: Oyun Parklarının Çevre Tasarımı ve Hayal Gücüne Bırakma35 dk 06 sn: Çocukluğumuzun Çakma Oyunları38 dk 15 sn: Anytown'da Çakma Oyunların Yeri40 dk 50 sn: Çocukluğumuzun Kıskançlıkları ve Gelecek BölümDIŞ BAĞLANTILAR:Down Under Şarkısı (Youtube): https://www.youtube.com/watch?v=XfR9iY5y94sImpeccable High Oyunu (Twitter): https://twitter.com/impeccablehighDon Carson - Environmental Storytelling: http://www.gamasutra.com/view/feature/131594/environmental_storytelling_.phpHenry Jenkins - Game Design as Narrative Architecture: http://blogs.bgsu.edu/honors1120/files/2013/08/Jenkins_Narrative_Architecture.pdfSmith and Worch - What Happened Here: http://www.worch.com/files/gdc/What_Happened_Here_Web_Notes.pdfDan Pinchbeck - Story as a function of gameplay in First Person Shooters: https://researchportal.port.ac.uk/portal/files/6033550/Dan_Pinchbeck_PhD_2009.pdfChildren of Men Trailer (Youtube):https://www.youtube.com/watch?v=2VT2apoX90oDesire to see EA burn: https://knowyourmeme.com/photos/1409969-electronic-arts-ea

Dev Game Club
DGC Ep 89: Super Mario 64 (part three)

Dev Game Club

Play Episode Listen Later Nov 29, 2017 75:06


Welcome to Dev Game Club, where we are in the midst of our series on 1996 3D platforming sensation Super Mario 64. Tim intros the 'cast for the first time and we discuss both macro and micro design. SM64 Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to 50 stars! Podcast breakdown: 0:44     SM64 Segment 42:02   Break 42:33   Feedback segment Issues covered: likening Brett to a car, increasing difficulty of stars within a hub, Brett getting all the stars for a bunch of worlds and figures out how he got there, red coin challenges, rising frustration but increasing skill, getting access to the second Bowser battle, hub and spoke structure, choices and exploration, building a sense of place by allowing players a bit of choice of which path to follow next, linearity as a review trope, sacrificing narrative for non-linearity, player choice reducing narrative urgency, abstraction of narrative helping with non-linear stories, avoiding stress and soft gating, finding stars out of order, dynamic difficulty built into design, maintaining order for consistency and communication's sake, courses as missions, wanting the clues to the other stars earlier, telling stories via stars, tagging the current star, move set with many possibilities from few inputs, triple jumping in place, gaining height, 100 coin stars, profound impact of the game, finding every way to die in Shifting Sand, adding new stuff that doesn't work as well, swimming in 3D character games, variant gameplay should be easier, the difficulty inherent in the flying controls and not making the transition well from 2D, experimentation, mods and getting in, the paintings and the world of 2D, maintaining some jankiness, leaving bugs in, giants killing you in Skyrim, adventure games and intentional blind alleys, motion sickness, being software driven vs hardware driven, gambling and children, not all characters created equal, matching loot box mechanics to the property. Games, people, and influences mentioned or discussed: Cadillac, Super Mario Odyssey, Jedi Knight: Dark Forces, Nintendo, Skyrim, Super Mario World, Super Mario Sunshine, Game Developer Magazine, Uncharted 4, Mike Reddy, Half-Life 2, Adam Griffiths, Dan Pinchbeck, The Chinese Room, Dear Esther, Logan Brown, From Software, Paper Mario, Legend of Zelda: A Link Between Worlds, Super Mario 3D Land, Halo, Day of the Tentacle, Wolverine, Aaron Evers, PSVR, Vive, Oculus, The Witness, Shadow of the Colossus, Alien: Isolation, TIME Magazine, Ben Zaugg, EA, Madden, FIFA, Aaron Rodgers, Lionel Messi, Star Wars, Battlefront, Piotr/jatyoni. Next time: Beat Bowser (finally)! Links: I could not find the issue of Game Developer I wanted, but here's the magazine archive Adam Griffiths's mod  That One Time It's Different  @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Indie By Design Podcast
IBD #08 - The Chinese Room interview

Indie By Design Podcast

Play Episode Listen Later May 10, 2017 56:57


The Chinese Room was founded by husband and wife duo, Dan Pinchbeck and Jessica Curry. As writer and composer, Pinchbeck and Curry have led their studio to BAFTA wins for Everybody’s Gone to the Rapture and helped define a genre with Dear Esther, a title that started life as a Source Engine mod. That latter title was in part a response to Pinchbeck’s frustration with games academia of the time, which he felt was too preoccupied with the theory of game design and not enough with the practical application of ideas. He’s kept a foot in the academic world thanks to his position as visiting lecturer at the University of Portsmouth, and ongoing discussions with PhD students. And that’s where we kick off this week’s hour-long chat, with discussion of The Chinese Room’s ties to the world outside of the day-to-day running of a successful indie studio. Later in the episode we talk about the delivery of story through game play, the danger of deskilling over the course of a long project, and Pinchbeck’s frustration with the heavy focus on frame-rates and the technical minutiae of game creation. First though, we start with him talking about the joy of public speaking and keeping a hand in the wider discussion surrounding game design. Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers. Visit us at indiebydesign.net - Twitter: @indiebydesign - Facebook/independentbydesign Music by Ben Prunty.    See acast.com/privacy for privacy and opt-out information.

Gaming - The Podcast
IBD #08 - The Chinese Room interview

Gaming - The Podcast

Play Episode Listen Later May 10, 2017 56:57


The Chinese Room was founded by husband and wife duo, Dan Pinchbeck and Jessica Curry. As writer and composer, Pinchbeck and Curry have led their studio to BAFTA wins for Everybody's Gone to the Rapture and helped define a genre with Dear Esther, a title that started life as a Source Engine mod. That latter title was in part a response to Pinchbeck's frustration with games academia of the time, which he felt was too preoccupied with the theory of game design and not enough with the practical application of ideas. He's kept a foot in the academic world thanks to his position as visiting lecturer at the University of Portsmouth, and ongoing discussions with PhD students. And that's where we kick off this week's hour-long chat, with discussion of The Chinese Room's ties to the world outside of the day-to-day running of a successful indie studio. Later in the episode we talk about the delivery of story through game play, the danger of deskilling over the course of a long project, and Pinchbeck's frustration with the heavy focus on frame-rates and the technical minutiae of game creation. First though, we start with him talking about the joy of public speaking and keeping a hand in the wider discussion surrounding game design. Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers. Visit us at indiebydesign.net - Twitter: @indiebydesign - Facebook/independentbydesign Music by Ben Prunty.    See acast.com/privacy for privacy and opt-out information.

Making Games Is Fun Podcast - Gareth Dutton
MGIF S2 E8: Jessica Curry and Dan Pinchbeck of The Chinese Room

Making Games Is Fun Podcast - Gareth Dutton

Play Episode Listen Later Nov 30, 2016 79:24


I talk to Jessica Curry and Dan Pinchbeck of The Chinese Room about their lives together as husband and wife but also as coworkers. We talk Dear Esther, Everybody's Gone To The Rapture, the games we enjoy, plus we discuss why Jessica has decided to take another step back from the industry

dear esther chinese room jessica curry dan pinchbeck everybody's gone to the rapture mgif
Agents of Game Podcasts
Agency Brief - Interview with The Chinese Room's Dan Pinchbeck

Agents of Game Podcasts

Play Episode Listen Later Sep 15, 2016 16:44


We have a special treat for you, as Dave interviews Dan Pinchbeck of The Chinese Room (Everybody's Gone to the Rapture) about the upcoming release of Dear Esther: Landmark Edition on PS4 and Xbox One. Join in as they chat about the development of this unique game, other upcoming projects, and a few other topics. Again, we can't thank Dan enough for taking the time to talk to us less than a week before Dear Esther drops on consoles. If you're interested, Dear Ester releases Sep. 20th for $9.99.

My Favourite Game
S.T.A.L.K.E.R: Shadow of Chernobyl, by Dan Pinchbeck

My Favourite Game

Play Episode Listen Later Jul 13, 2016


“Idi ka mnie.” The legacy of the S.T.A.L.K.E.R. games has lived for a long time, even since the core team of Shadow of Chernobyl moved on from the now defunct GSC Gameworld. From small splinter teams doing Kickstarters for spiritual successors to big successes like 4A Games and their adaptations of Metro 2033 and its […]

BAFTA Guru
Everybody's Gone To The Rapture | Games Showcase

BAFTA Guru

Play Episode Listen Later Apr 7, 2016 39:46


Dan Pinchbeck, co-founder of game development studio The Chinese Room, offers an insight into the inspiration behind BAFTA-nominated game Everybody's Gone to the Rapture.

Unlimited Hyperbole
Unlimited Hyperbole S1 - Episode One

Unlimited Hyperbole

Play Episode Listen Later May 24, 2012 11:52


Unlimited Hyperbole is a weekly podcast about videogames and the stories we tell about them, with a new special guest every week. Using "My Favourite Game" as a topic for the first season of episodes, we talk to the creator of Dear Esther and Creative Director of The Chinese Room, Dan Pinchbeck. Dan explains why STALKER: The Shadow of Chernobyl is his favourite game, the affect it had on his own work and how a tumultuous development can sometimes create a better product. Featuring music by Dexter Britain, used under the Creative Commons License.

One Life Left's Podcast
One Life Left vs Gamasutra #1: 6/3/12

One Life Left's Podcast

Play Episode Listen Later Mar 7, 2012 59:27


It's One Life Left's first broadcast from GDC 2012, in which the team join Gamasutra and a  star-studded panel to look GDC culture. Listen in as the panel discussing today's hot topics, tomorrow's must-see sessions and last night's Like-a-Prayer shame. On the panel today: FORTHRIGHT WRITER Evan Skolnick (LucasArts) ESTHER VISIONARY Dan Pinchbeck (thechineseroom) JOUST KING Douglas Wilson (Die Gute Fabrik) FABULOUS JOURNEYWOMAN Kellee Santiago (thatgamecompany) LUMINOUS PROFESSOR Brian Moriarty (Worcestor Polytechnic Institute) ENCHANTING CHANTEUSE Leigh Alexander (Cry Me A River) Tonight our guests sparkling conversation features recommendations for things to do at GDC, recollections from GDC's past (going all the way back to GDC #1) and predictions for the future.  There's also breaking news about Dan Pinchbeck's bright orange sneakers. Download / listen here.

Podcast 17
Debeaked #2: Take On Helicopters

Podcast 17

Play Episode Listen Later Jan 29, 2012


William reviews Take On Helicopters, a brand new helicopter game from independent developers Bohemia Interactive – creators of the award-winning military-Sim series Arma 2. Featuring input from Dan Pinchbeck.

Podcast 17
Dan Pinchbeck on thechineseroom

Podcast 17

Play Episode Listen Later Jun 2, 2011


William and Patrick talk to Dan Pinchbeck about his newely formed indie company thechineseroom and what that means for Dear Esther.

dear esther dan pinchbeck